Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: red420 on April 24, 2005, 04:15:16 PM

Title: Manned Artillery
Post by: red420 on April 24, 2005, 04:15:16 PM
I'm thinking it would be nice to have like 2 manned artillery positions at each town, and maybe one at each end of vehicle base and port. I think it would add more to base defense. That way if you had vehicles running into your town you could blast them without having to drive all the way there, and if the enemy get's tired of you killing their vehicles, they could bomb the guns or take them out with tanks.                                                                                                     I also think it would be a great addition to make bases closer to HQ with a small canyon between them and town with a bridge that can be destroyed by the friendlies at the base so no vehicles could cross into town. Vehicles should still be able to shell the town from other side but to get troops in they would have to bring goon
Title: Manned Artillery
Post by: sullie363 on April 24, 2005, 05:15:04 PM
Fire for effect!
Title: Re: Manned Artillery
Post by: MANDO on April 24, 2005, 05:28:38 PM
Quote
Originally posted by red420
you could blast them without having to drive all the way there


As they did :rolleyes:

Nice idea, you drive your panzer for 5 or more minutes to be blasted by a quaker that spent 0 seconds to hide behind his big free gun. Quite the same as current 5" and funkillers like that.
Title: Manned Artillery
Post by: red420 on April 25, 2005, 04:09:46 PM
I thought that's what the game was all about. killing and being killed.
Title: Manned Artillery
Post by: Flit on April 26, 2005, 01:14:53 PM
Just make the shore batteries able to cover the town
 And don't forget to make the 88's mannable :D
Title: Manned Artillery
Post by: indy007 on April 26, 2005, 01:52:26 PM
I'd rather see Tracked Artillery pieces that have a formation option. Maybe an M7 Priest, or I'd even take a 75mm M3. Not armored enough to camp a spawn, and longer shots give "camped" spawns enough time to move out the way. However, enough firepower with HE shells to pound towns & hangars, making IL2, Ju87, Hurri2D runs to handle them neccessary.