Why are y'all afraid to touch artillery?
We have 7 legendary assault weapons
6 legendary heavy duty weapons
5 legendary missile weapons and sniper weapons
4 legendary beam weapons and guided weapons
3 legendary close quarters weapons
2 legendary barrage weapons
And 0 legendary artillery weapons
Are we having difficulty thinking outside the box with artillery? Is just another rocket mortar all we can come up with perhaps?
You know having a high arc, long range, big damage isn't the only way you have to do artillery, right? There's plenty you could do with artillery to not upset game balance. I've got some ideas for artillery to maybe get the creative juices flowing.
Firstly the napalmer. Does pretty much what it sounds like. Fires multiple napalm canisters that leave a burning fire in a 10 meter radius around the impact site for several seconds, can be increased to 15 with implants. It fires in an arc similar to nade launcher. It has 150 meters max range and wide dispersal. 50% larger the hit cone thanrocket mortar and fuse to make up for lack of range. Doesn't do a lot of damage on impact but making contact with an active napalm flame applies burn status.
I think pogsterplays made this suggestion I'm going to second it here. That suggestion is an orbital cannon. As pogster suggested it, you aught to be able to hir an opponent or a spot on the map and within a couple seconds have a blast come from orbit to strike the enemy. Perhaps this weapon that fires the pods could have a real short range, say 50 meters, and it could fire in a straight line or perhaps a low arc. Perhaps have a semi-long reload and perhaps it could take 2-3 seconds for the strike to come down but it could also have an exceptional 20 meters radius that can not be increased and the highest energy variant would do hefty damage with the blast say like 75k or so which completely bypasses personal and mod shields
Finally I've got the shell shocker. This last one is the closest to the artillery we currently have in game, with a couple differences. It has a magazine capacity of 1. The ammunition is a powerful device which creates an electrical discharge on impact. It has a whopping 30 meters radius which can not be increased with implants. It doesn't do much base damage, but its strength lies in the fact that it also creates chain lightning. Mechs hit by this electrical discharge wil have electrical currents move from them to nearby opponents up to 10 meters (up to 2 chains for each mech hit) with -25% base damage for each additional target. This would be used for taking out large groups of enemies in a small area. Coincidentally a whole team grouping together with these at their spawns like they've done with other artillery would be really vulnerable to just one of these. So teams can't spam this artillery for an easy victory.
I hope that opened up ideas for the team how they could create new artillery weapons without destroying match balance.
