Main > Gameplay
The lumberjack
Pickle:
If the shot splashes are being reviewed against the arming time, is it possible to add in at the same time some way of distinguishing which gun is hitting the target? If your co-Gunner is firing a Whirlwind or Dragon Tongue you've no chance to see whether your shots with the flak/mortar/etc. are hitting amongst the splash-spam lighting up the enemy..
-Muse- Cullen:
--- Quote from: awkm on March 18, 2013, 01:02:58 pm ---One thing about sound there will be more than one projectile on screen. Doing a ticking sound or timer won't work because of this, too many on screen means lots of ticking or whatever. A subtle sound effect of the projectile whistling through the air might be interesting though.
--- End quote ---
How about, when the weapon arms, it creates a quick burst of hissing noise that dies down quickly as it gets farther away? So... something like
*Whump*
.8 seconds of waiting...
*PFFSSSSSSSSSSS...*
The sound wouldn't become deafening because of the distance it would be at by the time more shots activate, and its fizzing effect would work well with the sound. The initial PFF is staccato enough to be able to pick out in conjunction with its current visuals.
Letus:
Being someone who has loved the Lumberjack since it's release (and making one of those imfamous Lumberfish) I will say it is a highly communicative weapon since the arming rate.
I have read someone mention a good loadout, however I tend to go for Lesmok, Charged, and Incendiary. Again, Lesmok for distance, Charged for medium, and Incindiary for up close; however, I also have charged for if they get too close for the Side mortars.
As a Pilot of a Lumberfish, half my job is to watch the damage indicators and relay the info to the Gunner, just in case they don't get it. I also give them great praise (the first time I flew my Lumberfish in Ages, I had a Gunner who got us 5 kills in a 3 v 3 deathmatch...granted 3 of those were side mortars...) it's a tough gun to use, but I think it's the most fun, definitely when you can utilize it well.
Basically, as a Pilot, you have to know when to go from long, to close, to "dang they're too close" combat, and keep in touch with your Crew, let alone contact with your other captains.
As a gunner, you just have to get a feel for the rounds and the arming. Again, I chose incendiary for closer range, but the drawback to that is that incendiary rounds drop immensely, so you have to aim higher.
Pickle:
I need to get some Lumberjack practice in, I have the 2 or 3 kills with Lumberjack achievement open on Gunner at the moment. So if anyone's looking for a mortarman and will forgive a few misses until I get my eye in, drop me a shout in-game..
awkm:
--- Quote from: Cul on March 18, 2013, 01:17:18 pm ---How about, when the weapon arms, it creates a quick burst of hissing noise that dies down quickly as it gets farther away? So... something like
--- End quote ---
The problem is that the rate of fire or rather the time inbetween each bullet is very close to the arming time. It'll be constantly hissing. And it doesn't really make sense, it's not like the gun itself is remote triggering the projectile.
Yeah tough issue to solve. I really do want to do something with sound though.... sound on the projectile is tough because the farther it goes the more quiet it gets :P
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version