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Apotheosis 02-18-2004, 02:03 PM I personally think the velocity/angle that the mortar fires at should be user determined, depending on how long the user holds down the fire key before releasing. The longer the fire key is held down, the greater the release velocity of the mortar round (straighter path). This would add a new "skill factor" into mortar usage.
Furthermore, from the videos I've seen of the mortar in T:V, is seems like the mortar already has a greater exit velocity/straighter path than in T1 or T2. I feel that this makes the mortar much easier to use and aim with (read: newbifies it), while also decreasing its versatility (more difficult to angle the shot over hills, etc). My suggestion would preserve this ease of use for newbies, while also providing a slight advantage for users who learn how to properly angle their shots, since shots that are fired at lower velocities will takes less time to "prep."
Discuss.
Slurp 02-18-2004, 02:09 PM Within 1 day, everyone would have a max-launch keybind, and would use it 99% of the time.
Devil Slayer 02-18-2004, 02:11 PM This would totaly elliminate the traditional way of firing a mortar, because you no longer have to aim higher to add range to a shot....T1/T2 vets may not like it.
Myself, i'm kinda half sold on the idea, I dont think it would add anything to the game.
Apotheosis 02-18-2004, 02:12 PM Within 1 day, everyone would have a max-launch keybind, and would use it 99% of the time.
So? That shouldn't be a problem as long as the prepping time to get to max launch still exists.
Apotheosis 02-18-2004, 02:17 PM This would totaly elliminate the traditional way of firing a mortar, because you no longer have to aim higher to add range to a shot....T1/T2 vets may not like it.
Myself, i'm kinda half sold on the idea, I dont think it would add anything to the game.
You would still have to aim higher to get the maximum shot distance. The way to get the greatest distance on your shots should be (neglecting air resistance) to angle your shot at about 45 degrees, and fire at maximum velocity. Realistically, any deviation from that 45 degree angle will reduce the range of your shot.
Darkfire 02-18-2004, 02:19 PM Just keep it like it is in T1 and 2.
Bistromatic 02-18-2004, 02:21 PM You can shoot over hills just as well as with the old ones (looking only at the velocity), except for a maximum-range 45° shot there are always two angles you can hit a given spot with. For example, if you want to hit a spot five meters in front of you, you can either point your mortar almost directly at it, or shoot almost vertical, so the projectile follows a very steep ballistic curve.
Edit: beaten to it
Apotheosis 02-18-2004, 02:25 PM Actually, I wouldn't mind having an built-in option to toggle the firing style to same as T1 and T2 (fixed exit velocity). This would essentially be the same as having a "max-launch" script.
Ixiterra 02-18-2004, 02:40 PM Ugh. This game is going to be a pile of shit. Oh well. It'll be better than T2.
Apotheosis 02-18-2004, 02:44 PM You can shoot over hills just as well as with the old ones (looking only at the velocity), except for a maximum-range 45° shot there are always two angles you can hit a given spot with. For example, if you want to hit a spot five meters in front of you, you can either point your mortar almost directly at it, or shoot almost vertical, so the projectile follows a very steep ballistic curve.
Edit: beaten to it
Exactly, but the problem I see with a constant high velocity (as I have seen in T:V) is that if one wants to shoot onto a platform that is about 10 meters in front of him/her and on a higher level than him/her, the user has no choice but to shoot using the higher angle, which at such close distances would require the user to look almost directly up (close to 85 degrees, relative to the horizon) while firing. My proposal would remedy such annoyances.
Apotheosis 02-18-2004, 02:47 PM Ugh. This game is going to be a pile of shit. Oh well. It'll be better than T2.
...because of my proposal which will more than likely not be in the game? Or some other reason?
Anyways, gtg to work, bbl.
Ixiterra 02-18-2004, 02:51 PM ...because of my proposal which will more than likely not be in the game? Or some other reason?
Anyways, gtg to work, bbl.
No, not because of your proposal. The opposite, in fact. Every time we get new information, we get to see something dumbed down, like the mortar as you pointed out. Shoots much faster, reloads 3x quicker. It's starting to disgust me. "Oh we're making it available to all players." Please. It's just going to be a skilless T1 hack with a few extra features at the rate it's going right now. I suppose only beta can verify the full details of the matter.
ChaoStar 02-18-2004, 02:53 PM The velocity at which the mortar is fired from any vehicle should be constant. Just like the handheld version the heavies will carry.
In the army do you see tanks carrying around shells with different amounts of powder to be used for different distances? no. Point is keep the velocity locked. Have the only variables for making a good hit be the left, right positioning and the angle of fire.
Zoolooman 02-18-2004, 03:08 PM I'm not sure where someone gets the idea the T:V mortar is faster. Has anyone actually compared it? It doesn't look that different from the T1 mortar, and not much faster either.
GIMPbeowulf 02-18-2004, 03:15 PM The timing would have to be long to get any kind of reasonable control... and would have to be short to prevent long shots from taking an annoyingly long time to charge.
Therefore, I don't really see this doing anything but annoying people.
Personally the videos looked to me like the mortar was simmilar to the T1 one, nowhere near the range of T2. At least that's what it seemed like to me.
Starwind 02-18-2004, 03:16 PM And your basing this off a video that you saw of a game that is only 65% complete. What you saw in the video is just a working prototype of the mortar. All the elements of firing will be changed and tweaked many times b4 release.
Zoolooman 02-18-2004, 03:21 PM The timing would have to be long to get any kind of reasonable control... and would have to be short to prevent long shots from taking an annoyingly long time to charge.
Therefore, I don't really see this doing anything but annoying people.
Personally the videos looked to me like the mortar was simmilar to the T1 one, nowhere near the range of T2. At least that's what it seemed like to me.
Agreed. This mortar did not go very far and had a good arc on it.
http://users2.ev1.net/~jasonsharp/mortaringanim.gif
Ixiterra 02-18-2004, 03:32 PM And your basing this off a video that you saw of a game that is only 65% complete. What you saw in the video is just a working prototype of the mortar. All the elements of firing will be changed and tweaked many times b4 release.
And how long is this excuse going to work for? :rolleyes: What percentage does the gameplay magically start being the actual gameplay?
Thrax Panda 02-18-2004, 03:48 PM Discuss.Doesn't really make the weapon intuitive, does it. How about no?
LoVer 02-18-2004, 03:54 PM Just keep it like it is in T1 and 2.
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