Command & Conquer : Reborn

A total conversion using the W3d Engine based on TiberianSun!
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 Post subject: Artillery Armaments
PostPosted: Mon Mar 08, 2010 10:21 pm 
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I have wondering about the artiellry pieces in Reborn, concerning the eventual (hopefully) vehicle patch, how will their weapons fire?

Given that they must deploy to fire, will they shoot in a straight line like the incarnation in Renegade?

I think that they should not, becasue clearly, it is not realistic nor canon. All of us that have played TS and Firestorm know that artilleries fires an arc (even the original artillery form TD shoots in an arcing fashion.)

What I wish to promote here is that Rebron's artilleries pieces, the Juggernaughts and Artilleries should fire in an arc, not a line, similair to that of a grenade launcher (if it is possible).

Evidently, a change like this would make artilleries somewhat unfit to shoot at most moving targets but reinforce their role as a slow, vulnerable (but with incredibly potent firepower) artillery, not a mobile battle tank.

But before handing this to discussion and consideration, is it by any means possible make a change like this? If so, do say what you will about this humble suggestion.

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 Post subject: Re: Artillery Armaments
PostPosted: Mon Mar 08, 2010 11:54 pm 
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its possible. the old reborn beta from 2003 had a deployable arc shooting juggernaut, which was pretty strong

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 12:20 am 
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Indeed?

Well then. What do you think of it, could it work with arcing shells?

I for one just thinks it gives a more "artillery" feeling with a long, arcing and inaccurate bombardment from above, no?

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 12:23 am 
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Just that the Nod Artillerie was well known for its accuracy.
Future times dont forget that, the Nod Artillerie is sure more accurate then all the older ones with spreading fire.
But yea it should should in an arc


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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 1:17 am 
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From what I can tell, the biggest problem with artillery units in Reborn are their camera angles and such. What I would absolutely love to see in Reborn is a projected flight path displayed on the HUD or something so you can gauge where the shell will hit. It's a bit "noob" ish, but the excuse we have is that this is in the future and lulz, they can do what they want if it helps their artillery aim. :p

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 3:55 am 
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Nah, we don't need that. It takes the fun out of mastering the arch shot. It would also make the unit too easy to use and therefore the power would need to be nerfed. I personally like the Juggernaut's camera angle, it's the arty that needs work.

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 7:01 am 
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Well I would appreciate SOME compensation for the terrible camera angles we're stuck with. It doesn't leave many options for artillery users. Oh well, it's not really for me. I don't have too big of a problem with arc shots.

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 4:23 pm 
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A sulotion between making a good way to be able to hit with the artillerie arc shots, a good way to aim, but also dont make it TO easy to hit with it so there is still a little bit skill needed to hit the targets.
I mean they still should hit as good as in TS, still in a way you have to calculate a little bit


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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 5:33 pm 
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It's fine the way the shots are set up now, and I'm sure most of you would agree. Just a couple more tweaks and they will be perfect, imo.

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 6:15 pm 
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None of our vehicles will deploy until Scripts 4.1. We have run into a bunch of problems with getting this feature into Scripts 4.0, so to prevent an even longer wait until release we have delayed the deploying feature until another release. The Tick Tank, Juggernaut, and Artillery will not deploy in the first release of the Vehicle Beta. Because this has severely altered the balance of the game those vehicles have been made weaker, since prior to this change they could only shoot deployed, with the exception of the Tick Tank that could always shoot. The Artillery and Juggernaut were very powerful and still are since they can shoot on the move now.

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 6:37 pm 
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the juggernaut from the 2003 beta had no problems with the deploying. why is this isnt possible anymore?

What about underground vehicles? will we see them digging in the script 4.0 release?

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 6:50 pm 
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No, Digging units is for later


Things went fine for deploying vehicle's. One build, they where truly perfect

untill a new version of the Scripts 4.0 came

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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 10:03 pm 
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R315r4z0r wrote:
It's fine the way the shots are set up now, and I'm sure most of you would agree. Just a couple more tweaks and they will be perfect, imo.


Well again, i cant say something about it since i dont got acces to this stuff...


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 Post subject: Re: Artillery Armaments
PostPosted: Tue Mar 09, 2010 11:34 pm 
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THeTA wrote:
No, Digging units is for later


Things went fine for deploying vehicle's. One build, they where truly perfect

untill a new version of the Scripts 4.0 came


will there be anything existend in the vehicle beta, which we dont know already from renegade, besides walking mechs? No, udnerground digging, no deployments, no Buildings rebuildable, no hover mrls, aapc moving on water.

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 Post subject: Re: Artillery Armaments
PostPosted: Wed Mar 10, 2010 12:19 am 
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Well, working JJs with Jetpack sound?
... right? ...


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