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How Useful Are Rocket Launchers?

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#1 MechaBattler

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Posted 12 December 2017 - 01:00 PM

Not in kamikaze builds. In regular builds. Is it worth the slots even with the light weight? I was considering a weird SRM6+Artemis on the all missile archer. With other hard points filled with Rocket launchers.

What builds are you finding work well with them?

#2 FupDup

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Posted 12 December 2017 - 01:08 PM

View PostMechaBattler, on 12 December 2017 - 01:00 PM, said:

In regular builds.

The basic summary is "lolno."

Weapons that have only one single use while costing tonnage (consumables have zero sacrifice so they are very different) will never be good in regular conditions (battle of attrition). That tonnage will always be better spent building the rest of your loadout to be more efficient at dealing damage throughout an entire match.

Rocket Launchers were just a stupid thing to be added to MWO. Only way they'd make sense is if they ignored corerule and let them have multiple uses.

#3 Gristle Missile

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Posted 12 December 2017 - 01:08 PM

They are pretty useful if you don't have the weight for SRM/MRM/LRMs but still have a little bit of free tonnage and slots - you need your main arsenal, then the rockets are basically a hardpoint consumable. Generally on heavies/assaults when you can have some weight left over after building your other weapons.

It really does help if you save them for when you are in a tight spot or need to burst down a dangerous target fast.

Just make sure you don't sacrifice on your other firepower because of it. It should be a bonus weapon, not a main build weapon that you put on a lot of mechs

Edited by Gristle Missile, 12 December 2017 - 01:12 PM.


#4 N0ni

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Posted 12 December 2017 - 01:10 PM

KGC-000B
HEAVY METAL

Only two that have rockets that i can think of off the top of my head. They're worth it when you want an extra punch and have spare tonnage/crit space. Some damage is better than no damage.

#5 Bombast

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Posted 12 December 2017 - 01:11 PM

They're not something you build for. Just something to use if you have a ton or two and some open missile hardpoints.

#6 TWIAFU

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Posted 12 December 2017 - 01:28 PM

View PostBombast, on 12 December 2017 - 01:11 PM, said:

They're not something you build for. Just something to use if you have a ton or two and some open missile hardpoints.


QFT.

#7 Jman5

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Posted 12 December 2017 - 01:48 PM

I use them on one of my Orion builds.

Here are some considerations when trying to think about which mechs and builds would be good for a rocket launcher.

1. unused missile hardpoints and free slot space.

2. Your build is hot enough already and SRM, MRMs, or LRMs on top of everything else would just be way too hot. I think this is an undervalued point here.

3. Your build is long range. While this may seem odd the reason why RL are good on long range mechs is precisely because you are spending most of your time at long range. SRMs and MRMs will out perform a rocket launcher ton for ton eventually. But that's only if you're in a position to fire them regularly. With Rocket Launchers you only need to be in range once to take full use of their potential.

4. You have some tonnage to work with. Don't kill your build for RL, but if you can squeeze them in, I think they are worth their weight. It's basically just like a tonnage-based airstrike. If you can fit them, then why not?

5. Your build is complicated enough. Rocket Launchers are a simple, one-and-done weapon. Having to juggle a missile weapon on top of all your other weapons can often be too much. Rocket Launchers let you get in more damage without a long-term hassle.

So that's my thought process.

Oh and can I just add one more thing. STOP ALPHA STRIKING ROCKET LAUNCHERS ALL AT ONCE YOU DUMB-DUMBS. I keep seeing videos where people happily fire 4 RL 20s at once and then immediately over heat. Congratulations you played yourself.

Put Rocket Launchers in their own weapon group AND SET THEM TO CHAIN FIRE. When you want to splat some big atlas just hold down the button, keep your cross hair on the target and you'll get them all out quickly without triggering ghost heat.

I don't think rocket launchers are super powerful, but I do think they are probably undervalued. Especially if you save them all for the 1 comp guy who will otherwise carry his team single-handedly.

Edited by Jman5, 12 December 2017 - 02:24 PM.


#8 Levi Porphyrogenitus

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Posted 12 December 2017 - 01:50 PM

View PostBombast, on 12 December 2017 - 01:11 PM, said:

They're not something you build for. Just something to use if you have a ton or two and some open missile hardpoints.


