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Toast
05-19-2009, 05:53 PM
Well, here goes my first class suggestion.

Does anyone else get sick of those people who camp the top of a hill or another high spot with several medics and heavies? I'm sure that the fact that you can only counter by grenade spamming and rushing doesn't just irritate me.

I'm not entirely sure about specs and whatnot, but a mortar soldier would be a great class. He would have a mortar tube that is similar to the mauler's grenade launcher, but instead of shooting straight, it would arc up and take a longer time to hit the target. The benefit of taking a longer time to hit would be that it could reach targets that are at a higher elevation or hidden behind low cover (of course it wouldn't shoot past walls.) Another offset to this ability would be that the mortar soldier would have to press F to deploy the mortar to fire and must remain stationary to fire. His cooldown rate would also be fairly high. It should probably have damage similar to frag grenades.

Equipment
Primary: Mortar Tube (press F to deploy)
Damage: 150
Shots per discharge: 1
Maximum damage per discharge: 150
Cooldown: 2000-2500 ms
Max ammo: 12
Accuracy: 5
Bullet type: Explosive
Bullet speed: 450-575
Bullet duration: (Don't know much about the duration numbers)
Bullet range: (Don't know much about the range numbers)
Special: Splash damage (Radius 350)

Secondary: Flash Mortar Shell
Fires similarly to the regular explosive mortar round, but serves the same purpose as a flashbang (The idea is based on smoke mortar rounds, but PT has no smoke so I utilized the flashbang.) Same stats as regular mortar round except no damage. And with the bright light, it would distort the image cast by the recon's stealth suit and show him as a bright white figure for a moment after the round lands.

Pistol: Glock, USP, or Auto-Glock

Knife (same stats as the regular knife)

No Grenades

Class Stats
Armor: Light
Speed: 55
Appearance: Black mauler armor w/ red stripes. Range finder goggles on the helmet instead of a visor.

Anything I miss other than specific numbers? Thoughts? Concerns?

Xenocide
05-19-2009, 05:57 PM
Hm..good bu tin need the range of teh gun

SneaK
05-19-2009, 06:00 PM
Good, but it would be hard to aim. :D

Kronos
05-19-2009, 06:05 PM
eh, its a good idea at first, but if it takes longer to hit teh enemy it would b very easy to dodge

and since most of the time mauler grenade launcher is weaker then grenades

flak153
05-19-2009, 06:09 PM
it is be an exact copy of mualer

unless you can shoot over high ground and fort walls (you know those walls that you can shoot through one side and can't on the other)

Toast
05-19-2009, 06:13 PM
it is be an exact copy of mualer

unless you can shoot over high ground and fort walls (you know those walls that you can shoot through one side and can't on the other)

That's what I meant by "low cover". Cover you can throw grenades up over.

chinaboy
05-19-2009, 06:23 PM
Pretty cool but you have to put the damage and stuff

Toast
05-19-2009, 09:03 PM
I added stats and stuff to it. Need help w/ distance and stuff.

Quantooce
05-19-2009, 09:05 PM
It would be so hard to aim with this. I say no.

Toast
05-19-2009, 09:09 PM
All you would have to do is point and fire. The only thing that can stop it would be the solid gray wall w/ the black center (and similar tiles. You know, actual walls that go up forever.)

Quantooce
05-19-2009, 09:13 PM
But do you know how slow the round will take to actually reach its target? Someone can just move out of the way.

Toast
05-19-2009, 09:15 PM
It's meant to clear out campers from tight, high elevation positions such as the last zone on the Conquest assault map. So even if it misses, it serves a purpose. Oh and new flare/flash mortar round idea.

Quantooce
05-19-2009, 09:20 PM
But that's is probably its only purpose: clearing out campers. I don't know what you mean by flare mortar rounds. Please explain.

Toast
05-19-2009, 09:27 PM
Clearing out campers and dealing damage goes a long way in a team based effort. Thought about it to help break stalemates (which for the blue team in assaults is a victory, which doesn't seem fair to me).

The flash shell acts just as a flashbang would. Except you can hit the top of hills instead of the sides.

Quantooce
05-19-2009, 09:28 PM
I said flare.

Toast
05-19-2009, 09:31 PM
Flare/Flash, same to me.

Quantooce
05-19-2009, 09:32 PM
You obviously don't know what a flare grenade does then. A flare grenade acts like a signal for other teammates to do certain things. (Attack, defend, etc.

Toast
05-19-2009, 09:33 PM
Point taken kind sir, ty.

Klonoa
05-19-2009, 10:21 PM
Hmm...

How about a large blast radius? That would be really neat, and probably this class can take down guards if well placed.

OmegaLemming
05-19-2009, 10:31 PM
Well, here goes my first class suggestion.

Does anyone else get sick of those people who camp the top of a hill or another high spot with several medics and heavies? I'm sure that the fact that you can only counter by grenade spamming and rushing doesn't just irritate me.

I'm not entirely sure about specs and whatnot, but a mortar soldier would be a great class. He would have a mortar tube that is similar to the mauler's grenade launcher, but instead of shooting straight, it would arc up and take a longer time to hit the target. The benefit of taking a longer time to hit would be that it could reach targets that are at a higher elevation or hidden behind low cover (of course it wouldn't shoot past walls.) Another offset to this ability would be that the mortar soldier would have to press F to deploy the mortar to fire and must remain stationary to fire. His cooldown rate would also be fairly high. It should probably have damage similar to frag grenades.

