Jump to content

Rocket Launchers. Issues And Cure For Them.


18 replies to this topic

#1 Dubinsky

    Member

  • Pip
  • FP Veteran - Beta 1
  • 12 posts

Posted 01 July 2017 - 08:45 AM

I was intrigued about them since the announcement and now tested them I think there is serious issue about them. Currently an Archer5w can one shot probably everything in a suicide manner (actually even worse - you have room for a MRM40s and some ammo), it doesn't sound way powerful, but in a Faction Warfare that means few of them can one shot generator in a second. In order to make rocket launchers viable, but not overpowered, minimum range must be introduced. That way gens are somewhat safe, no instakills, while overall that weapon system will remain powerful and will require some minimum skill for positioning yourself. Thus we will get not an OP oneshot weapon, but an armor stripper, which sounds and feels a lot better.

#2 P10k56

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 76 posts

Posted 01 July 2017 - 10:23 AM

Small advice install PTS and test this weapons of doom.
And ARCHER moving at 30 kph is not very viable build.
Also you can fire LRMS on static target as far as 900m
and probably generators will not run away.

Edited by P10k56, 01 July 2017 - 10:24 AM.


#3 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 01 July 2017 - 10:36 AM

I don't think we should balance this game around a drying mode very few people play.

Rockets now spread like lrms and have ghost heat shutting you down. They are at the point I don't think I will ever use them because of the spread. Last night brawling with them I wasn't to happy.

#4 Dubinsky

    Member

  • Pip
  • FP Veteran - Beta 1
  • 12 posts

Posted 01 July 2017 - 10:48 AM

I am at PTS, 30 kmph Archer? That's an insult right in my face http://imgur.com/a/qhiwM

#5 Dubinsky

    Member

  • Pip
  • FP Veteran - Beta 1
  • 12 posts

Posted 01 July 2017 - 10:54 AM

78 kmph. Not nearly 30 kmph you've stated.

#6 renegade666

    Member

  • Pip
  • The Demon
  • The Demon
  • 10 posts

Posted 01 July 2017 - 11:38 AM

Just tested the rocket hit reg in the PTS, thanks to CountTZT for agreeing to my mad experiment at all Posted Image

Here are the specifics:

Map: HPG Manifold
Mech: Archer ARC-5W
Target: Timber Wolf TBR-PRIME (?)
Armament: 8x Rocket Pod 20 (35 dmg each)
1x Rocket Pod 15 (26.25 dmg)
Total FP: 306.25
Range: 50m approx. (essentially point-blank)
Quirks: 5% spread reduction
Experiment: Target immobile facing Archer at approximately 50 metres
Archer fired all ordnance under shutdown override
Result: No rockets were seen to miss TBR-PRIME chassis
177 damage was recorded of potential 306.25 damage
TBR-PRIME destroyed by rocket munitions
ARC-5W destroyed by thermal damage

As you can see, the firepower required to destroy a 75-ton Clan mech is in the region of 170-185 points. This can only be supplied by using a considerable number of rocket launchers (approximately 5 launchers of 20) which each are one-shot systems and take up an entire missile hardpoint.

I've tried to get better or at least similar results in the Testing Grounds, but hit registration appears to be getting lost somewhere - for example, a full salvo with this armament into the back of the TG Awesome at 50m results in a cherry-red CT and loads of splash damage, but no kill. That experiment was performed four times, each with the same result.

In all cases, I've rarely seen rockets miss and certainly not enough to warrant a 42.2% miss percentage. I've considered excess damage, but when this can't kill an 80-ton mech from behind in spite of taking out a 75-tonner in a frontal attack... well.

Am I missing something?

Edited by renegade666, 01 July 2017 - 11:39 AM.


#7 P10k56

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 76 posts

Posted 01 July 2017 - 11:39 AM

View PostDubinsky, on 01 July 2017 - 10:48 AM, said:

I am at PTS, 30 kmph Archer? That's an insult right in my face http://imgur.com/a/qhiwM

Sneaky and stabby.
Probably will kill locust from behind if your luck is +9.
But if not you are dead....
cos killing something with one MRM10 specially something which run i circles 120+ kph.

#8 SOL Ranger

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 232 posts
  • LocationEndor, exterminating little evil bear people for the Empire.

Posted 01 July 2017 - 12:00 PM

5xSRM6 + 2xRL20 oneshots the Cataphract on Crimson point blank through the CT frontally and you don't even overheat if you time your coolshot, you're also still a fully functional mech after doing that twice, having 4xRL20's on the arms in total.

