Rezz Posted May 22 Posted May 22 (edited) Name: Rezz RP Rank: BCMD Suggestion: Improve the current Mortar or make a new one with the following adjustments/buffs. Implementation: Edit the current Mortar SWEP or make a new Mortar with the changes listed. HUD/Quality of Life Remove projectile collisions while firing until projectile impact Increase the directional range up/down for closer range shots. Add a visual marker, like a ring, of where the mortar is projected to land while aiming. Increase the speed you can rotate Left/Right and Up/Down while aiming Add an ammo counter to the mortar HUD Allow the Rangefinder tool to ping locations, which will provide exact coordinates/degrees to anyone on a Mortar Ammunition Types Standard Explosive Incendiary Smoke -> Corrosive Add: High Yield Explosive Airburst: Breaks in the air and falls upon the enemy Standard Explosive Increase impact damage and size Reduce projectile variance Incendiary Explosive Increase impact damage Increase effect radius slightly Increase duration from 25 to 45 seconds Reduce projectile variance Change: Smoke Round -> Corrosive Round Low impact damage, large radius. A corrosive tick that’s low damage over the duration (~10 damage per second) Increase duration from 15 to 30 seconds Increase effect’s visual density Reduce projectile variance Add: High Yield Explosive High impact damage, very small impact size Significantly stronger version of the Standard Explosive but with much more precision required. Intended for single targets, vehicles, or small groups. Lowest projectile variance. Other: We would like for TC to keep the Mortar rather than try to replace it with anything, as we like the function and idea of the Mortar, but it is currently unusable in 90% of gameplay scenarios due to issues like skybox collision and slow rotation/lack of directional freedom. These changes make the quality of life better but also the gameplay and function of the mortars. Edited May 26 by Rezz fix Current: Echo Former: Jesse | Fives | BCMD Rex | CMD Jesse | Alpha-78 (x2) | Colt(CMD) | Havoc(CMD) | Alpha-77(x2) | Alpha-17 (x2) | Alpha-66 | Alpha-98 | Boil | GCC Nova
Posted May 22 (edited) Name: Rezz RP Rank: BCMD Suggestion: Improve the current Mortar or make a new one with the following adjustments/buffs. Implementation: Edit the current Mortar SWEP or make a new Mortar with the changes listed. HUD/Quality of Life Remove projectile collisions while firing until projectile impact Increase the directional range up/down for closer range shots. Add a visual marker, like a ring, of where the mortar is projected to land while aiming. Increase the speed you can rotate Left/Right and Up/Down while aiming Add an ammo counter to the mortar HUD Allow the Rangefinder tool to ping locations, which will provide exact coordinates/degrees to anyone on a Mortar Ammunition Types Standard Explosive Incendiary Smoke -> Corrosive Add: High Yield Explosive Airburst: Breaks in the air and falls upon the enemy Standard Explosive Increase impact damage and size Reduce projectile variance Incendiary Explosive Increase impact damage Increase effect radius slightly Increase duration from 25 to 45 seconds Reduce projectile variance Change: Smoke Round -> Corrosive Round Low impact damage, large radius. A corrosive tick that’s low damage over the duration (~10 damage per second) Increase duration from 15 to 30 seconds Increase effect’s visual density Reduce projectile variance Add: High Yield Explosive High impact damage, very small impact size Significantly stronger version of the Standard Explosive but with much more precision required. Intended for single targets, vehicles, or small groups. Lowest projectile variance. Other: We would like for TC to keep the Mortar rather than try to replace it with anything, as we like the function and idea of the Mortar, but it is currently unusable in 90% of gameplay scenarios due to issues like skybox collision and slow rotation/lack of directional freedom. These changes make the quality of life better but also the gameplay and function of the mortars. Edited May 26 by Rezz fix Current: Echo Former: Jesse | Fives | BCMD Rex | CMD Jesse | Alpha-78 (x2) | Colt(CMD) | Havoc(CMD) | Alpha-77(x2) | Alpha-17 (x2) | Alpha-66 | Alpha-98 | Boil | GCC Nova