Equipment
Primary: Mortar Tube (press F to deploy)
Damage: 150
Shots per discharge: 1
Maximum damage per discharge: 150
Cooldown: 2000-2500 ms
Max ammo: 12
Accuracy: 5
Bullet type: Explosive
Bullet speed: 450-575
Bullet duration: (Don't know much about the duration numbers)
Bullet range: (Don't know much about the range numbers)
Special: Splash damage (Radius 350)

Secondary: Flash Mortar Shell
Fires similarly to the regular explosive mortar round, but serves the same purpose as a flashbang (The idea is based on smoke mortar rounds, but PT has no smoke so I utilized the flashbang.) Same stats as regular mortar round except no damage. And with the bright light, it would distort the image cast by the recon's stealth suit and show him as a bright white figure for a moment after the round lands.

Pistol: Glock, USP, or Auto-Glock

Knife (same stats as the regular knife)

No Grenades

Class Stats
Armor: Light
Speed: 55
Appearance: Black mauler armor w/ red stripes. Range finder goggles on the helmet instead of a visor.

Anything I miss other than specific numbers? Thoughts? Concerns?

Holy crap, I was considering a class like this a few months ago but never posted it because I thought it would be too cheap.

*Supports*

Sharpkill
05-19-2009, 10:31 PM
Hmm... really neat class.

Therefore, heavy running speed, but not so heavy armor?

And what about firing from the hip (not deploying it)?

OmegaLemming
05-19-2009, 10:51 PM
If this class was implemented I would no longer have problems with Heavies.

However when I was thinking of posting this kind of class myself, I thought about the possibility of large Mortar raids on enemy bases that would rape indefinitely.

The high cooldown is a plus however, as well as the accuracy. Just like real Mortars, this weapon should not have a very hit chance of hitting it's intending target, just so people don't feel indefinitely doomed like I said earlier. Maybe a 35/65 chance.

Tarbel
05-19-2009, 10:57 PM
To be honest, this is sort of like a grenade no a LOT like one..... but whatever.
Original:
"Equipment
Primary: Mortar Tube (press F to deploy)
Damage: 150
Shots per discharge: 1
Maximum damage per discharge: 150
Cooldown: 2000-2500 ms
Max ammo: 12
Accuracy: 5
Bullet type: Explosive
Bullet speed: 450-575
Bullet duration: (Don't know much about the duration numbers)
Bullet range: (Don't know much about the range numbers)
Special: Splash damage (Radius 350)"

My 'Tweaks': Version 1
Equipment-
Primary: Mortar Tube (press F to deploy)
Damage: 70
Shots per discharge: 2
Maximum damage per discharge: 70
Cooldown: 1200 ms
Max ammo: 24
Height: 15-24
Accuracy: 1
Bullet type: Explosive
Bullet speed: 525-585
Bullet duration: 3000 ms (This number I assume is for frags and mauler nades, always)
Bullet range: 1000
Special: Splash damage (Radius 300)

Secondary-
Flare Gun
Damage: 15/Infinity
Shots per discharge: 1
Maximum damage per discharge: 10
Cooldown: 1000 ms
Max ammo: 10
Height: 18-25
Accuracy: 0.8
Bullet type: Explosive (or flare?)
Bullet speed: 1500-2000
Bullet duration: 3000 ms
Bullet range: 750-1500
Special: Blinds and damages everyone in a 400 Radius and everyone in a 10 Radius, respectively. Richochet - Flare bounces off wall/solid objects up to three times before stopping.
Special Explanation-
Each bounce slows down the flare by 15%. After the third bounce, the Flare round will stay in place after moving another 50(whatever, units?). Once the Flare stops moving, its will flash everyone in a 400 Radius, then after half a second, it will blind everyone in a 300 Radius, after another second, it will blind everyone in a 200 radius, and after another second and a half, it will blind everyone with in 75 radius. During this time, the Flare will damage anyone in a 10 Radius of it. The total lasting time of the flare is 3000ms, as sed above.(3seconds)

Reason for Tweak-
1. You didn't have all the info
2. Too weak for light class
3. Some cooler tweaks
4. Bored o.O

Toast
05-20-2009, 06:48 PM
I modeled the weapon after the frag grenade, but made it so it would take longer to reach the target area (Representing the arcing path that mortar shells take. This weapon should be the slowest in the whole game), more powerful (Mortar rounds are usually 60mm+ and more destructive than your average hand deployed fragmentation device), less accurate, and slower to fire.

I intended the mortar class to have adequate protection at the cost of speed (It is slightly slower than the assault and support because he carries a heavier weapon, but slightly faster than the heavy class due to having less armor).

I was also thinking about a minimum fire distance today while I wasn't paying attention in class.

I appreciate what you did with the flare/flash shell, and I like some of what you've done with it.

I noticed every section starts with "I".

Tarbel
05-20-2009, 07:15 PM
I understand that, but a light class using an extremely slow yet strong weapon does not work out...i made the mortar faster but less damage because this game is based on slightly more futuristic ideas so I guess it could of been a newly designed mortar tube.
also, now that i think of it....cant blank just make the mauler be able to shoot over stairs and stuff? thatd be easier than making a new class o.o
like the same thing he did with piercing for a lancer...

wannabechamp
05-22-2009, 08:19 PM
The high cooldown is a plus however, as well as the accuracy. Just like real Mortars, this weapon should not have a very hit chance of hitting it's intending target, just so people don't feel indefinitely doomed like I said earlier. Maybe a 35/65 chance.

if u had that low accuracy it would suck. the accuracy should b high.
i think a real morter is accurate if u have a skilled crew

Toast
05-23-2009, 12:53 AM
If you know how to choose your targets wisely you don't need to have high accuracy. Aiming at large groups of enemies would be the best way to utilize this weapon.