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Suggestion: Hard Limit On Rocket Launchers To 3.


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#41 Arastoru

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Posted 29 June 2017 - 04:58 PM

View PostScout Derek, on 29 June 2017 - 04:01 PM, said:


This doesn't, however, mitigate the damage output that they give. If you can aim, you can land all your shots fairly easily.

Interesting suggestion however.



Well this is the feature of this weapon: trade long term damage potential of other missile types for 1 time powerful burst, which you have to use at right time at right place to make it count. So as long as you cant just 1 shot ppl easily with that its should be fine for me. At that point if you just boat launchers you probably under-perform compared to simple srm6 boating. Mb adding a little bit min range just to prevent point blank shenanigans would be good too. And btw if PGI was willing to hard limit number of certain weapon system you can mount on your mech they would probably did that long time ago instead of implementing ghost heat.



View PostScout Derek, on 29 June 2017 - 04:01 PM, said:


Is this your alternate posting account Posted Image



I think i should put my tin foil hat back on Posted Image

#42 SOL Ranger

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Posted 29 June 2017 - 05:07 PM

Posted Image

I don't think AlphaWarrior Online needs more oneshots like this weapon is designed for, the weapon should be redesigned into something interactive to be a fun addition to the game.

Make Rocket Launchers actual rocket artillery, an area denial perpetual barrage type weapon. More economical than LRM's with high ammo/t of up to 3x of LRM's, low heat, AOE damage, manual controlled arc of fire and little investment required to carry said secondary weapon and utility.

An indirect fire artillery system to flush out persistent enemies from behind cover by bombarding specific locations continually with streams of rockets and to prevent them from attacking through specific areas. AMS would of course be used to counter them.

Give us rocket rain.

Edited by SOL Ranger, 29 June 2017 - 05:44 PM.


#43 Guile Votoms

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Posted 29 June 2017 - 05:49 PM

View PostSOL Ranger, on 29 June 2017 - 05:07 PM, said:



What you're talking about are Artillery Cannons.
http://www.sarna.net...rtillery_Cannon

#44 Aggravated Assault Mech

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Posted 29 June 2017 - 06:25 PM

Honestly I think this is all a little overblown. Investing your entire building into one shotting one person is stupid, and rocket launchers struggle to even do that except in literally perfect conditions- point blank against a lighter mech or point blank behind a larger mech.

Pretty sure I've curbstomped every rocket launcher mech I've seen, and 4v4 is far more forgiving for a suicide mech than 12v12.

#45 Scout Derek

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Posted 29 June 2017 - 06:57 PM

View PostAggravated Assault Mech, on 29 June 2017 - 06:25 PM, said:

Honestly I think this is all a little overblown. Investing your entire building into one shotting one person is stupid, and rocket launchers struggle to even do that except in literally perfect conditions- point blank against a lighter mech or point blank behind a larger mech.

Pretty sure I've curbstomped every rocket launcher mech I've seen, and 4v4 is far more forgiving for a suicide mech than 12v12.


Main concern is scouting really.

Bushwacker can mount a bunch of them as needed. And keep a MRM on hand at that too.

#46 SOL Ranger

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Posted 29 June 2017 - 07:18 PM

View PostGuile Votoms, on 29 June 2017 - 05:49 PM, said:


What you're talking about are Artillery Cannons.
http://www.sarna.net...rtillery_Cannon


Why not both, Artillery Cannon for ballistics hardpoints and the Rocket Launcher for missile hardpoints. Add minor variations to their function, artillery cannon perhaps being more resistant to AMS while being less effective or something. It shouldn't be a problem to have two similar systems really.

#47 Monkey Lover

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Posted 29 June 2017 - 07:34 PM


javelin run wasn't so good. Limited tubes? and bad shot i guess. Only 93 dmg



Archer run was a lot better. Got lucky and saw the optimal conditions , hit one in the back and other had a bad jump in front of me.
One thing to notice is it only took 144 dmg to kill two mechs. The jenner2c has a 72 alpha with srm6.

I agree they should limit how many you can fire at once but we shouldn't make them junk weapons.

#48 Scout Derek

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Posted 29 June 2017 - 07:56 PM

View PostMonkey Lover, on 29 June 2017 - 07:34 PM, said:


javelin run wasn't so good. Limited tubes? and bad shot i guess. Only 93 dmg



Archer run was a lot better. Got lucky and saw the optimal conditions , hit one in the back and other had a bad jump in front of me.
One thing to notice is it only took 144 dmg to kill two mechs. The jenner2c has a 72 alpha with srm6.

