View Full Version : Combat Emplacements: Machineguns and Mortars
Earlydawn
2004.11.16, 1932
Looking for some thought on emplaced, infantry portable machineguns and mortars.
Any thoughts?
piolet68654
2004.11.16, 2048
possibly make it like a rifle on your back it can feed ammo through your backpack
it should be Really easy to kill these
Earlydawn
2004.11.16, 2057
Prehaps some kind of deployable machinegun that requires one man to fire, and one to load, similar to a trunk?
Incompetent has some excelent ideas for deployable machineguns and mortars here. (http://planetside-universe.com/forums/showthread.php?t=19604)
He mentions light machineguns, that are close to MG42s from WWII, one man supression automatics, heavier machineguns that are reminiscent of .50Cals, requiring two men, one to carry the tripod and one to carry the gun itself (Theroretically, one man could carry both peices, but would then be left to use only a pistol in self defense), and medium that can be carried and fired without a tripod, or attached to one if convenient.
These would tie in nicely with Hayoo's Emplacements, too. A grunt with a friend could take a heavy machinegun, an entrenching tool, and some extra ammo to go set up one of the 90 degree covers, then deploy the HMG behind it.
piolet68654
2004.11.16, 2109
morters,..... ok.
lets see, PS in future *fiddles with thumbs* Got it!
anyone ever watch history channel or "future fighting machines"TechTV they have a morter with like 8 small barrels, and to load it you have like a square with the rounds and then you push a button and the rounds go in
NutzholzWolf
2004.11.16, 2140
How about a deployable support tools?
Deployable Nano Dispencer Rifle:
Similar to the current Nano Dispencer but able to repair things at a higher cost up to 200m(?) away. It feeds off the Nano ammo in the users pack. It would resemble a missile launcher in looks. It costs more ammo as the target gets farther away (they don't have to stop moving).
Deployable Medical Applicator Rifle:
Similar to the current Medical Applicator but able to heal people from a large distance at a higher cost per x distance. It would feed off the ammo in the users pack. It would be able to heal people up to 200m(?) away. It would look similar to a Lancer with a large Dish on the barrel.
Thoughts?
Earlydawn
2004.11.16, 2142
Strange, but interesting.
piolet68654
2004.11.16, 2229
umm... if you look at the med aplicator it has a needle,
but the nano dispenser makes sense (200 meters is pretty far away) think of a meter as a yard) :)
ok the nano dispenser idea, how about a radiator (AT grenade launcher) type gun in fact it should be AT
it shoots small grenades that explode, relesing "repair nanites" that slowly heal the vehicle
lol i "lives on the fourms"
piolet68654
2004.11.17, 0325
earlydawn got a new avatar hehehehehe
what about a recoiless gun for us terrorists? :)
Earlydawn
2004.11.17, 0334
I think Mortars and Machineguns are not only a natural extension of infantry combat certs, they factor in prominantly to a great deal of Idealab concepts. Any task force [See Idealab Concept] would be wise to have at least one squad specializing in these versatile support weapons in each division.
Light Machinegun Light Machineguns would be more useful in an offensive role then the other two classes.
A Light Machinegunner could be theroretically self-sufficient regarding ammo, and would not have to carry a tripod.
Light Machineguns would see the most use offensively to lay down a base of fire, or defensively, to secure an area that is too dynamic to move in heavy machineguns.
Light MGs reload like normal weapons.
They have longer reload times then normal weapons.
They carry a great deal more ammo in one drum to compensate.
Medium Machineguns Medium Machineguns would have middle-of-the-line offensive and defensive traits.
Medium Machineguns are man portable and operatable, and do not require a tripod.
Medium Machineguns could serve the same offensive purpose as Light Machineguns, when more punch is needed.
While not ideal, Medium Machineguns could be mounted on a tripod for defense. This decreases the CoF when compared to using the integrated bipod.
The machinegun has a long, but normal reload system when used in 1-man mode. When used this way, it handles like a regular rifle.
When in two man (emplaced, on a tripod) mode, the gun reloads like a Heavy Machinegun. Like the Heavy Machinegun, this can be broken down back into the medium machinegun and tripod for relocation.
Heavy Machineguns Heavy Machineguns would primarily be for defense.
Heavy machineguns require a tripod and gun carrier.
Although one Rexo can carry both, it leaves him no open rifle slots, and limited to defending himself with a pistol-typed weapon.
Heavy machineguns are immoble, and thus, best deployed behind cover.
Heavy Machineguns would also be ideal for defending fieldbases or firebases from enemy attack if cover is erected. [Fire / Fieldbases: See Idealab "Emplacement" concept.]
Heavy Machineguns could theroretically be used for offense against an entrenched enemy.
They require (under ideal circumstances) one man to operate, while another reloads, one box at a time. (Much like a trunk)
The operator of the gun can fire and load, but it is much more efficient with a two-man team.
The Tripod and gun itself can be broken down again for relocation.
I will post on the advantages / disadvantages of the Light / Heavy man-portable Mortars tomarrow, along with the uses I see.
piolet68654
2004.11.17, 2045
maybe allow any empire that finds em can use them. like when the atkers breach the turret filled cy they use them to secure the CY and allow reenforcments to come
Earlydawn
2004.11.18, 0001
That could be arranged.
I think this would be placed under "Support Assault", not to be confused with "Towed Assault" which allows access to Towed Weapons and Logistical trailers.
piolet68654
2004.11.18, 0216
maybe we can make a cert tree,
MA-
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Heavy Support http://s3.invisionfree.com/Planetside_Idea...wtopic=151&st=0 (http://s3.invisionfree.com/Planetside_Idealab/index.php?showtopic=151&st=0)
Deployable Turrets (or another name like "support assault")
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Towed assault http://s3.invisionfree.com/Planetside_Idea...wtopic=196&st=0 (http://s3.invisionfree.com/Planetside_Idealab/index.php?showtopic=196&st=0)
Earlydawn
2004.11.18, 0221
Well, I would support the total removal of Heavy Assault for a Light, Medium, and Heavy Machinegun as described above (All three common-pool) under the same name.
