anti air craft?


(Kamel) #1

i was thinking… the largest flaw that i see in enemy territory would be that air strikes are entirely too easy to do, and on-demand. in real life, you have to use them sparingly and on true strategic targets. things such as troops, you are expected to take out yourself. anyway, what i’m getting at is, i think i may have come up with a solution. i believe there should be a mod to allow engineers build small anti air craft guns (such as a vulcan, but i think that was closer to the cold war era if i’m not mistaken). maybe have a limit to how many you can have, have them only be able to avoid air strikes in a certain radius(but maybe upgradable by higher ranking engineers), and have them blown up with even a satchel charge. i think this would add a lot more fun and strategy to the game.

anyone here agree or disagree? please explain what you think. and btw… i don’t know anything about modding, so don’t expect me to attempt this mod or anything, i’m just sortof dreaming at the moment, lol.


(Ranstaton) #2

Interesting idea… but people would just start using artillery more.

I prefer artillery over airstrikes in almost every situation anyway. Airstrikes I mainly use for holding the enemy off for a few seconds (and killing the tank only on goldrush…). Artillery I use for killing and extended suppression.


(Hanlon) #3

I think that since lvl 4 fields can see coverts, coverts should be able to block airstrikes with smoke canisters


(Zan) #4

I think smoke should block air strikes as interior locations do, for the same reason they do.
I think smoke should avoid the targetting of artillery, not the shooting if it’s already called, just because intuitively everyone thought it should be so.
I think it has nothing to do with lvl4 CO seeing coverts (balance is circular in RTCW and ET, not 1vs1)
I think this has been discussed a lot of times.

This is, os course, IMHO.


(Rippin Kitten) #5

First off, reality should always take a backseat to gameplay.

Secondly, airstrikes really are not that powerful. You get the big plume of smoke to warn you that its coming. It takes a good chunk of the charge bar to use, so a Field Ops is just another SMG soldier while he waits for the recharge. They also have to get within throwing distance to use the weapon. While it is powerful, it has plenty of checks to make sure it doesn’t get out of hand.

Besides, you need a quick clearing weapon like the airstrike to root out entrenched defenders. Being able to set up guns or some other counter would allow defenders to dig in even further, giving the attacking team an even bigger problem. Think how hard it is already to get into the depot in fueldump when the Axis have time to set up adequate D. Take away the airstrike and the allies are totally screwed.

Anytime you introduce the possibility of player positioned entities you run into a mess of problems. Structures built that block pathways, built outside the map, or positioned so they can’t be destroyed. Just look at the HL mod Natural Selection for the problems this creates. For that type of game its worth it to fine tune the system and get it working. Adding this to ET would be a whole lot of trouble for very little gameplay benefit.

Finally, “static” defenses sorta goes against the fluid and dynamic nature of most ET games. Players are running everywhere, the front line is constantly changing; I doubt any kind of static structure would last very long in the places it needs to be deployed.

You can block airstikes by standing over the canister. It takes some practice, and some guts, to do this effectively. But it can ruin a spawn-camping FO’s day when all of his airstrikes end up being one small bang. Arty fire you’re basically screwed. Find another route or wait for it to finish, neither option being particularly sound.

RK


(Dyne) #6

well on maps like battery you usually cant really out run 2 f ops 1 is bound to hit you. smoke would be cool way too block it.