I agree they should limit how many you can fire at once but we shouldn't make them junk weapons.


Of course. And yes, the Javelin has limited tubes. :(

Perhaps it's a good suggestion to give them a limit to how many can be fired. Like, perhaps a 8 second cooldown on firing every 3 Rocket Launcher Salvoes.

Definitely Hit Reg though; your missiles didn't explode as if they landed. kind of just got sucked into a void of hit reg issues....

happened to me once too.

#49 LordNothing

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Posted 29 June 2017 - 09:47 PM

View PostScout Derek, on 29 June 2017 - 04:01 PM, said:


This doesn't, however, mitigate the damage output that they give. If you can aim, you can land all your shots fairly easily.

Interesting suggestion however.




Is this your alternate posting account Posted Image


i dont have alternates, too much grind for that.

im actually leaning away from the lockout, because even if you have 8 rl20s, firing them off at half second intervals in chain fire, you are getting about 40dps for 4 seconds. thats still a little powerful. should be about a quarter of that. part of the problem is being one shot they kind of circumvent ghost heat mechanics that prevents this kind of trolling with other weapons. also hard lockouts are cheap.

what if we break it down into sub-salvos. making them multi shot launchers for the duration of their very limited ammo supply. 5 rocket salvos would mean the worst case troll archer would end up with a 45 point alpha, and it would also be susceptible to ghost heat. you could also do variable salvos, of 2,3, and 4 for the 10,15 and 20, this makes the archer have a 35 point alpha. single launch can also be a thing, each tube becomes an independent rl1, and the troll archer can only do a 9 point alpha and have heat problems after that.

in all cases cooldown can be very fast, so if you use rocket launchers as intended you are not impeded. you should be able to burn through a single rack in a second or two. with some of the things people have called for, some rather draconian that would completely ruin the weapon or removing it outright. i think we ought to give some thought to the multi-salvo+gh approach.

Edited by LordNothing, 29 June 2017 - 10:17 PM.


#50 Durnaxe

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Posted 29 June 2017 - 10:56 PM

I'm against this.
I originally thought Rocket Launcher's were going to be stupid. Until I ended up with builds that had 1 ton left and a missile hard point I wasn't using, oh hey a Rocket Launcher 15 fits there!.
For example my KGC-0000 I ended up putting 4 RL15's on it because I could not fit SRMs and ammo after the other weapon systems and engine were in place.

#51 Scout Derek

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Posted 29 June 2017 - 11:21 PM

View PostLordNothing, on 29 June 2017 - 09:47 PM, said:


i dont have alternates, too much grind for that.

im actually leaning away from the lockout, because even if you have 8 rl20s, firing them off at half second intervals in chain fire, you are getting about 40dps for 4 seconds. thats still a little powerful. should be about a quarter of that. part of the problem is being one shot they kind of circumvent ghost heat mechanics that prevents this kind of trolling with other weapons. also hard lockouts are cheap.

what if we break it down into sub-salvos. making them multi shot launchers for the duration of their very limited ammo supply. 5 rocket salvos would mean the worst case troll archer would end up with a 45 point alpha, and it would also be susceptible to ghost heat. you could also do variable salvos, of 2,3, and 4 for the 10,15 and 20, this makes the archer have a 35 point alpha. single launch can also be a thing, each tube becomes an independent rl1, and the troll archer can only do a 9 point alpha and have heat problems after that.

in all cases cooldown can be very fast, so if you use rocket launchers as intended you are not impeded. you should be able to burn through a single rack in a second or two. with some of the things people have called for, some rather draconian that would completely ruin the weapon or removing it outright. i think we ought to give some thought to the multi-salvo+gh approach.


If I'm reading this right;

Like MechWarrior 4 Rocket Launchers. they did those pretty good. I'd like that idea, Because that's how I envisioned them at the beginning;

Limited ammo, but can be shot multiple times with how many rounds/size you took.

View PostDurnaxe, on 29 June 2017 - 10:56 PM, said:

I'm against this.
I originally thought Rocket Launcher's were going to be stupid. Until I ended up with builds that had 1 ton left and a missile hard point I wasn't using, oh hey a Rocket Launcher 15 fits there!.
For example my KGC-0000 I ended up putting 4 RL15's on it because I could not fit SRMs and ammo after the other weapon systems and engine were in place.


Could do a Specific limit on Mechs that boat more than 4 I guess.

#52 Carrioncrows

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Posted 29 June 2017 - 11:28 PM

Easy Fix

Make them ripple fire.