As for Towed Assault, I think the best idea would be a compromise between your "heavier" trailer concepts that would be best suited for a Sunderer to tow around, and Hayoo's smaller artillary / support tows that could be moved by the Common-Pool Deliverer, Assault Buggies, and Lightning.
Between these two ideas, coupled with Hayoo's Emplacement design, we have a basis for something I feel very passionately about in Planetside: Effective, Unit Deployable field bases. These could serve many purposes, from frontline command posts to artillary clusters.
piolet68654
2004.11.18, 0230
a little off topic but are you TR emerald? earlydawn,
and if so should i be NC with Hayoo, or TR?
oh yeah and how much is "flash" for windows?
I think these would need something bad like a timer to get them out of an Equipment term. Have it about 2min, so people won’t be placing them everywhere but instead they will be thinking and placing them to cover doors gates or to cover other stationary guns blind spots. I would also like to see them take a large about of inventory space so someone could not go get 10 of them and place them everywhere, also maybe make them come from a adv merit that you get through Adv combat engineering. Sorry I just kept coming up with ideas as I typed and sorry if I typed anything people have already said.
So basically my thoughts on them are.
1) 2min timer to get them from equipment terms
2) Come from adv combat engineer merit
And
3) Take large inventory space
And to piolet, flash is free if you know the right people ;)
Tiletron|Hyncharas
2004.11.19, 1504
I don't mean to 'pour gas on the fire' here, but shouldn't there be a rocket turret as well?
I also think the mortars would be good if they could utilise a more-powerful variation to each of the Thumper Grenade types, i.e., in order to incapacitate vehicles, or damage infantry with plasma over a larger area.
Hmm how about Empire Specific Placeable Turrets?
Vanu Sovreignty Sear Cannon
Weapon: Plasma Shockwave
Damage: 30 on hit, plasma damage over time.
Distance: 50m.
Spread at max dist: 7m wide, 1m tall.\
RoF: 3 second delay.
CoF: Non-existant
Description: The cannon fires a widening shockwave of plasmatic energy that quickly disperses, but suffers no damage degredation. It is literally the bane of
base battles as a properly set up Sear Cannon will prevent any infantry access
Use: Short range suppression fire. (large groups not using cover)
New Conglomerate Pulverizer Launcher
Weapon: Pulverizer Grenades
Damage: 50 direct hit+ 15 damage from shrapnel to all things within 2m of the blast.
Distance: Arced Grenades-max dist 100m
RoF: 1 second delay.
CoF: Non-existant.
Description: The Pulverizer Grenade is a truly frightening tool, too dangerous to use in smaller arms, the grenade is not meant for close combat. It releases a massive explosion of molten shrapnel to seriously injure infantry.
Use: Supression of infantry using cover. (any size group using cover)
Terran Republic Incinerator Chaingun
Weapon: 25mm Bullets
Damage: 40 damage during 1 second of direct hits.
Distance: 150m
RoF: Instananeous
CoF: 3sec-noticable, 7+sec-moderate
Description: The Incinerator Chaingun was given its name due to its tendancy to turn its targets into a pile of unrecognizable goo within seconds. It however has a very slow turning rate/ upward turning arc due to the weight of the cannon.
Use: Direct defense against oncoming forces (no cover, smaller groups)
piolet68654
2004.11.19, 2104
pour gas on teh fire, hehe i did that once, i was scarred for life :)
rocket deployable, that souns nice, possibly a firebird
Earlydawn
2004.11.19, 2246
Well, I would rather see them replace the current Heavy Assault, becomming "Support Assault".
Empire specific and / or purpose specific DSWs (Deployable Support Weapons) would be possible, but I think it would be best to start with Common-Pool Light, Medium, and Heavy machineguns.
What if instead of giving more kill whoreing weapons, they become suppression weapons, something that wont kill you in a few seconds but you don’t want to be in its view.
Big CoF, FAST RoF: So you just need to aim in the general direction and some bullets are going to hit but still scare the crap out of them because the ground around them is being peppered with bullets.
Earlydawn
2004.11.20, 0332
Read my second post. That's the general idea: supression, rather then mass-kill weapons.
so more things like my incinerator idea? where they basically spray the area with lead? or do you like the VS ones idea for supression fire, where either you take cover, or burn.
Earlydawn
2004.11.22, 0012
The common pool versions would all be lead hoses, the difference being the bulleted differences on the first page.
Later on, we could add empire-specific Heavy Machineguns. They would have the same characteristics for loading / setting up as the HMG listing on the first page, but would have an empire spin on them. The TR one could simply blanket an area in lead, the NC one could either be a heavy gauss rifle or a shotgun, and the VS one could do burn damage.
piolet68654
2004.11.26, 1832
Originally posted by Earlydawn@Nov 21 2004, 08:12 PM
ok
new idea:
MG652 has 2 varients (maybe all weapons should) i dont know yet)
varient 1: standered point and shoot no bipod / tripod
varient 2: must be deployed to shoot. comes folded up.(has a tripod) fires several times faster and several times more accurate. when deployed
i need to know before i start on sketch
i was looking through my Heavy support weapons when i found this nice little idea made by piolet :P ---here---
http://s3.invisionfree.com/Planetside_Idea...topic=151&st=15 (http://s3.invisionfree.com/Planetside_Idealab/index.php?showtopic=151&st=15)
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