Hmmm... How about comboing? Have alt-fire on the scout's binocs paint whatever is under the cursor for any nearby, friendly, guided missiles. The grenadier that is guiding it will get a tickler on his HUD. If he unlocks from his missile, it will switch to receiving guidance from the scout and continue. Points would be given to both players. If the gren doesn't unlock, he will continue to provide guidance for it himself. While that probably wouldn't make a lot of difference in pub play, I could see clan grens blind-firing from their home base, and a hidden scout at the enemy's home base picking it up and sending it after their CV. Much hilarity would ensue. :D Seriously, though, with some thought and balancing, that could make for a fairly simple yet effective addition. If nothing else, it would make scouts a lot more useful for their teammates.
What about a simple recoilless rifle? No guiding, no god damn homing. Just point and click. Must be stationary to use, and has blowback that can damage allies if not careful.
what about no other weapons. Just make the mowtar and RPG up to par to compensate the buffed speed and armor the tanks got and the riflemans resistance to the mowtar and improved accuracy and damage buffs.. To quote predator(my hero) and that's not counting the riflemans accuracy skills and damage upgrade. Plus dig-in..
Yes, buff mortar. But what if I want a different anti-tank RPG? God damn engineers get 2 SMGs, and they have less to do in combat than grens imo. Riflemen get 3 weapons to choose from, to define their role even further. But no, grenadier is stuck on RPG and the noob-repellant-gun.
I always thought it would be quite nice to put the inevitable 2nd RPG in if aircraft were to be added (LOL AMIRITE?). Allow the choice between more powerful guided or less powerful homing (with GOOD homing and lock on, not so that it's made to intentionally fail). Sort of off topic but meh.
Reviving this thread, because of Rego's post. Also, want Unguided RPG, Homing RPG and normal RPG. Homing VS Aircraft Guided VS Vehicles Unguided VS everything, but for real 1337 h4xX0rz.
is he supposed to open the same thread again and get flamed because it already existed? what a dilemma I agree - there should be 2 RPGs, guided and homing with both having unguided as primary firemode. guided will fly with the button pressed, homing should start to lock once button gets pressed and the missile released to fire - switching weapons cancels. especially with aircraft this should become very handy. damage would be unguided > guided > homing. Models can stay the same ...
if you think mortar in empires is hard... http://www.youtube.com/watch?v=Bm-4HKmqZR0 the one in enemy territory is much harder
Yes it's harder to learn, because you have to remember what you have to set your mortar to to hit a certain position on a map, but once you learned them it's not that hard anymore and the mortar becomes a deadly weapon (especially with spawnkill allowed) I used to play ET 24/7 before I started playing empires. And tbh, your example of mortaring sucks, it's pisseasy to spawnkill on battery with a mortar, if you really want to know how hard it is to use a mortar use it to spawnkill from your second spawn on goldrush ... /BTT, If you want to make the mortar easier, just code a crosshair that shows where the mortar shell will impact to ...
instead of a new cannon weapon how about a grenade launcher that fires grenades that explode on impact or a gun that fires explosive bullets