new weapons and amphibious propulsion

Discuss the future of Warzone 2100 with us.
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Avestron
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Re: new weapons and amphibious propulsion

Post by Avestron »

The Tiger Tank's main gun was an adaptation of an AA cannon.

Frankly I'd like to see a mid-late T1 AA cannon with longer range and more powerful punch but lower ROF.
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Zarel
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Re: new weapons and amphibious propulsion

Post by Zarel »

wolfbr wrote:the Siniper turret would be a cheaper option(less expensive).
That's unbalanced. I already said that.
wolfbr wrote:you could use the homing mini-rocket pod against vtols,e would be very useful against fast units(hovers and vtols).
Well, the current one will be able to hit VTOLs as of 2.3, so there's no need to create a different weapon that can do that.
Avestron wrote:Frankly I'd like to see a mid-late T1 AA cannon with longer range and more powerful punch but lower ROF.
Like a Cyclone? (Granted, it has the same range, but it is more powerful and has lower ROF.)
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NaxShaleChan
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Re: new weapons and amphibious propulsion

Post by NaxShaleChan »

AA is sooo ineffective right now. You need to have a freaking mountain covered in AA to take down a good-sized battle group of 15-20 VTOLs. From my experience, you don't start taking out VTOLs with AA unless you have at least 4-6ish AA mounts per VTOL.

AA vs AP... I heard a story of German's turning their Flak 88 guns on a group of soldiers... Not much soldier left. o.O
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Avestron
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Re: new weapons and amphibious propulsion

Post by Avestron »

Zarel wrote: Like a Cyclone? (Granted, it has the same range, but it is more powerful and has lower ROF.)
An AA cannon with low ROF (circa 12 shots per minute), packing a sizeable punch (90s - heavy cannon) and a range exceeding guns (07-21).

Its purpose would be to soften incoming waves and finish off outgoing waves respectively.

Later on it could get superceded by a gauss cannon variant.

The cyclone retains usefulness for shorter range killing power but the AA cannon is something with a desirable niche.
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Zarel
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Re: new weapons and amphibious propulsion

Post by Zarel »

NaxShaleChan wrote:AA is sooo ineffective right now. You need to have a freaking mountain covered in AA to take down a good-sized battle group of 15-20 VTOLs. From my experience, you don't start taking out VTOLs with AA unless you have at least 4-6ish AA mounts per VTOL.

AA vs AP... I heard a story of German's turning their Flak 88 guns on a group of soldiers... Not much soldier left. o.O
For like the tenth time, I'm working on it! :[
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Olrox
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Re: new weapons and amphibious propulsion

Post by Olrox »

Zarel wrote: For like the tenth time, I'm working on it! :[
heh, if someone's still wondering if its true: viewtopic.php?f=6&t=3764&hilit=AA+testing#p36785
xD

By the way, version 0.1 of Art Revolution is out! There's a link on my signature.
Last edited by Olrox on 11 Oct 2009, 06:41, edited 1 time in total.
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Avestron
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Re: new weapons and amphibious propulsion

Post by Avestron »

Zarel wrote: For like the tenth time, I'm working on it! :[

If you would like any help with this I'd like to provide feedback ^_~ After zzz.
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wolfbr
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Re: new weapons and amphibious propulsion

Post by wolfbr »

I would like to see anti-air guns attacking terrestrial units, but, it would have some differences.

range reduced in 50%/60%
Accuracy reduced in 10%/20%
moderate damage against vehicles (it is not more efficient of the anti-vehicles weapons)
good damange against cyborgs (it is not more efficient of the anti-cyborgs weapons)
low damange agains Walls and structures

.
another suggestion
please,improves the explosions,make it more realistic(example: more smoke), and the great explosions make the screen to tremble(super weapons, Structure-only Weapons).
example of good explosions.
http://www.youtube.com/watch?v=93-N4YAdvr8
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Zarel
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Re: new weapons and amphibious propulsion

Post by Zarel »

We used to have screen shaking. We took it out because people found it annoying.

I guess we could have it for lassat only.

Also, KISS. We are not going to give weapons different accuracy ratings for different targets. Nor different range.
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Olrox
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Re: new weapons and amphibious propulsion

Post by Olrox »

Zarel wrote: Also, KISS. We are not going to give weapons different accuracy ratings for different targets. Nor different range.
Additionally, it would make no sense if an AA gun had less accuracy while shooting ground tragets. They are made to shoot high-velocity flying targets, and ground units are slower and have a more predictable trajectory.
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Olrox
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Re: new weapons and amphibious propulsion

Post by Olrox »

I'll just leave this here :cool:
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I'm not doing more than modelling and texturizing, because I just don't have the skills to do so, at least yet.
If someone wants the model & textures just PM me your e-mail and I send you the model and texture (in pretty much any format you want).

It got 124 triangles.
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Re: new weapons and amphibious propulsion

Post by wolfbr »

[quote]Olrox [/b]

Additionally, it would make no sense if an AA gun had less accuracy while shooting ground tragets. They are made to shoot high-velocity flying targets, and ground units are slower and have a more predictable trajectory.

this would be more for the game balance, anti-air gun would possess a basic defense against terrestrial units, the precision sensors had been adapted to shoot in vtols, but, they would not be so efficient against terrestrial units( summarizing = Accuracy reduced )

I'll just leave this here
your model is cool, you intend to improve it?
exemple: add a ammo box in the model or a ammo clip(similar a mg, cannons, rail guns, lasers and others WZ weapons)
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Olrox
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Re: new weapons and amphibious propulsion

Post by Olrox »

wolfbr wrote: your model is cool, you intend to improve it?
exemple: add a ammo box in the model or a ammo clip(similar a mg, cannons, rail guns, lasers and others WZ weapons)
External ammo boxes are something I could never understand: The reloading mechanism is automated, ammo should be positioned logically inside the turret! The only explanation I imagine would be if the gun was reloaded by a mechanical arm, which is a very sci-fi, illogical thing. Or if there were assistance crew outside the tank to make reloading procedures, but you don't even have pilots inside the tanks!

I would improve the textures, but adding more geometrical detail is unlikely: 124 triangles is near my personal limits for our ol' WZ graphics engine :P
For weapons, that is.

Stretching and editing the mesh a bit is alright, but I must know exactly what anyone wants me to do. And that is only going to happen when someone who can manage to modify the game files and add the model appears, otherwise it's a waste of time: I wouldn't release concept art with 1/3 of a 512x512 image textures and 124 polys, it's just too crappy. The purpose of this model is to go into the game if someone is up to help me with that. If no one's going to help me, it was worth what little experience I've won while modeling & mapping & texturizing :D
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Olrox
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Re: new weapons and amphibious propulsion

Post by Olrox »

Oh, and keep in mind: The screenshots I've posted got no lighting at all, just the effects I've put into the texture. Should look much better with lighting, I think.
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Zarel
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Re: new weapons and amphibious propulsion

Post by Zarel »

Olrox wrote:I'll just leave this here :cool:
I wasn't thinking of adding a sniper rifle, but you're giving me second thoughts. :(

Hmm, range 12, damage 600, ROF 2? Prereq: Heavy Machinegun + Tungsten-Tipped?

As an AP weapon, it probably wouldn't be very useful against anything worth sniping. :( So maybe not.