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Lets Talk: Rocket Launchers


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#21 The6thMessenger

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Posted 23 June 2017 - 03:26 PM

View Postcazidin, on 23 June 2017 - 03:21 PM, said:

...Actually, are we certain that PGI won't simply make Rocket Launchers a consumable? Posted Image


I don't know man. I'm not PGI.

#22 Requiemking

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Posted 23 June 2017 - 07:08 PM

View PostThe6thMessenger, on 23 June 2017 - 07:02 AM, said:

"Complain" is a strong word, do you something against what I analyzed, and you just need to exaggerate?

It's not the RL as a weapon, or the idea as a filler weapon, the idea is the one-shot wonder kamikaze **** that would follow. And the really cheap way to pad an alpha by that much, considering that an RL20 weighs 1.5 ton only and with only 4 heat, likewise it makes it possible to be boated and make one-shot wonders easily, it is a big deal.

And then whose to say that the proposed RL wouldn't be worth for the 4M locust? It just makes it so that we can get out more of the weapon than just some one-shot wonder. The locust with 4 RL20s could still have a total of 400 damage, assuming he didn't missed.

No, the Locust with 4RL20s would deal 80 damage that round assuming he didn't miss, then he would have, at most, an ERML for the rest of the match. You're exaggerating the potency of a single-shot weapon.

#23 Scout Derek

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Posted 23 June 2017 - 07:29 PM

View PostEl Bandito, on 22 June 2017 - 09:09 PM, said:


No splash pls. PGI removed splash from missiles in 2013 for a good reason. Its damage multiplier was too great.


in this case, the splash would do only a tenth of the damage that the original rocket had. meaning it's good for anti lights and antilights only usually. I mean, it's basically going to have a small radius anyways, and the AOE will be small- 5m or less will trigger splash damage.

#24 El Bandito

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Posted 23 June 2017 - 07:33 PM

View PostScout Derek, on 23 June 2017 - 07:29 PM, said:

in this case, the splash would do only a tenth of the damage that the original rocket had. meaning it's good for anti lights and antilights only usually. I mean, it's basically going to have a small radius anyways, and the AOE will be small- 5m or less will trigger splash damage.


Yeah, but then you are just asking for Darian DelFord to rush in here and blast you for further obsoleting the least played class of mechs. I hate Lights, but I don't hate them to that degree.

#25 Scout Derek

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Posted 23 June 2017 - 07:37 PM

View PostEl Bandito, on 23 June 2017 - 07:33 PM, said:


Yeah, but then you are just asking for Darian DelFord to rush in here and blast you for further obsoleting the least played class of mechs. I hate Lights, but I don't hate them to that degree.


That being said, though, there's only one anti light weapon. and that's ssrms. I don't hate lights, I'm just giving a possible counter to them. what's wrong with them having splash damage? the ppc has it, but only transfers to one component. the rocket launcher could work the same way too, and not to mention, it won't be doing the same damage the way I proposed it, it'll be that weapon that has bad hit reg problems.

cause you know, you shoot that ac or SRM at a target and it doesn't even do damage... -.-

#26 El Bandito

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Posted 23 June 2017 - 07:41 PM

View PostScout Derek, on 23 June 2017 - 07:37 PM, said:

That being said, though, there's only one anti light weapon. and that's ssrms. I don't hate lights, I'm just giving a possible counter to them. what's wrong with them having splash damage? the ppc has it, but only transfers to one component. the rocket launcher could work the same way too, and not to mention, it won't be doing the same damage the way I proposed it, it'll be that weapon that has bad hit reg problems.

cause you know, you shoot that ac or SRM at a target and it doesn't even do damage... -.-


ACs and SRMs still do enough damage to keep Light population in check though, so I do not see much issue with it. Clans will get their ER Micro laser and Micro Pulse laser so they will have anti-Light weapons. IS MPL/LPL have low enough duration to leg a Light.

Edited by El Bandito, 23 June 2017 - 07:46 PM.


