Variable Velocities for Mortar Shots

Pages : 1 2 [3] 4

LoVer
02-19-2004, 04:15 PM
A rangefinder that could be toggled on and off in the settings would be nice.

As long as its toggleable thats fine. I'd hate to have one on my screen all the time. They obscure the target more than they help.

TetraTimboman
02-19-2004, 05:03 PM
If you want to have a mortar go farher, jump.

half the sky
02-19-2004, 05:12 PM
If you want the mortar to go farther, ski up to the enemy base and fire it like a man!

mixolydian
02-19-2004, 07:35 PM
or a woman. :)

Apotheosis
02-20-2004, 12:33 PM
*sigh*... I find it frustrating that a lot of you don't understand that the point of this suggestion is not to increase the range of the mortar. I thought I did a decent job of explaining the concept, but I guess not. Oh well, looks like this feature won't be in the game anyways. :shrug:

Amadeus
02-20-2004, 02:02 PM
We won't have targeting lasers, so we'll never know how far something really is :p

Wtf... can you quote a dev on that?

*sigh*... I find it frustrating that a lot of you don't understand that the point of this suggestion is not to increase the range of the mortar. I thought I did a decent job of explaining the concept, but I guess not. Oh well, looks like this feature won't be in the game anyways. :shrug:

Come on man, do you really want us to talk about your idea only? We are discussing things: ideas come and go. No offense, but you really can't expect everyone to stick to the thread title...

Theta
02-20-2004, 02:13 PM
Wtf... can you quote a dev on that?


http://www.tribalwar.com/forums/showthread.php?t=274032&highlight=targeting

Unfortunately T:V doesn't currently have anything like target lasers or beacons, but it'll likely be possible to perform something similar to beacon stopping. I agree that target lasers and beacons are very cool, but they're also gimmicky,
KP

they even confirmed it on last nights WOFN interview

Apotheosis
02-20-2004, 02:39 PM
Come on man, do you really want us to talk about your idea only? We are discussing things: ideas come and go. No offense, but you really can't expect everyone to stick to the thread title...

Hm, I thought the previous responses were referring to my idea. But to answer your question; no. Discuss on! :)

{RiP}Zarious
02-20-2004, 03:34 PM
I just want to see the mortar used less for long ranged blind spam. A slight drift starting at say 250 - 350 meters would be nice. Bothers me that a heavy 450 meters away from my base can drop a mortar in a window reliably time after time.

pyrot3chnic
02-20-2004, 03:37 PM
too bad you're thinking of t2 instead of t:v...

Amadeus
02-20-2004, 03:55 PM
http://www.tribalwar.com/forums/showthread.php?t=274032&highlight=targeting



they even confirmed it on last nights WOFN interview

So does that mean that in T:V we'll have no way to assist heavies with targeting? Or will it have built-in Sheeva?

VaporTrail
02-20-2004, 04:15 PM
I just want to see the mortar used less for long ranged blind spam. A slight drift starting at say 250 - 350 meters would be nice. Bothers me that a heavy 450 meters away from my base can drop a mortar in a window reliably time after time.

Quick question, how are you goint to limit it to only long range shots? A tiny deviation might be too much. Too little and you don't change much.

At the ranges that "spam" operates a hundredth of a degree drift can produce a huge footprint area, easily 3-5 times the area a mortar explosion covers. What does this mean? Spam would cease to be used at all. To make it work you'd have to build in a variation of a thousanth of a degree or less.

The Mortar was "designed" as a long range "spam" weapon. The only reason it turned into a short range weapon was the fuse time and the fact you could get a heavy up to "light" speeds decently quickly. One could just as well ask to remove the "mortar bounce" to prevent the short range use of the mortar, it makes about as much sense.

{RiP}Zarious
02-20-2004, 04:31 PM
You could limit it only to long range shots in the code I'm sure. Or a simple timer. If the shot travels for more than a pre-determined amount of time, without exploding, it begins to drift. Short shots of about 250-300 meters would be dead on. I just wanna cut out the spamming of gens, stations and turrets from way beyond visual range. Maybe make it so that if the target is beaconed, or lazed, the mortar would "lock on" and the drift would disappear. Once the player moved, the lock would be lost, and the nest mortar fired would drift again.

half the sky
02-20-2004, 04:34 PM
*sigh*... I find it frustrating that a lot of you don't understand that the point of this suggestion is not to increase the range of the mortar. I thought I did a decent job of explaining the concept, but I guess not. Oh well, looks like this feature won't be in the game anyways. :shrug:


I can understand if you're a huge fan of mortaring that you want your mortaring to be pushed to the next level of control, but to make the mortar more complex as you describe would make it more complicated for people to learn to use without giving that much more benefit. Complicated elements that offer no great benefit are often perceived as tedious, especially to new people. Tedious is not fun.