KaiserNeiner Posted May 22 Banned Posted May 22 +1 for the visual aids and overall QOL improvements for the mortars. I think making them easier to use is extremely valuable for the 501st, except make them slower to fire if turning and aiming is a low faster. Shouldn’t be able to readjust and start firing asap. -1 on the different ammo types only because it sounds like these would impact the servers performance negatively. Just from what I know or have learned abt what does or doesn’t mess with that, but if a dev says it won’t do anything then I’m all for it. GREAT suggestion king Kaiser Zeros Clutch
Banned Posted May 22 +1 for the visual aids and overall QOL improvements for the mortars. I think making them easier to use is extremely valuable for the 501st, except make them slower to fire if turning and aiming is a low faster. Shouldn’t be able to readjust and start firing asap. -1 on the different ammo types only because it sounds like these would impact the servers performance negatively. Just from what I know or have learned abt what does or doesn’t mess with that, but if a dev says it won’t do anything then I’m all for it. GREAT suggestion king Kaiser Zeros Clutch
ETsilvian Posted May 22 Posted May 22 +1 yeah kaiser said it all tbh as long as the server wont be affected by the ammo types then we chillin king Certified Femboy!! Current Positions: 501st Rex || Former Friendly Neighborhood Yoda #1 Australian guy
Posted May 22 +1 yeah kaiser said it all tbh as long as the server wont be affected by the ammo types then we chillin king Certified Femboy!! Current Positions: 501st Rex || Former Friendly Neighborhood Yoda #1 Australian guy
Tec Posted May 22 Posted May 22 +1 Current: CT PVT Alpha-14 Tec | Jedi Knight II Tec Former: Fleet Admiral Wullf Yularen, Clone Rear Admiral Tec, Chief of Engineering x2, Etain Tur-Mukan, Null 7 Mereel , 104th REGL Command Sergeant Major Command Sergeant Major, Improcco Clanky (For Real this Time), Last SO SUPL Spark, Intel Director of the 104th, Republic Navy, Coruscant Guard, 41st, and 501st,
Posted May 22 +1 Current: CT PVT Alpha-14 Tec | Jedi Knight II Tec Former: Fleet Admiral Wullf Yularen, Clone Rear Admiral Tec, Chief of Engineering x2, Etain Tur-Mukan, Null 7 Mereel , 104th REGL Command Sergeant Major Command Sergeant Major, Improcco Clanky (For Real this Time), Last SO SUPL Spark, Intel Director of the 104th, Republic Navy, Coruscant Guard, 41st, and 501st,
SwissMiss Posted May 22 Posted May 22 +1 As a Syngery mortar expert, these changes would make the mortar more practical for its intended use. The visual maker would be particularly beneficial due to the presence of invisible walls and objects.
Posted May 22 +1 As a Syngery mortar expert, these changes would make the mortar more practical for its intended use. The visual maker would be particularly beneficial due to the presence of invisible walls and objects.
BUB Posted June 1 Posted June 1 This suggestion has been ACCEPTED. // LOCKED // MOVED TO [CW] SERVER SUGGESTIONS - ACCEPTED Former: Development Coordinator | Rancor BCMD Colt/Blitz | Alpha 17 | Alpha 98 Nate | Alpha 74 Stec | Navy RI CPO | Senior Admin | TRO | Guild LT | Trauma Designated as Alpha-64
Posted June 1 This suggestion has been ACCEPTED. // LOCKED // MOVED TO [CW] SERVER SUGGESTIONS - ACCEPTED Former: Development Coordinator | Rancor BCMD Colt/Blitz | Alpha 17 | Alpha 98 Nate | Alpha 74 Stec | Navy RI CPO | Senior Admin | TRO | Guild LT | Trauma Designated as Alpha-64
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