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Point About Rocket Launchers And Doubled Armor

Balance Weapons

22 replies to this topic

#21 FupDup

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Posted 18 March 2017 - 11:03 AM

View Postkapusta11, on 18 March 2017 - 07:15 AM, said:

Plus you can counter RL instagib with Ghost Heat.

RL boats are an inherently "suicidal" build because they can only fire once. Having Ghost Heat just means they blow themselves up instead of waiting for an enemy to finish off an unarmed mech.

#22 MauttyKoray

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Posted 18 March 2017 - 12:01 PM

View PostXhaleon, on 17 March 2017 - 09:08 PM, said:

Just thought I'd bring up something about the upcoming Rocket Launchers because it definitely something the Piranha needs to think about before release.

Description of MRMs in the Civil War Update page: "One shot launchers that fire unguided, low damage rockets. Very low tonnage per launcher."

Posted Image



They normally function as gimped one-shot MRMs at a very light weight; 1 damage per missile, shorter ranged and unguided so they suffer an accuracy penalty. Accuracy aside, the amount of damage they can do on the tabletop is decent enough for their weight, but still very far below every other reusable launcher in the system. They still generate almost as much heat as an equivalent MRM.

So the problem now is that in MWO we have doubled HP (armor/structure) on all of our mechs for the sake of gameplay, that's not even accounting for all the quirks and future skill nodes. This poses a problem for RLs in that their effective value is now cut in half from its already meager position.

For RLs to work in MWO they absolutely have to deal more than 1 damage per missile. Perhaps 2, 3 or even 4 damage may be reasonable given that we usually fight 12 other mechs at a time. The straight-from-canon concept idea that they posted on the Update page needs to be avoided or else they will become filler items on the same level as CASE.

40 or 60 damage from a single RL-20 might sound like much, but it only works once and if it uses a stream-launch system like the Clan LRM (maybe MRM too?) then it would be possible to spread damage around on reaction. Still devastating and may feel "unfair" when a player gets blown to smithereens instantly, but it only works once. RLs have to be able to do something different from the standard launchers in order to be worth the trouble.

What do you guys think?

Nah, just more ammo, that's how MWO has dealt with all the ammo based weapons, missiles included.

#23 Nutta88

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Posted 19 March 2017 - 03:08 AM

View PostMauttyKoray, on 18 March 2017 - 12:01 PM, said:

Nah, just more ammo, that's how MWO has dealt with all the ammo based weapons, missiles included.


I'd have them stream to make them spread, still be 1 per hit and give them %50 more ammo. 10 -> 15, 15 -> 22 and 20 ->30 missiles.

bit weird with the 22 but this would be in line with most weapon ammo.

still would make them pretty effective close up... ok to fill in some spare tonnage in a build but not op.






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