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Rocket Launcher Implementation


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#1 Kanatta Jing

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Posted 04 June 2017 - 05:22 PM

Rockets Launchers come in 10 / 15 / 20 packs and weigh 0.5 / 1.0 / 1.5 tons they fire like SRMs but have a longer range and do 1 damage per missle like LRMs.

The other thing is that they don't have ammo packs. They fire once and then they just become dead weight.

But in MWO ammo amounts are increased in every other weapon system.

The game is just a little more forgiving to people that accidentally fire their weapons into the ground.

So what if Rocket Launchers reload 2 - 5 minutes after they are fired?

We don't want the 120 rocket Catapult A to be a valid build but we do want the rockets to be a valid option for a none primary weapon system.

#2 ScrapIron Prime

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Posted 06 June 2017 - 02:22 PM

120? You're thinking small. Archer. 2 MRM30, and 7 rocket pods. Just shy of a 200 missile alpha.

No, I do NOT want those launchers to reload!

Edited by ScrapIron Prime, 06 June 2017 - 02:23 PM.


#3 Kalimaster

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Posted 06 June 2017 - 02:55 PM

I only plan on having one mech with Rocket Launchers. And no I'm not telling you what it its. You will just have to find out. BWAH HA HA HA HA. Yes I'm evil.

#4 Taxxian

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Posted 06 June 2017 - 03:04 PM

Well since PGI doubled armor values and increased ammunition per ton drastically compared to tt values, those launchers should actually have 2 shots...

#5 Requiemking

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Posted 07 June 2017 - 10:46 AM

View PostTaxxian, on 06 June 2017 - 03:04 PM, said:

Well since PGI doubled armor values and increased ammunition per ton drastically compared to tt values, those launchers should actually have 2 shots...

Nope. One shot per launcher is fine. Their niche is either to fill an otherwise useless missile slot(see Grasshopper Head missile) or to be boated enmasse for a one-shot kill burst(see Archer 5S with paired MRM 30s, quad ERMLs, and a trio of RL20s).





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