#27 Requiemking

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Posted 23 June 2017 - 07:49 PM

View PostScout Derek, on 23 June 2017 - 07:37 PM, said:

That being said, though, there's only one anti light weapon. and that's ssrms. I don't hate lights, I'm just giving a possible counter to them. what's wrong with them having splash damage? the ppc has it, but only transfers to one component. the rocket launcher could work the same way too, and not to mention, it won't be doing the same damage the way I proposed it, it'll be that weapon that has bad hit reg problems.

cause you know, you shoot that ac or SRM at a target and it doesn't even do damage... -.-

There is plenty of counters already. And not just in the equipment department. Back-to-wall, counter turning, not wandering off like a potato.

#28 Scout Derek

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Posted 23 June 2017 - 07:50 PM

View PostRequiemking, on 23 June 2017 - 07:49 PM, said:

There is plenty of counters already. And not just in the equipment department. Back-to-wall, counter turning, not wandering off like a potato.


Wait, no way!? I never knew.... it must be for the best of the best then....! /sarcasm

all points aside, not alot of people know how to deal with lights. You know how pugs are....

#29 Requiemking

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Posted 23 June 2017 - 07:54 PM

View PostScout Derek, on 23 June 2017 - 07:50 PM, said:

Wait, no way!? I never knew.... it must be for the best of the best then....! /sarcasm

all points aside, not alot of people know how to deal with lights. You know how pugs are....

Educate them enough and pugs will learn. Hell, I was able to inspire them into a charge on Forest Colony, and I was in a PHX with an LB10X and 3 MLs.

#30 Scout Derek

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Posted 23 June 2017 - 07:56 PM

View PostEl Bandito, on 23 June 2017 - 07:41 PM, said:


ACs and SRMs still do enough damage to keep Light population in check though, so I do not see much issue with it. Clans will get their ER Micro laser and Micro Pulse laser so they will have anti-Light weapons. IS MPL/LPL have low enough duration to leg a Light.


The micro lasers are for smaller Mechs, not for antilights.

And to add, while they may do, it's at times hard to hit lights that are weaving, and going back to hit reg, sometimes not all the missiles hit. you're providing ways to kill them, but not truly for lights. In fact, almost any weapon can keep lights in check if you really think about it. It's just that not all weapons are for tracking fast moving opponents- the rocket launcher will be, if not more, inaccurate for hitting fast moving targets, it'll be somewhat I would think the speed of a ac/10, maybe a bit faster, and I don't think it'll hit lights moving away fast if they are weaving in all sorts of directions.

I know this for a fact - #3 in king crab leaderboards right now. hardest targets to hit are the ones with random patterns, ballistics and missiles make it difficult to track and hit without flaw.

#31 LordNothing

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Posted 23 June 2017 - 07:57 PM

turn it from an instant damage weapon to a very high dps but very short lived rapid fire weapon. this way you can up rockets to about 2-3 damage each without implied troll factor of having 20 double/tripple damage rockets all firing together. 10/15/20 shots fixed ammo still remains, its just the tubes are fired in sequence and you can stop it if you want and continue where you left off. these can be fired for 1, 1.5 and 2 seconds respectively.

no matter what you need an aggressive gh penalty to keep people from stacking absurd amounts of damage. if you think there wont be troll archers, lol.

Edited by LordNothing, 23 June 2017 - 07:59 PM.


#32 Scout Derek

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Posted 23 June 2017 - 08:00 PM

View PostRequiemking, on 23 June 2017 - 07:54 PM, said:

Educate them enough and pugs will learn. Hell, I was able to inspire them into a charge on Forest Colony, and I was in a PHX with an LB10X and 3 MLs.


That's if they're willing to listen. Inspiration comes once in awhile, but not Everytime. as in for example, doing 1k damage games every match with a certain mech. it's not always going to happen, but it will once in awhile.

And El Bandito, I hope were able to discuss more on weapon uses. most of what we are saying is based on opinions, so hoping to possibly iron out a good idea for the rocket launcher that's to come in a month. :)

#33 Requiemking

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Posted 23 June 2017 - 08:03 PM

View PostScout Derek, on 23 June 2017 - 08:00 PM, said:

That's if they're willing to listen. Inspiration comes once in awhile, but not Everytime. as in for example, doing 1k damage games every match with a certain mech. it's not always going to happen, but it will once in awhile.

And El Bandito, I hope were able to discuss more on weapon uses. most of what we are saying is based on opinions, so hoping to possibly iron out a good idea for the rocket launcher that's to come in a month. Posted Image

Most likely, the Rocket Launcher thats going to come in a month is exactly what is advertised, a single shot rocket pod firing 10, 15, or 20 rockets in a single salvo.

