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 Post subject: Self Propelled Artillery
PostPosted: Fri Mar 03, 2017 5:21 am 
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Joined: Sat Sep 05, 2015 1:34 am
Posts: 212
RWR is a hard game, and thats what makes it fun. I want to add to the games difficulty with the introduction of Self Propelled Artillery (SPG).

Purpose: To add to the lack of variety of ways where you can get killed unexpectedly. To make it harder for base capping. To give players a run for their money by having a more consistent way for enemies to rain down on you with artillery.

Pros:
-can be used without comms
-impressive range
-massive kill radius
-great damage potential, can oneshot any tanks and infantry within its blast
-excellent support potential

cons:
-speed of a bus or less
-very slow pivot
-Very slow traverse
-weak
-have a 100m deadzone
-very slow reload, the average amount of kills you can get over time may not be as good as just using an assault rifle
-very inaccurate

Ways to implement this:
a. only the enemy faction will spawn with it
b. doors will lock when occupied, making it hard to capture


These stats are just my proposed stats, devs can change them however they see fit.

Brownpants
2S19 Msta
Image

Health: 1800
Speed: 10% faster than bus
Pivot: 3 degs/s
Turret Rotation: 3 degs/s
Accuracy Factor: .4
Damage: 2000
Blast Radius: 12m
Deadzone: 100m
Range: 100-200m
Reload: 36s

Greycollars
Panzerhaubitze 2000
Image

Health: 1650
Speed: 15% faster than bus
Pivot: 3 degs/s
Turret Rotation: 5 degs/s
Accuracy Factor: .45
Damage: 2000
Blast Radius: 10m
Deadzone: 100m
Range: 100-200m
Reload: 32s

Greenbelts
M109 Howitzer
Image
Health: 1700
Speed: 12.5% faster than bus
Pivot: 3 degs/s
Turret Rotation: 4 degs/s
Accuracy Factor: .425
Damage: 2000
Blast Radius: 11m
Deadzone: 100m
Range: 100-200m
Reload: 34s

Below is my list of ideal map candidates since the progression in these maps are rather linear.
Proposed ideal map candidates:
Map2, Map4, and Map12

In Map 2, both sides will be able to spawn one spg
In Map 4, only the enemy will spawn with one spg
In Map 12, the enemy will spawn with the spg within the barricades at the beginning of match will already be ready to engage.


AI behavior: AI will fire into the general area where it detects a large cluster of troops.

Difficulties to kill it: all spgs will have a full rotating rooftop hmg for close quarters defense. About 10 AI bots will constantly guard the vehicle to make it more difficult to kill.


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PostPosted: Fri Mar 03, 2017 5:47 am 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Just so you know, there's a maximum simulation range in RWR, that means nothing can interact with the simulation and simulation can't interact with the non-simulation. That means the "impressive range" on these guns is totally pointless. :P

And 1600 health? Most tanks have 12. and Darkcat has 60. :P


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PostPosted: Fri Mar 03, 2017 6:15 am 
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Joined: Sat Sep 05, 2015 1:34 am
Posts: 212
The health is actual healthx100 to make it look more impressive. What is the max sim range?


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PostPosted: Fri Mar 03, 2017 6:31 am 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
RefrigerRaider wrote:
The health is actual healthx100 to make it look more impressive. What is the max sim range?

The max viewrange before sim hits is about as much as the binoculars will give. It's actually a bit more, but to keep it safe, it's that.

Also; the AI doesn't take advantage of weapon viewrange increase. That can only be done via the AI file for soldiers.


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