Suggestion: Hard Limit On Rocket Launchers To 3.
#1
Posted 29 June 2017 - 12:16 PM
#2
Posted 29 June 2017 - 12:48 PM
#3
Posted 29 June 2017 - 12:49 PM
#4
Posted 29 June 2017 - 12:55 PM
FireStoat, on 29 June 2017 - 12:48 PM, said:
That's their gimmick, there is NO other reason to take a one-shot weapon other than to delete something in one massive salvo.
#5
Posted 29 June 2017 - 01:02 PM
FireStoat, on 29 June 2017 - 12:48 PM, said:
Unless you give someone your back you don't get killed by 3 racks. They are not pinpoint alpha. I wonder how many of you have even used these?
Quicksilver Kalasa, on 29 June 2017 - 12:55 PM, said:
I was running my Archer with. 4X20 and mrms. I didn't "delete" anyone when we did 1v1.
#6
Posted 29 June 2017 - 01:05 PM
Monkey Lover, on 29 June 2017 - 01:02 PM, said:
1v1s aren't really a suitable scenario are they? That said you could've gone what, 8 20s and 1 15 for something like a 306 point alpha? I don't really know the missile rack counts on the Archer, nor do I care. Any one-shot launcher is going to either be useless, or gimmicky. They don't really serve any other niche.
Edited by Quicksilver Kalasa, 29 June 2017 - 01:06 PM.
#7
Posted 29 June 2017 - 01:13 PM
Quicksilver Kalasa, on 29 June 2017 - 01:05 PM, said:
8-20 so I could maybe kill 1 mech. It's not even 100%. If you hit the side, get a bad shot off you get nothing. Personally I look for at least 3 kills a game.
They serve just fine . I have tons of mechs I will put a launcher on because I normally don't use them other than 4+ counts for srm.
#8
Posted 29 June 2017 - 01:23 PM
At least that diamond graph in the mechlab has a purpose now. Rocket launchers can actually show you that you have proper amounts of firepower. I always wondered what had 250 firepower besides a derp LRM 20 stalker and now I can tell PGI was thinking years ahead.
#9
Posted 29 June 2017 - 01:27 PM
Agent1190, on 29 June 2017 - 12:49 PM, said:
That's because of a bug. Locusts have 6 tubes per missile max I think, which means your RL20 shoots only 6 missiles. You tried 4 RL20 on a locust, go try it on an archer for example which doesnt have tube limits. You'll see the difference!
#10
Posted 29 June 2017 - 01:30 PM
Monkey Lover, on 29 June 2017 - 01:13 PM, said:
Then taking any of them is pointless since you are looking for sustained damage to actually contribute. RLs do 26.25 damage per ton, which is absolutely horrendous efficiency.
#11
Posted 29 June 2017 - 01:58 PM
#13
Posted 29 June 2017 - 02:17 PM
That's a terrible, terrible, horrible, terrible game design concept for a MOBA.
Just remove them completely. The whole concept doesn't work for MWO. As a 'one shot backup' weapon they're even bad because there's no way to ensure that's how they're used (and it's a stupid concept anyway for a 12 v 12 or 4 v 4 team based MOBA).
Get rid of them completely. There's no way it's going to turn out well. It's a tool for trolling the other team and yours, that's it. That's their only purpose. One-shot one or two guys, who obviously didn't have fun that match and then.... you're worthless to your own team, who's obviously not going to be happy with you. You get to suicide bomb one or two people and then go die and quit the match. That's what these are for, that's what they'll be used for, that's what you'll see happening all the time. For the love of god this idea is so bad it hurts my faith in PGI as a game designer. Why not just introduce a 'detonate engine' button to let a player suicide and take out nearby mechs.
#14
Posted 29 June 2017 - 02:20 PM
This was against a stationary target with two SNPPC firing as well. Rockets will not break the game.
#15
Posted 29 June 2017 - 02:23 PM
Because I just played in a match with an Archer who one-shot killed 3 mechs, back to back to back, with just rockets.
#16
Posted 29 June 2017 - 02:24 PM
Cato Zilks, on 29 June 2017 - 02:20 PM, said:
This was against a stationary target with two SNPPC firing as well. Rockets will not break the game.
Try it on the rear. My rear armor is usually 10 to 2, Assault to Light.
Edited by The6thMessenger, 29 June 2017 - 02:26 PM.
#17
Posted 29 June 2017 - 02:30 PM
Monkey Lover, on 29 June 2017 - 01:02 PM, said:
Okay, fine. You caught me. I hadn't actually used them yet - I was going off of B33f's livestream that I was watching.
So, I hopped into the PTS just now to see for myself what was up. On Canyon Network there's a Centurion very close to your spawn point. He's a 50 ton IS mech that's pretty durable, and my concern was with Scouting mode so... he's a perfect test subject.
I walked onto the nearby railroad track bridge to get at a comfortable 100 meters for my shooting. Bushwacker pilots in Scouting can get into this position all day long. The first two racks fired dead center at range 100 are shown in the second image, and the 3rd rack used on its own finished the mech, barely. I think I got lucky with an ammo explosion - I did NOT expect the third rack to take it out. Either way, without luck, a 4th rack would have done it for certain OR the casual use of my energy weapons.
If the weapons are to remain in the game without change, then Clan better be able to get ahold of them. If not, kiss Scouting mode goodbye.
https://imgur.com/a/OJRz0
#18
Posted 29 June 2017 - 02:34 PM
First, the Scouting has weight limit. In that limit on the IS side there are multiple mechs with 4 missile hardpoints. But only 2 Kintaros with 5 ballistic hardpoints, 1 Bushwacker and 1 Javelin with 6 missile hardponits. Second, Javelin and Bushwacker have tube count limitations (can be translated to the limitations on RLs, sounds goods). Kitaros are also partially limited. So why the panic? Third, does the patchnotes state that only short range weapons are allowed into Scouting?
Don't you think that cHMGs will skew balance even worse now that those Novas can get a way better punch up close?
Edited by pyrocomp, 29 June 2017 - 02:34 PM.
#19
Posted 29 June 2017 - 02:38 PM
pyrocomp, on 29 June 2017 - 02:34 PM, said:
Your post of theorycrafting isn't helping anyone. Check out my example above, and then go into the PTS for yourself to see what's up. For what it's worth, my test mech was the Loyalty Blackjack that was collecting dust in my bay.
Edit - and if you're not brawling in Scouting mode, you're doing it wrong.
Edited by FireStoat, 29 June 2017 - 02:38 PM.
#20
Posted 29 June 2017 - 02:40 PM
FireStoat, on 29 June 2017 - 02:38 PM, said:
Edit - and if you're not brawling in Scouting mode, you're doing it wrong.
Which is what it is about. Some more mechs will see use and maybe some more aproaches to Scouting. Before massive tests the statement that RLs are ruining Scouting are premature. If the IS side will go mass RLs the clan side will go mass cERLLs. RLs have their limitations.
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