The6thMessenger, on 22 June 2017 - 07:04 PM, said:
Ah rocket launcher, one use like a consumable, and shoots dead-fired missiles like SRM at a longer range. It's a filler you put on a missile, maybe buff a hardpoint or your have just some few tonnage or slots you could spare.
The Rocket Launchers are single use, not reloadable while deployed, that means you shoot one and you're done, and hope that you didn't miss and you dealt considerable damage.
But how would that translate to an FPS game? PGI had made several steps to compensate for an FPS game that has pin-point accuracy like 2x armor value. The impact is kind of reduced, whereas before a KGC has 40 ct stock armor, a single RL20 would have taken 50% of hp assuming all missiles hit, but now at 80 CT armor it would have left 75%.
What if we buff a rocket launcher damage? Wouldn't simple 2x damage would put it on it's former glory before?
I'm kind of worried with buffing it's damage, cause it could easily pad alphas and go into 1-hit-kill territory. Maybe 1.5x damage would be the magic number? I guess so.
But consider the one-use splat nature of the Rocket Launcher, at 40 alpha per RL20, what if we get so much Leeroy Jenkins builds? Basically cancerous suicide bomber lights or mediums. What if we get an archer with 8 RL20s? That is basically a 160 alpha.
As with the words of FupDup:
FupDup, on 17 March 2017 - 09:38 PM, said:
No. A 1.5 ton weapon dealing 40+ damage with one shot is absolutely insane.
Rocket Launchers in general should have been left out of MWO. They promote a very frustrating if not toxic playstyle where people load up on them, instakill one enemy mech, and then have no weapons for the rest of the match. It's basically like the 11 ERPPC Dire Star mech, but with massively lower tonnage requirements.
Weapons built around being used only one single time in a match are not worth the hassle of trying to balance. Too strong and they make the game horribly unfun (because random instakills and suicide-bomber teammates), too weak and nobody uses them.
The other option would be for PGI to do what MekTek did in MW4 and make RL's not be one-shot launchers anymore. The civil war page description already tells us that this will never happen, though.
Rocket Launchers in general should have been left out of MWO. They promote a very frustrating if not toxic playstyle where people load up on them, instakill one enemy mech, and then have no weapons for the rest of the match. It's basically like the 11 ERPPC Dire Star mech, but with massively lower tonnage requirements.
Weapons built around being used only one single time in a match are not worth the hassle of trying to balance. Too strong and they make the game horribly unfun (because random instakills and suicide-bomber teammates), too weak and nobody uses them.
The other option would be for PGI to do what MekTek did in MW4 and make RL's not be one-shot launchers anymore. The civil war page description already tells us that this will never happen, though.
My solution is to not make it a one-use, but just limited use. It's still disposable in a sense that you don't put 1-crit-slot ammo to extend your use, you put another rocket launcher. As opposed of the RL10 shooting all 10 missiles at once, RL15 shooting all 15 missiles at once, and RL20 the same, all of them shoots only one missile per trigger/pull and is accurate, goes at a straight line like a narc, and each missile does a lot more damage but the entire damage is just spread out over a long duration. The launcher size only dictates how much ammo you can have.
Basically, think of it as an Autocannon instead, but it flies slower, deals more damage, and you can't add more ammo via 1-ton ammo items.
Quote
Damage/Missile: 5
DPS: 6.944444444444444
Heat/shot: 0.8
Range: 450m
Missile Velocity: 650
Cooldown/Fire Interval: 0.72s
Ammo/weapon: 10/15/20
DPS: 6.944444444444444
Heat/shot: 0.8
Range: 450m
Missile Velocity: 650
Cooldown/Fire Interval: 0.72s
Ammo/weapon: 10/15/20
As the stats shown, the "alpha" effect is instead handled by the short-lived DPS, this gives a chance to spread the damage, while still do a lot over a long duration. AC-esque as it fires one accurate shot that deals damage.
Doing this effectively removes the potentially-cancerous light-weight cheap-shot dire-star-esque high-damage alpha. But at the same time adds a bit of sustainability.
That's just my idea about it.
What about you, how do you think the RLs should turn out?