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Obvious Solution To The Lolpha Rocket Launcher Meme/troll Builds


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#21 Luminis

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Posted 30 June 2017 - 04:50 AM

View PostBush Hopper, on 30 June 2017 - 04:46 AM, said:

One-shotting lights is totally ok for peeps. However, when a light ever kills a heavy or assault, hell is breaking loose on the forums "nerf da lights!1!!"

Not that I'm for nerfing lights, but there's a wee difference between hitting a light moving at 120+ kph with a Gauss/PPC combo and popping up in front an Atlas and jizzing rokkits all over its face.

Edited by Luminis, 30 June 2017 - 04:50 AM.


#22 Weeny Machine

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Posted 30 June 2017 - 05:24 AM

View PostLuminis, on 30 June 2017 - 04:50 AM, said:

Not that I'm for nerfing lights, but there's a wee difference between hitting a light moving at 120+ kph with a Gauss/PPC combo and popping up in front an Atlas and jizzing rokkits all over its face.


I doubt a light can kill an Atlas from the front or even a heavy. And if he gets in your back...well...there is not that much of a difference than putting a big alpha on a light while he is moving

#23 Luminis

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Posted 30 June 2017 - 05:28 AM

View PostBush Hopper, on 30 June 2017 - 05:24 AM, said:


I doubt a light can kill an Atlas from the front or even a heavy. And if he gets in your back...well...there is not that much of a difference than putting a big alpha on a light while he is moving

You can stuff six RL20 into a Javelin. That's 210 damage. You can kill a lot of stuff with that in a single hit.

#24 Tralik

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Posted 30 June 2017 - 05:35 AM

I think an obvious solution to the suicide bomber tactic is to make the RL's have an extra high crit chance if they are hit, kinda like running around with dynamite strapped to your chest. If you get hit hard before you deploy them, you are likely to go boom. High risk/reward. Run around with a few RL 20's and you are just as likely to get blown up by your own ordinance as you are to be able to deploy it against a single mech.

#25 Prototelis

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Posted 30 June 2017 - 05:38 AM

In addition to limiting the number that can be fired perhaps their use should be subject to a re-arm cost.

#26 stealthraccoon

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Posted 30 June 2017 - 05:46 AM

I want everyone to hop into the test server and load up one of these so-called insta-death builds and see how broken they are. Really, give it a try, go out there and actually see how deadly they are. RL80 LOLcust? RL120 Javelin? Even a RL50 ECM Commando should be scary, right?


Spoiler: they are only broken on paper.

#27 Gryphorim

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Posted 30 June 2017 - 05:56 AM

Have them ripple fire like MRM's do, with a conical spread pattern (and maybe erratic or spiraling flight path) that makes it tricky to land all missiles on the broad side of an atlas at max range.
Makes it harder to insta-kill someone with mass-spam, represents their atrocious accuracy at even moderate ranges.

#28 Durnaxe

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Posted 30 June 2017 - 07:03 AM

after testing the RL120 Javalin I have to say, I can only kill assaults if I stand DIRECTLY behind them and alpha. Even slightly back the assault lives (not doing all that great) and these targets are moving and torso twisting.

I would not worry about these in standard play.
Scouting mode it *could* be a problem but I'd have to see and test that myself.

Also I don't like the limits people want to put on these things. My KGC-0000 ended up with 4 RL15's because I had the 4 tons and open slots. That's really the point of RL. Spare tonnage and open slots you cant fill? boom, rocket launchers.

#29 Malcolm Vordermark

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Posted 30 June 2017 - 07:07 AM

View Poststealthraccoon, on 30 June 2017 - 05:46 AM, said:

I want everyone to hop into the test server and load up one of these so-called insta-death builds and see how broken they are. Really, give it a try, go out there and actually see how deadly they are. RL80 LOLcust? RL120 Javelin? Even a RL50 ECM Commando should be scary, right?


Spoiler: they are only broken on paper.


Currently RL are tube limited. This means that if the model only displays 5 tubes for a RL20, then only 5 rockets are fired. The ammo is still consumed.

So for example, the RL80 Locust you mentioned is effectively a RL20.

#30 Jay Leon Hart

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Posted 30 June 2017 - 08:18 AM

If they *do* limit them to one at a time, then they need to be changed to a single projectile to compensate - that one shot needs to count.

#31 BigBenn

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Posted 30 June 2017 - 09:28 AM

I think the rockets should be fired in rapid succession (like Clan LRM's, but much faster), or maybe in groups of 5 in rapid succession. This current "BOOM" 1 and done is not doing it.

Think of a Havoc or Apache attack helicopter letting loose their rockets on a target.