#34 Scout Derek

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Posted 23 June 2017 - 08:06 PM

View PostRequiemking, on 23 June 2017 - 08:03 PM, said:

Most likely, the Rocket Launcher thats going to come in a month is exactly what is advertised, a single shot rocket pod firing 10, 15, or 20 rockets in a single salvo.


yeah. I know. we're supposed to have a PTS this coming week or two to test it all out.

#35 Requiemking

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Posted 23 June 2017 - 08:09 PM

View PostScout Derek, on 23 June 2017 - 08:06 PM, said:

yeah. I know. we're supposed to have a PTS this coming week or two to test it all out.

I'm looking forwards to it. Although, Light TAG and Light AP are pretty much entirely useless. I mean, TAG is inferior to NARC to begin with, and CAP is only really useful to Homing Missile boats, so versions of those that trade range for less weight really don't stand a good chance.

#36 Scout Derek

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Posted 23 June 2017 - 08:12 PM

View PostRequiemking, on 23 June 2017 - 08:09 PM, said:

I'm looking forwards to it. Although, Light TAG and Light AP are pretty much entirely useless. I mean, TAG is inferior to NARC to begin with, and CAP is only really useful to Homing Missile boats, so versions of those that trade range for less weight really don't stand a good chance.


Same thoughts here. I feel like this tech is going to see no use at all, or we'll probably see a buff to them or a nerf to the original sized ones, which I hope doesn't happen, to make them relevant.

#37 Khobai

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Posted 23 June 2017 - 08:26 PM

I dont think rocket launchers should use missile hardpoints

And I think rocket launchers should x2 damage but limited to one firing at a time (so you cant fire like 10 at someone and instakill them)

#38 El Bandito

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Posted 23 June 2017 - 08:28 PM

View PostScout Derek, on 23 June 2017 - 07:56 PM, said:

I know this for a fact - #3 in king crab leaderboards right now. hardest targets to hit are the ones with random patterns, ballistics and missiles make it difficult to track and hit without flaw.


Hey you are in a 100 ton Assault. If you are trying to focus Light mechs, then that's not your role.


View PostScout Derek, on 23 June 2017 - 08:00 PM, said:

And El Bandito, I hope were able to discuss more on weapon uses. most of what we are saying is based on opinions, so hoping to possibly iron out a good idea for the rocket launcher that's to come in a month. Posted Image


Just PM me. I'll be happy to discuss.

Edited by El Bandito, 23 June 2017 - 08:29 PM.


#39 LordNothing

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Posted 23 June 2017 - 08:34 PM

View PostRequiemking, on 23 June 2017 - 08:09 PM, said:

I'm looking forwards to it. Although, Light TAG and Light AP are pretty much entirely useless. I mean, TAG is inferior to NARC to begin with, and CAP is only really useful to Homing Missile boats, so versions of those that trade range for less weight really don't stand a good chance.


light tag will at least be useful for streak boats. faster lock and you can cram in an extra half ton of ammo. if it werent for streaks tag would be completely useless imho. all it does is let the person being lermed know they are about to be lermed before they get lerm warnings. light ap is probibly total garbage though. full range ap isnt really that expensive. it might be useful for light mechs running streaks, but who runs a light streak boat?

Edited by LordNothing, 23 June 2017 - 08:37 PM.


#40 The6thMessenger

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Posted 24 June 2017 - 01:49 AM

View PostRequiemking, on 23 June 2017 - 07:08 PM, said:

No, the Locust with 4RL20s would deal 80 damage that round assuming he didn't miss, then he would have, at most, an ERML for the rest of the match. You're exaggerating the potency of a single-shot weapon.


I never said that it was potent as a whole. I just said that it can easily pad alpha, and it's nature can result into cancerous trollish kamikaze playstyle. 80 damage can still be especially disruptive.

You said that this weapon is for punishment, you know what else is for punishment? LRMs, and they are kind of bad weapons. Mainly because they flourish more on enemy targets being bad, than the lurmers being good.

I just don't want RLs turning into bad weapons.

Edited by The6thMessenger, 24 June 2017 - 01:50 AM.






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