Exactly. Lots of mechs have one or two lonely missile hardpoints and are clearly better built without them, but also able to accommodate a solid build without using up every drop of tonnage that you have. The ability to toss out an extra chunk of damage in a pinch might well be worth not taking that ISTCI or other filler item.

#9 stealthraccoon

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Posted 12 December 2017 - 02:19 PM

View PostBombast, on 12 December 2017 - 01:11 PM, said:

They're not something you build for. Just something to use if you have a ton or two and some open missile hardpoints.


Fact ^^^

My UM-R68 has one:
[smurfy]http://mwo.smurfy-ne...9abb8c446de312d[/smurfy]
Only other ‘build’ I have is the Javy, to get the MRM’s up on the shoulders:
[smurfy]http://mwo.smurfy-ne...11f6a8476575220[/smurfy]

#10 Alkabides

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Posted 12 December 2017 - 02:24 PM

Rocket launchers going to be new meta in Solaris 1v1.

#11 JC Daxion

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Posted 12 December 2017 - 02:31 PM

I have a few mechs that i use them on and find them very useful. Adding an extra 80 burst damage is really nice. its 3 tons, yes, but a slight smaller engine, some armor scraping, maybe a heat sink or two.. It just takes some minor adjustments.. they are not for every mech, but a few they can work.

#12 MechaBattler

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Posted 12 December 2017 - 03:01 PM

So how is the spread? I watched one of Beef's streams and he went to wreck someone with several of them. Only for it to have comedic laughable damage xD

I mean are they akin to LRM spread, with perhaps a little more pop?

#13 BrunoSSace

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Posted 12 December 2017 - 03:10 PM

I use 5 rockets 10's on my Thantos Hero. Thats 100 damage in one shot. I normally save the fist for people I see doing well, mechs I hate or people I don't like ot about to die. Takes most mechs from 100% to 65% if I hit CT. Wish they had no dead zone and better spread. Cause I use them more if I was able to be within the 100 meters.

Edited by BrunoSSace, 12 December 2017 - 03:12 PM.


#14 VonBruinwald

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Posted 12 December 2017 - 03:19 PM

Posted Imageocket launchers are fun! Why wouldn't you want to you use them?

#15 Brain Cancer

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Posted 12 December 2017 - 04:19 PM

If you're having trouble living long enough to kill someone, rocket launchers trade burst for endurance.

Put a bunch of RL20s into someone, they might live to regret it, but probably not for long.

#16 Seranov

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Posted 12 December 2017 - 04:34 PM

I have a pair of RL20s on my Kaiju. That whole side is designed to deadside, so it never hurts to get some use out of the RLs and then not worry about losing everything in that arm/torso.

#17 El Bandito

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Posted 12 December 2017 - 05:48 PM

Rocket launchers will come into the limelight once Solaris mode is implemented. Until then...

#18 N a p e s

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Posted 12 December 2017 - 08:32 PM

I've got some on one build only, a CN9-AH with a UAC20 and 3xRL15. Pretty self explanatory build and though I haven't taken it out much it was definitely fun. I like the challenge of finding the optimal moment to send a 90 point damage storm at en enemy before continuing to pummel them with the UAC.

#19 LordNothing

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Posted 12 December 2017 - 08:39 PM

my position on them hasnt changed since the pts. i always regret bringing them. i usually opt to use the surplus tonnage on engine upgrades, heat sinks, extra lasers, or more ammo. even a targeting computer is a better use of the tonnage imho.

back then i was pushing hard for each rack to have a number (same as rack size) of 4-8 damage missiles, where each tube is still one use (much like the rocket pods you find on attack helicopters). you could fire them in a stream by holding for a high dps surge for a couple seconds, or tap them off one at a time for accuracy. id also give them a ramping spread mechanic so firing them in streams will make them less effective, firing singles is like firing a narc which would make them effective on tonnage strapped lights. but that idea was never taken seriously. they are pretty much the new flamer.

#20 sharknoise

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Posted 12 December 2017 - 10:25 PM

I like the concept, but currently they are awful. The reason is they have both bad spread AND mininum range. The spread means they are only effective if you get as close as possible. But getting close also means you risk entering minimum range where they do zero damage. So their effective range bracket is like much worse ATMs, very narrow (something like 50-100 m). If you shoot from further away they don't do enough damage to CT for a one-shot weapon, even adding heatsinks instead would be more useful.





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