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Slight change to Hellfires...
#1
Posted April 08 2013 - 05:01 PM
How about instead, make hellfires launch, go complete straight for a half second or so THEN arch and fly towards their targets. Like any normal missile obeying normal laws of physics would do...
#2
Posted April 08 2013 - 05:29 PM
Edited by Beefsweat, April 08 2013 - 05:29 PM.
 
#3
Posted April 08 2013 - 05:34 PM
I agree that the Hellfires need a small nerf after the latest buff (and this is coming from a frequent Hellfire user), but the homing seems about right now. It's still pretty easy to dodge if you time it right as they seem to track towards where a mech would end up after a full dodge. And you do get the warning the moment they are launched.
I would be able to accept a small damage or reload nerf (small nerf....because I'm a frequent Hellfire user
 ), but reverting the homing to before the latest buff would just turn it back into a wide spread MIRV in CQC again.
), but reverting the homing to before the latest buff would just turn it back into a wide spread MIRV in CQC again.
					
					
Exercise Caution - I only suck 30% of the time. Care to play the odds?
#4
Posted April 08 2013 - 06:01 PM
#5
Posted April 08 2013 - 06:03 PM
 RennZero, on April 08 2013 - 06:01 PM, said:
RennZero, on April 08 2013 - 06:01 PM, said:
I wish the missiles had a tad more terrain avoidance when locked on, but dumb fire is indeed excellent for CQC.
Quote
#6
Posted April 08 2013 - 06:31 PM
Edited by Leonhardt, April 08 2013 - 06:32 PM.

#7
Posted April 08 2013 - 07:23 PM
 
					
					#8
Posted April 08 2013 - 07:59 PM
You know, multiple missiles for multiple targets? Logic? The way they are now, you minus well just have one homing tow Missile.
Edited by ShadowWarg, April 08 2013 - 08:02 PM.
#9
Posted April 08 2013 - 08:46 PM
This sounds like it would make them even easier to use than they currently are.
#10
Posted April 08 2013 - 09:01 PM
 m3talc0re, on April 08 2013 - 07:23 PM, said:
m3talc0re, on April 08 2013 - 07:23 PM, said:
I can't fire my Corsair at all the same exact angles as a TOW. I can't fire a TOW at the same extreme angles as a GL. So I don't see why the HFM's should be able to fire at the same angles as a TOW and have tracking. They hit like a truck and are auto aim so at what point do we draw a line in the sand and say there needs to be some skill involved in your positioning at the very least?
Its not a matter of forward velocity, but rather the limits of a crutch weapon because whether you like it or not thats what the HFM's are. They are designed to help players enjoy the game at lower skill levels.
Edited by Leonhardt, April 08 2013 - 09:02 PM.

#11
Posted April 08 2013 - 09:15 PM
#12
Posted April 08 2013 - 09:44 PM
The vertical acceleration on missiles will drive them to the ground as the jumpin mech is going downwards.
#13
Posted April 08 2013 - 10:14 PM
 m3talc0re, on April 08 2013 - 07:23 PM, said:
m3talc0re, on April 08 2013 - 07:23 PM, said:

The blue line is my current.... if you want tips and tricks with hell-fires I'd be more than happy to show you.
#14
Posted April 08 2013 - 10:53 PM
All you need to do to make the shot in your image it jump and shoot. In your second example you want to shoot the missiles almost right at the ground after you lock. Both shots are extremely basic hellfire hook shots.
Edited by space_, April 08 2013 - 10:54 PM.
"THREE!"
#16
Posted April 08 2013 - 11:20 PM
"THREE!"
#17
Posted April 09 2013 - 01:16 AM
Your missiles are NOT the blue line because that is NOT how they work in the game right now. The game mechanics force them into being like the red. Hellfires are not a crutch weapon either. By that logic, a TOW is a crutch weapon. Seeing as it's much faster than the hellfires, WAY more accurate in dumbfire (hellfires can be straight up retarded locked or not sometimes), and you can detonate them to use their splash damage.
I'm also talking about other angles, not just the extremely basic idea of that diagram. If I get a lock and they dodge halfway behind cover, I should be able to aim away enough that I can get the missiles to go around that obstacle and still hit their target. This would be a skilled use of the weapons. At range, this does absolutely nothing. This wouldn't shoot over a wall either. It would help go around obstacles. Key word being HELP. As they are right now, it's like this (top) vs what I'm saying it should do (bottom).
 
					
					#18
Posted April 09 2013 - 08:41 AM
#19
Posted April 09 2013 - 01:18 PM
 ShadowWarg, on April 08 2013 - 09:15 PM, said:
ShadowWarg, on April 08 2013 - 09:15 PM, said:
Isn't that how the HFMs function right now? Sure you can't always shoot them around a corner or do some crazy trick, but if you could hit people around corners consistently then they would be the go to weapon for everyone. Especially with the pee-ka-boo burst meta.
Look at it from the perspective of the player on the receiving end who does not have HFMs. They go around a corner and still get nailed. They can't trade damage and on top of that their weapon is harder to use in comparison. Why take something I have to aim when HFM's can hit just as hard if not harder and they can hit at even crazier angles than they can do now?
Its some bad joojoo!

#20
Posted April 09 2013 - 02:42 PM
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