Reloading of Flying vehicles. [message #84342] |
Fri, 30 April 2004 06:37 |
KIRBY098
Messages: 1546 Registered: February 2003
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General (1 Star) |
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Will the rockets be the only thing needing reloading, or will the minigun need it too? If you decide to go with this option, I would suggest a default load of 1000 rounds.
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Reloading of Flying vehicles. [message #84403] |
Fri, 30 April 2004 12:04 |
KIRBY098
Messages: 1546 Registered: February 2003
Karma: 0
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General (1 Star) |
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I can burn through 1,000 rounds in no time. 150 is untenable. You would never be in combat, you would have to make 20 pitstops.
I assume that you thinking about modifying the cannon on the Apache then. Considering both the Orca, and the Apache currently have unnoticeable differences in armament, you are planning on deleting the Hellfires from the Apache, upgrading with a DU cannon, and making the Orca dependent on the TOW missiles while deleting the Gatling gun?
I wouldn't mess with the armaments. Just make them refill for missiles, and compromise with 500 rounds chain gun ammo.
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Reloading of Flying vehicles. [message #84407] |
Fri, 30 April 2004 12:15 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Orca weaponry:
GAU-8 Avanger 30mm chaingun
Hydra-70 70mm rockets
Apache weaponry:
M230 Automatic Gun
AGM-114F Hellfire missiles
Hydra-70 70mm rockets
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Reloading of Flying vehicles. [message #84410] |
Fri, 30 April 2004 12:21 |
KIRBY098
Messages: 1546 Registered: February 2003
Karma: 0
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General (1 Star) |
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Post whatever stats you want, but the fact remains that in this game currently, they both fire the same missiles, and both have miniguns that fire at the same rate.
They are essentially equal in battle, and rely on piloting skills to determine the victor in a one on one.
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Reloading of Flying vehicles. [message #84412] |
Fri, 30 April 2004 12:26 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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The Orca can't carry a fucking GAU-8/A, the damn thing is bigger than a Volkswagen car! Only the A-10A is meant to be fitted with that cannon.
Please stop posting bullshit spam in the forum, Seaman.
The Apache's cannon range is 50 meters shorter than the Orca's - that's a huge difference in combat and puts the Apache at a disadvantage. I should know because I've been the victim of being hit from a large distance away by Orca cannon fire while I'm not close enough to do anything about it except get hammered.
Making the Orca and Apache different in air combat and in ground support will make the game feel different, at the very least, including balancing it out better so you're not forced to have the same exact unit on both teams, just with a different look.
[Updated on: Fri, 30 April 2004 14:42] Report message to a moderator
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Reloading of Flying vehicles. [message #84467] |
Fri, 30 April 2004 16:20 |
Phoenix - Aeon
Messages: 221 Registered: April 2004
Karma: 0
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Recruit |
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Christ the Avenger's 6m long, weighs nearly 2 tonnes with ammo and has a recoil of 40kN. The Orca couldn't lift that gun and even if it could firing it would throw the Orca out of the sky, or more likely tear it in half. I'm sure I saw something somewhere on this thread about balancing things.
On topic the aircraft need to be changed, the apaches are supposed to be AP and the Orcas for tactical tank and installation strikes. As for the ammo 6 missiles for the Orca is the only number that should be considered as it is what they actually have in TD, this is one where damge needs to be tweaked not ammo. As for Apaches I'd say go with 200 - 250 rounds.
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Reloading of Flying vehicles. [message #85134] |
Mon, 03 May 2004 04:20 |
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Rex
Messages: 107 Registered: March 2003 Location: Netherlands
Karma: 0
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Aircraftkiller | Making the Orca and Apache different in air combat and in ground support will make the game feel different, at the very least, including balancing it out better so you're not forced to have the same exact unit on both teams, just with a different look.
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I agree with this and totally support the idea that they should have more then only a different look.
But I should keep 2 weapons on each vehicle. I don't really care how you guys do it as long as you keep a normal and ALT fire.
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Reloading of Flying vehicles. [message #85264] |
Mon, 03 May 2004 14:23 |
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htmlgod | Another thing about aicraft that might be worth fixing is the rockets - they go like 50 mph and have a turn radius like a skateboard. I think it would be worthwhile to make the rockets travel a lot faster...
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Oh, and of course I suppose you haven't thought about overhauling the MRLS/MLRS yet?
Its missiles are so freaking slow, it's not even funny.
Having it to rotate it's turret would also be good.
I suck cock and love it... absolutely love it. And I just got banned for being too immature to be allowed to post here.
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Reloading of Flying vehicles. [message #85318] |
Mon, 03 May 2004 17:50 |
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SuperFlyingEngi
Messages: 1756 Registered: November 2003
Karma: 0
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General (1 Star) |
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I know! For the orca, how about you fit it with a modiied vulcan cannon on the front that basically consists of six of the U.S.S. North Carolina's 19 inch guns put together into minigun form! It would shoot about 100 tons of lead and explosives a second!
But moving on, I like the idea of snipers no longer hurting aircraft, aircraft not needing to refuel (a tank of gas lasts a chopper hours) and the Orca and Apache having different weapons.
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Reloading of Flying vehicles. [message #85346] |
Mon, 03 May 2004 20:48 |
Phoenix - Aeon
Messages: 221 Registered: April 2004
Karma: 0
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No. No. No. No. NOOOOO!!!
Simlpe fact, just because a piece of hardware is this way in real life does not mean it has to be that way in game. If it was then AK's "buy it, fire once, game over" weapon would be the MRLS. Incase you didn't know the MRLS is a british artillery system capable of devestating a 1*1km square of land using a system of 16 missiles launched simultaneously across the landscap. Hey won't that be fun kids? Whilst we're at it we can limit the mammoth to one round because guess what? Twin barrels would rip the turret off. Oh, and btw GDI, you know the U.N made that Ion cannon of yours illeagel, guess that's out of the picture. The black hand had better not shoot anything red or those lasers will just bounce right back, nit that it makes a difference anyway; red light's at too low a frequency to do damage. Come back when you learn how to use microwaves boys. Finally, news just in for Nod artillery gunners, your cannon has a range of 27 km, but tough shit GDI will still rip you to pieces, MRLS has got 32km.
Now perhaps all of that crap I wrote above hasn't got the point across (it probably hasn't: I rely more on tone of voice than actual words) so I'll say things plainly, if Renegade was realistic it wouldn't be fun, or have half the shit in it that it does. Also, AK's right, the game should be based on C&C, anyone who can't understand that an FPS version of C&C chould be like C&C is... well, you can think up of an insult,mainly because I can't be arsed starting a flame-war (though I suppose it may be too late now).
BTW, you'll have to excuse me if I seem a little off, ot's 4:48 in the morning here in England.
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Reloading of Flying vehicles. [message #85773] |
Thu, 06 May 2004 08:02 |
Phoenix - Aeon
Messages: 221 Registered: April 2004
Karma: 0
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I was pointing out the numerous areas where real world tech has been copied into the game and modified and that we don't need to keep things exactly as they are in reality, I said I probably wouldn't get my point across didn't I?
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Reloading of Flying vehicles. [message #86034] |
Fri, 07 May 2004 16:14 |
Phoenix - Aeon
Messages: 221 Registered: April 2004
Karma: 0
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Your right about it being based off of the M-2 Bradley, but we were the first to stick the mrls turret on it. General dynamics built their version because ours was really just a couple of different things thrown together, though it can carry a bigger payload. So it's was a joint venture really, I'm just used to thinking of it in British terms, my bad.
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