VaporTrail
02-20-2004, 04:38 PM
If the shot travels for more than a pre-determined amount of time, without exploding, it begins to drift. Short shots of about 250-300 meters would be dead on.
So you just reduce the range at which spam is accurate. What mechanism would you use to create this drift... all of a sudden the shell just veers off course at 300m? doesn't strike me as a viable thing... but lets continue.

I just wanna cut out the spamming of gens, stations and turrets from way beyond visual range. First off, this is a MAP design issue, not a WEAPON issue. Second, if someone is spamming your stuff in T2, you have midfield to help prevent just that. Spam is NOT the end all and be all of HO... in fact it's the LEAST efficient way to bring down most stuff, because you die very quickly compared to a fully offensive HO.

Maybe make it so that if the target is beaconed, or lazed, the mortar would "lock on" and the drift would disappear. Once the player moved, the lock would be lost, and the nest mortar fired would drift again.

Sorry, no beacons or targeting lasers.

Apotheosis
02-20-2004, 05:30 PM
I can understand if you're a huge fan of mortaring that you want your mortaring to be pushed to the next level of control, but to make the mortar more complex as you describe would make it more complicated for people to learn to use without giving that much more benefit. Complicated elements that offer no great benefit are often perceived as tedious, especially to new people. Tedious is not fun.

[It was] also suggested that "99.9% of ppl will be using a 'max velocity' key bind," which I don't particularly have a problem with. I did not intend this feature to be a crutch or a disadvantage to newer players, but rather a way for more experienced players to have more room to grow into. I actually encourage the use of a built-in checkbox that will allow you to switch between fixed mortar exit velocity or variable mortar exit velocity, and would even say that the default should be set to "fixed mortar exit velocity," so as to not confuse the newbies.

Sojourn
02-20-2004, 05:56 PM
I just want to see the mortar used less for long ranged blind spam. A slight drift starting at say 250 - 350 meters would be nice. Bothers me that a heavy 450 meters away from my base can drop a mortar in a window reliably time after time.

Bad idea. For a couple of reasons..

1. If the drift is the same every time, players will account for that drift when they set up.

2. Spam will still take place at shorter distances.

3. Spam is as much a disadvantage as it is an advantage.

As much as you may not like spam, it is a viable strategy. In Rainbow 6 there was a strategy known as camping in which you would sit in a location and wait until your opponent charged in. Was it fun? Not really. You just have to find some way to counter it. I may not like spam, but different people favor different strategies, and who am I to say "I don't like your strategy, so I think it should be removed."

Count Zero
02-21-2004, 10:49 PM
As much as you may not like spam, it is a viable strategy. In Rainbow 6 there was a strategy known as camping in which you would sit in a location and wait until your opponent charged in. Was it fun? Not really. You just have to find some way to counter it. I may not like spam, but different people favor different strategies, and who am I to say "I don't like your strategy, so I think it should be removed." :signed:

Mr Rabies
02-21-2004, 11:03 PM
it's hard for a weapon to be effective if there is a randomness of how far it may go involved. that's why we try to make sure that bullets all have the same or very close amounts of powder. very minimal change so it behaves the same way everytime.

Zaptistas_Blood
02-21-2004, 11:34 PM
Bad idea. For a couple of reasons..

1. If the drift is the same every time, players will account for that drift when they set up.

2. Spam will still take place at shorter distances.

3. Spam is as much a disadvantage as it is an advantage.

As much as you may not like spam, it is a viable strategy. In Rainbow 6 there was a strategy known as camping in which you would sit in a location and wait until your opponent charged in. Was it fun? Not really. You just have to find some way to counter it. I may not like spam, but different people favor different strategies, and who am I to say "I don't like your strategy, so I think it should be removed."
I agree, people bitch tomuch about other people using differnt strats then they would use.