#9 Cato Zilks

    Member

  • PipPipPipPipPipPipPip
  • Hero of Marik
  • Hero of Marik
  • 698 posts
  • Twitter: Link
  • LocationPrinceton, NJ

Posted 01 July 2017 - 12:00 PM

What people seem to forget is r3tarded suicide mechs have always been an option, RLs just guarantee they cant reload but allows them to move faster. http://mwo.smurfy-ne...97f8057a60171a2

Edited by Cato Zilks, 01 July 2017 - 12:01 PM.


#10 P10k56

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 76 posts

Posted 01 July 2017 - 12:00 PM

So tested your Archer build in battle on unlucky Dragon.
Used override and open bay doors.
It actually kill it doing 88 damage but my mech live for 3 sec before exploding.
Nice suicide bomber build.

#11 renegade666

    Member

  • Pip
  • The Demon
  • The Demon
  • 10 posts

Posted 01 July 2017 - 12:13 PM

It was actually intended to determine how much damage was required to take out an assault mech, the self-destruction alpha is an optional extra :P

As for the 88 damage, did most of the rockets hit the Dragon? If so, that would point to waste damage rather than hit reg being the culprit in my own tests. But again, that Awesome will not fall (shakes a fist).

#12 P10k56

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 76 posts

Posted 01 July 2017 - 12:17 PM

Actually if you not override and open bay doors (otherwise you will be shotdown before firing all tubes) you will survive.
Lying there hopelessly for 10 sec,
On Turmeline test it is not enough to kill Atlas but will kill catapult.

#13 renegade666

    Member

  • Pip
  • The Demon
  • The Demon
  • 10 posts

Posted 01 July 2017 - 12:26 PM

Well I guess not being able to kill an assault rather limits its usefulness.

Even so, if the thing survives it can go on to cap points and such - 84.4kph with a tweaked 340 engine would make a decent (if slow) capper.

#14 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 01 July 2017 - 12:28 PM

Every match I been in as soon as the team saw 4+20rockets over coms was "watch out for rocket mech". We would watch out for it keeping some distance and watching our ct. I never saw it work once

These 50m ct cored screen shots don't happen to people in real life. What happens more often is shots from 100m+ at a moving target . At this range they spread like crazy.

Edited by Monkey Lover, 01 July 2017 - 12:28 PM.


#15 P10k56

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 76 posts

Posted 01 July 2017 - 12:29 PM

Tested 3xmrm40 + 1xmrm30 - atlas goes down after 3 salvos.
1 salvo will strip frontal armor of katapult but not kill it.

#16 renegade666

    Member

  • Pip
  • The Demon
  • The Demon
  • 10 posts

Posted 01 July 2017 - 12:35 PM

Had an actual battle run with it earlier, it did manage to take off a MAD IIC's right torso and nearly opened its CT.

Just 2 glaring faults:

1) The MAD IIC was shut down, which makes the following even more annoying
2) The splattery did NOT open its CT Posted Image

If the IIC had been mobile, I doubt the rockets would have had that much impact. And they should have had more impact, but didn't. Oh, well.

MRMs definitely seem to be the best of the new missile systems, it's lucky for clan mechs that they're unguided!

I plan on checking out the Clan ATMs tomorrow... word is they're not great against AMS, but we'll see. <o

#17 Dubinsky

    Member

  • Pip
  • FP Veteran - Beta 1
  • 12 posts

Posted 01 July 2017 - 12:36 PM

my approach - hug the enemy (less in 90 meters) fire the salvo - he is dead (badly crippled some luck may it have) mrm40s finish the job. I am fine with that, but killing gens that way means both teams got no damage and fun.

#18 Dubinsky

    Member

  • Pip
  • FP Veteran - Beta 1
  • 12 posts

Posted 01 July 2017 - 02:12 PM

[color=#959595]Here are the specifics:[/color]

[color=#959595]Map: HPG Manifold[/color]
[color=#959595]Mech: Archer ARC-5W[/color]
[color=#959595]Target: Timber Wolf TBR-PRIME (?)[/color]
[color=#959595]Armament: 8x Rocket Pod 20 (35 dmg each)[/color]
[color=#959595]1x Rocket Pod 15 (26.25 dmg)[/color]
[color=#959595]Total FP: 306.25[/color]
[color=#959595]Range: 50m approx. (essentially point-blank)[/color]

file:///C:/Users/Eugene/Saved%20Games/MWO%20PublicTest/ScreenShots/MWO%2007.02.2017-00.54.17.jpg

#19 Dubinsky

    Member

  • Pip
  • FP Veteran - Beta 1
  • 12 posts

Posted 01 July 2017 - 02:24 PM

100 meters
dead as it will
http://imgur.com/a/3kwPH





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users