#32 Metus regem

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Posted 30 June 2017 - 10:12 AM

View PostRouken, on 30 June 2017 - 07:07 AM, said:


Currently RL are tube limited. This means that if the model only displays 5 tubes for a RL20, then only 5 rockets are fired. The ammo is still consumed.

So for example, the RL80 Locust you mentioned is effectively a RL20.



Only until the geometry is fixed. Posted Image

#33 AzureRathalos

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Posted 30 June 2017 - 10:17 AM

So, I was messing around in the testing grounds, and it takes four RL20 to strip the front CT of the Atlas there. A fifth RL20 will drop the CT to red-orange. It's an impressive amount of damage on a target that isn't torso turning, but not enough to kill.

A Light, once the tube issue is fixed, would have to obtain RL120 in order to kill an Assault from the front.

#34 Coolant

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Posted 30 June 2017 - 10:21 AM

View Post627, on 29 June 2017 - 10:53 PM, said:

those are one shot only, guys. That is literally dead weight after that. If you can only fire them one after another, they will be total crap like flamers.

Let those little suicide bombers run around and work on situational awareness. After that one shot it is a dead mech walking.


^this

I tried to install the PTS but ran out of space on my hard drive (120GB SSD) and not gonna delete any more games...so, from what i understand from the notes it is one shot only...then what is the big deal? So some assault goes down in one alpha...then the enemy player is gimped the rest of the match cause they invested in tonnage and slots for the RL. I don't get the big deal.

#35 Metus regem

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Posted 30 June 2017 - 10:28 AM

View PostAzureRathalos, on 30 June 2017 - 10:17 AM, said:

So, I was messing around in the testing grounds, and it takes four RL20 to strip the front CT of the Atlas there. A fifth RL20 will drop the CT to red-orange. It's an impressive amount of damage on a target that isn't torso turning, but not enough to kill.

A Light, once the tube issue is fixed, would have to obtain RL120 in order to kill an Assault from the front.



If a light is trying to do it from the front, then they are doing it wrong and deserve to get their teeth kicked in by said Atlas... as said Atlas is likely to do.

View PostCoolant, on 30 June 2017 - 10:21 AM, said:


^this

I tried to install the PTS but ran out of space on my hard drive (120GB SSD) and not gonna delete any more games...so, from what i understand from the notes it is one shot only...then what is the big deal? So some assault goes down in one alpha...then the enemy player is gimped the rest of the match cause they invested in tonnage and slots for the RL. I don't get the big deal.



It's just that a light can now actually do something and be a threat, that they don't like. Me though? I see it as perfectly valid to trade a Locust 3S for any assault mech on the Red Team.

#36 Jackal Noble

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Posted 30 June 2017 - 10:29 AM

*Obvious

lel

#37 AzureRathalos

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Posted 30 June 2017 - 10:32 AM

View PostCoolant, on 30 June 2017 - 10:21 AM, said:

So some assault goes down in one alpha...then the enemy player is gimped the rest of the match cause they invested in tonnage and slots for the RL. I don't get the big deal.


The issue is that there are a lot of vocal people who think claim know that this will lead to the extinction of Assaults and Heavies under the crushing alpha strike power of IS Lights with Rokkit Lawnchairs.

This will eventually lead to the "Lightmageddon", where all rounds are 12v12 RL Light. Everyone will go too fast, all the RL shots will miss, all the ammo will be gone, nobody can die, and everyone will have to wait for the time to run out.

Edited by AzureRathalos, 30 June 2017 - 10:34 AM.


#38 STEF_

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Posted 30 June 2017 - 10:39 AM

View Post627, on 29 June 2017 - 10:53 PM, said:

After that one shot it is a dead mech walking.


and a dead mech not walking anymore.


Fun level: 0.101

#39 DivineTomatoes

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Posted 30 June 2017 - 11:18 AM

Obvious solution that doesn't reward stupid people.

Equip seismic, add a few points of armor to your rear, have a brain.

Let's not nerf something because people are too stupid to look behind them.

And for the people that will try it from the front, if you know it's coming then pick a side and twist.

#40 ToXikyogHurt

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Posted 30 June 2017 - 12:18 PM

View PostNesutizale, on 30 June 2017 - 01:14 AM, said:

There was one guy yesterday that played with 4xRL20 and two Light or Snub PPCs.


In a white Blackjack? That was probably me. BJ-2 is the lightest 'Mech I've found that can actually mount 4xRL20s and fire all the tubes. It's not capable of one-shotting assaults from the front, it still needs to get behind them - and close. And it's not fast about it.

View PostMetus regem, on 30 June 2017 - 10:12 AM, said:

Only until the geometry is fixed. Posted Image


Who says it's broken? If you want a solution to stop lights from one-shotting assaults, well, one is already in place. None of them have the tubes to do it. If PGI simply don't make new models, the problem is already fixed.





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