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TC Mortar Improvments


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Posted (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 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

 

Banned
Posted

+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 

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Kaiser           Zeros           Clutch    

Posted

+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

+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

+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.

  • 2 weeks later...
Posted

This suggestion has been ACCEPTED.

// LOCKED

// MOVED TO [CW] SERVER SUGGESTIONS - ACCEPTED

:ta7:

Former: Development Coordinator | Rancor BCMD Colt/Blitz | Alpha 17 | Alpha 98 Nate | Alpha 74 StecNavy RI CPOSenior Admin | TRO | Guild LTTrauma
Designated as Alpha-64

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