afew more light tank weapons yes or no ?

Discussion in 'Game Play' started by Spike, Aug 30, 2015.

?

Afew more light tank weapons ?

  1. yes

    8 vote(s)
    80.0%
  2. no

    2 vote(s)
    20.0%
  1. Spike

    Spike Long Live The King!

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    better selection of light tank weapons early game more interesting yes or no ?

    Mk1 auto cn - 3 shot burst then reloads
    Amour piercing mg - 20 rounds low damage fast rate of fire longish reload
    Fragmentation ml - good vs infantry
    Bio Cannon - alot like bio ml but fires alot slower
    These would add abit more diversity to light tanks

    chemistry - fragmentation ml
    physics - armor piercing mg
    electrical - mk1 auto cn
    biology - Bio cannon
    All 1 slot weapons ment for the nf light tank and be AFV
     
    Last edited: Aug 31, 2015
  2. Sgt.Security

    Sgt.Security Member

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    Can we have the same thing for AFV too?
    If so then yeah.
     
  3. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I like the idea.
     
  4. Spike

    Spike Long Live The King!

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    Security there 1 slot weapons of course there going to be for the afv......
     
  5. Lazybum

    Lazybum :D Staff Member Moderator

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    I trying to think of how you do faction only weapon, but the only thing that actually works faction only seems to be research so I guess you could do it that way.

    That was a bit off topic, it really couldn't hurt anything to add some more 1 slot weapons.
     
  6. Insignus

    Insignus Member

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    I think that might be useful, particularly on some of the lower resources maps where you don't see mediums or heavies for awhile.

    I'd suggest that instead of giving them specific tech items, they be attached to nodes that lead to later weapons. This way, they would provide more flexible options rather than comitting 30-45 seconds away from the main research lines.

    The frag ml, for example, would be unlocked by "Improved Warhead Compounds" (Which is the tree node that leads to UMLs). I'm a bit hazy on this, but you would basically clone the BML, remove its DOT, change the color of the sprite, make it 1 slot, and give it maybe 30 damage.


    I believe the autocannon option should be combined with the armor piercing MG. While many 13mm rounds can be armor piercing vs. light vehicles (Such as trucks, bullet-proofed or resistant armors on personnel carriers and transports), AFVs and the rarefied modern light tanks will mount 20, 25, or 30mm weapons systems to achieve armor piercing (Such as APFSDS) or HEI for anti-infantry roles. These weapons generally come in the form of auto-cannons. These do sometimes fire in burst modes for heat management or accuracy reasons.

    In game, this autocannon would face some limitations compared to DU or HEMGs (The HEMG is itself an Autocannon). The APAC would be a 3 round burst with a very rapid reload, such as .15s, high magazine count (It would show up as 3/120 in game), lack the bonuses of HEMGs vs. reflective, or the raw DPS of DU. But it would be slightly more accurate (Because it would be conducting essentially a first shot every 4th shot.) It would also have slightly lower damage vs. both. A 2 slot version would have same stats, but increased ammunition storage and a slightly faster reload (.12s) to reflect more space devoted to an improved loading mechanism.

    This would make it a solid interim weapon vs. DU or HEMGs.

    Continuing the node research theme, APAC could be unlocked through either The Improved Projectile physics OR improved flagration compounds.

    This makes sense realistically, logically, and from a balance sense.

    Bio Cannon: I would change this to instead be a bio grenade, launchable from APCs. It would unlock through the Biological Weaponry node. Again, this is a logical and realistic choice that would balance well.

    Balance: It would provide a greater way of making APCs viable late game, such as for suppressing dug in infantry. It would also be great for limited vehicle maps, such as escort. It would also improve on the lackluster options for grenade launchers. If the commander researches UGLs, and has researched Biological Weaponry, the UBGL (Upgraded Bio Grenade Launcher) would unlock. This may require minor coding changes to implement a tech dependency. The BGL would be a 2 slot apc grenade weapon, while the UGBL would be a 3 slot.
     
  7. Z100000M

    Z100000M Vithered Weteran

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    I though tier 1 vehicles needed a boost against other vehicles, not infantry hate.
     
  8. Señor_Awesome

    Señor_Awesome Member

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    I'm a fan of more diversity for low level tanks - anything that gives me a shot at comebacks when a whole chassis behind, and more options for the resource starved.

    For the most part, I very much agree with this. For balance some should be separate research items, in particular the Auto CN (because if my memory serves correctly auto cannon has not traditionally been a 'fair' research).
     
  9. Spike

    Spike Long Live The King!

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    Also i was thinking maybe abit more diversity in apc weapons maybe ?
     