They stream out rockets like a machine gun, they keep streaming out rockets as long as you have your finger on the button.

They all basically have the same DPS, but their respective size determines how much "Ammo" they have so to speak.

#53 LordNothing

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Posted 30 June 2017 - 12:38 AM

View PostScout Derek, on 29 June 2017 - 11:21 PM, said:

If I'm reading this right;

Like MechWarrior 4 Rocket Launchers. they did those pretty good. I'd like that idea, Because that's how I envisioned them at the beginning;

Limited ammo, but can be shot multiple times with how many rounds/size you took.


pretty much the mw4 way, except no extra ammo. each tube is one use, but you either fire them quickly in sequence or in small groups.

#54 Khobai

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Posted 30 June 2017 - 12:47 AM

rocket launchers should have a hard limit of one fired at a time. with an X second universal cooldown before another one can be fired.

it should be impossible to fire multiple rocket launchers simultaneously or even within 0.5 seconds of eachother.

#55 davoodoo

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Posted 30 June 2017 - 03:46 AM

I just wonder, 3 rl20 deleting a mech?
Thats barrely 60 dmg accross 60 projectiles

archer 5w, packs 8 srm4, fired in 2 salvos doing 32 dmg each across 16 projectiles.
I dont remember during my play 2 salvos from acher being dangerous not to mention deleting mechs...

Even 6 rl20 if they all hit ct of atlas which is impossible to begin with wouldnt strip off armor.

Edited by davoodoo, 30 June 2017 - 03:47 AM.


#56 Guile Votoms

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Posted 30 June 2017 - 03:58 AM

I think that limiting them to only being able to shoot one at a time is a good idea.

However, that doesn't change how there's going to be 6 RL20 + LB10X + ML Bushwackers,
along with 12x micro laser + 4xHMG novas and light ppc locusts in Scouting.

Edited by Guile Votoms, 30 June 2017 - 03:59 AM.


#57 davoodoo

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Posted 30 June 2017 - 04:15 AM

hmm light ppc locust, horribly wasteful but i need to try it

#58 Vladosteron

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Posted 30 June 2017 - 05:37 AM

A Limit to RLs firing simultaneously sounds reasonable. While Ripplefire or other Mechanics would turn this anyway rather special weapon completely obsolete.

I get Mischiefs warning about "suicide bombing lights" but in my opinion this playstyle is no more gamebreaking/fun breaking than ERL spam or Spl/mg spam or every other boating playstyle.
If someone is into driving a one-shot Locust of death. Well let them. Maybe they end up as mashed potato. Or as a potatocannon that blasts one Supermetapro per Match.

#59 Monkey Lover

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Posted 30 June 2017 - 07:30 AM

View Postdavoodoo, on 30 June 2017 - 03:46 AM, said:

I just wonder, 3 rl20 deleting a mech?
Thats barrely 60 dmg accross 60 projectiles

archer 5w, packs 8 srm4, fired in 2 salvos doing 32 dmg each across 16 projectiles.
I dont remember during my play 2 salvos from acher being dangerous not to mention deleting mechs...

Even 6 rl20 if they all hit ct of atlas which is impossible to begin with wouldnt strip off armor.


They're little more powerful rl 20 is 35dmg. The spread is about the same as srm6 (as I remember)
They're like a hard hitting srm assault boat with 3.

#60 Scout Derek

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Posted 30 June 2017 - 07:59 AM

View Postdavoodoo, on 30 June 2017 - 03:46 AM, said:

I just wonder, 3 rl20 deleting a mech?
Thats barrely 60 dmg accross 60 projectiles

archer 5w, packs 8 srm4, fired in 2 salvos doing 32 dmg each across 16 projectiles.
I dont remember during my play 2 salvos from acher being dangerous not to mention deleting mechs...

Even 6 rl20 if they all hit ct of atlas which is impossible to begin with wouldnt strip off armor.


As Monkey said, 35 Damage with a RL20.

View PostScout Derek, on 29 June 2017 - 04:22 PM, said:

Just did a test with the cyclops with the same amount of rocket launchers, it's bugged. I did more damage with the cyclops than I did with the griffin. See for yourself.

Monkey Lover,

Here's the Atlas I tested with with a friend's help

Posted Image





Now here's the result. I did 188 damage with Rocket Launcher 20x6. That means hit reg did a full no damage with one rocket launcher.

Posted Image



This is the result of RL120 Hitting an Atlas with the above loadout. And it only did 188 damage, hit reg eating up one RL20.





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