  10. complete_

    complete_ lamer

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    people should realize that no one will get these weapons except the losing team or on maps where resources is scarce

    other than that, im fine with stronger 1slot weapons. just as long as they are not comparable with 2 slot weapons
    id say they need to be a bit stronger against other apcs/lts and buildings
     
  11. Lazybum

    Lazybum :D Staff Member Moderator

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    When I was talking to spike about this there was the idea of when you open a main tree, chemistry or physics for example, you would unlock one of these tier 1 weapons. This way you would passively gain extra stuff for lights without wasting too much time, it was either that or a very short research time, I can't remember if it was 15 or 30 seconds in the base of each tree. I think it depends just a tad on what weapon you get, like from talks the autocannon might be a separate research because it has the decent potential to be better then the std cannon, but frag ml is simply trading being decent against tanks/buildings for being decent against infantry so it could possibly be a passive research. I think it just ends up being a question of is it going to be better or just a side grade to add variety? In either case light tanks needs something so anything will be an improvement.

    I'm honestly not big on the idea of putting these tier one weapons on the unlocking nodes like improved warhead compounds, a lot of games don't see certain weapons because they would seem to not work as nicely as some of the other options. I feel that if you made it passive in those nodes you spend a lot of time researching for something you might not want people to use on a medium or heavy but would be fine with on a light tank, mostly because the proposed weapons aren't simply 1 slot versions of researched weapons. If they were sure it would make sense, but it seems odd to say get a anti infantry missile when the weapon you unlock is rather crap against infantry.

    And yes spike you know I think some extra apc weapons wouldn't be bad at all, but unlike lights I think it's quite alright for apc weapons to have a separate research node of 30-60 seconds, apcs do get used the entire game and are always handy to have on hand. I would imagine the other weapons you wanted to make are gonna be strong enough to do something interesting like how 3 apcs with he or du can do some neat stuff, so it would make sense to me if it was something that commanders actively sought out for their tactics.

    @Insignus: A lot of the weapons are already made, I've had the chance to use them and they were quite nice to use.

    There isn't a neutral spread on vehicle weapons by the way, every shot is gonna have a similar inaccuracy. In the scripts it's a simple ProjectileSpread, quite a few weapons like cannons actually use it. So if you ever got frustrated with std cannon missing its mark well now you know why.
     
  12. Spike

    Spike Long Live The King!

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    Lazybum this is why i love you <3 long live lazybum
     
  13. Insignus

    Insignus Member

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    Well, since you're implementing so many of these weapons, why don't you do the fun next thing and deliver a new intermediate chassis that has 2 double slot MG weapons. We'll call it an "SPAA" with 1-2 armor slots. You could pull the AAA guns off EMP King and mount them on a BE APC. Then could pop the turret off teh NF APC, enlarge it, and put a pair of gun barrels similar to the Flak 36 Vierling

    Its intended role would be to humor me. But also enable lower res teams to be more competitive and have a greater variety of options.
     
    Last edited: Aug 31, 2015
  14. Sgt.Security

    Sgt.Security Member

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  15. Ikalx

    Ikalx Member

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    That's the method I like most.

    Although I am with people on not making light chassis better against infantry. That's their major weakness and it should stay that way imo. Besides, there's always chainguns if you want to be anti-inf, right?
     
  16. Lazybum

    Lazybum :D Staff Member Moderator

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    The only weapon for lights that increases their effectiveness against infantry is the frag ml, everything else is stuff against other tanks. Sure there's the bio cannon, but I don't think it's going to be like bio ml. I don't know how much it changed, but I tested an earlier version with spike and std cannon was actually a lot better against infantry then this bio cannon. This bio cannon was nice against tanks though, especially paired with the anti tank mg.
     
  17. BigTeef

    BigTeef Bootleg Headshot master

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    We seriously need a new AFV model.
     
  18. Ikalx

    Ikalx Member

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    We actually have a new AFV model, I think. It just wasn't able to be balanced so it kept spinning upside down and all kinds of crazy ways whenever it was spawned. It's the same kind of rigging problem I think Redskull was having with the medium.

    At least I think it was, with my extremely limited knowledge of modelling and animating :p

    We definitely did use the AFV in testing a few years back. Sweet model, not sure if the modeller is still around though.

    Well fair enough then :)
     
  19. Trickster

    Trickster Retired Developer

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    Haven't read through the thread really, but if you're wanting to do autocannons you'd better hope the script line to control recoil was added. If it wasn't then they're going to be super difficult to control and actually put on target. Controllable cannon recoil was something I wanted for a very long time.
     
  20. Lazybum

    Lazybum :D Staff Member Moderator

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    I thought cannon recoil was broke on the port to 2013? I tested it out real quick and the only thing that seemed to mess with aiming was the projectile spread, everything seemed to be firing in that cone. Like your cannon isn't constantly going up while you fire like with counter strike weapons, it's just that natural inaccuracy of projectile spread.
     

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