EOC Repeater needs some lovin.
#1
Posted December 05 2012 - 09:12 PM
Personally i quite enjoyed the few games i have played with it. It definitively isn't underpowered but it feels a bit lackluster.
It is supposed to set land mines, but the radius at which they get detonated is excessively small.
As for the splash radius it is hard to tell since they rarely detonate when someone is nearby, but having a bigger splash radius would make CQC very challenging.
Damage wise it is comparable to the heat but it is a lot more unreliable due to the fact that the mines get shot one after the other and therefore the full affect can not be reached if you dodge during your shot.
The travel time feels good, it definitively takes a few games to get used to but i do not think this is an issue.
Personally i enjoyed it quite a bit. Being one of only 2-3 people i have seen using it during CBE3 brought great satisfaction to the little hipster inside me.
How do you feel about the EOC_
Video will be uploading overnight.
#2
Posted December 05 2012 - 09:22 PM
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#3
Posted December 05 2012 - 09:25 PM
- Be able to fire 1 puck at a time
- Faster projectile speed
- Change it to emphasize it's mine laying functions
- Turn it into a sticky launcer
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#4
Posted December 05 2012 - 10:19 PM
- Undo the stealth damage nerf (went from 35/puck to 25/puck)
- Undo the stealth explosion radius nerf (went from 350 units (7m) to lolyoucanstandonthepuckanditdoesnothing)
Currently, the weapon does DPS on par with the TOW, which might seem like quite a lot, except you have to hit your opponent with 6 projectiles instead of 1, and you cannot airburst them, and the proximity required is much closer (from somewhere in the same general galaxy with the TOW to practically-have-to-hit-your-opponent anyway).
If the damage were re-boosted to its original 210/full charge, and the explosion radius of the pucks went back to what it was, the EOC could do damage on par with the Flak Cannon, which might seem overbalanced, but the Flak Cannon (and the mini-Flak) are hitscan, while the EOC remains projectile/dodgeable/predicative.
Status: moar EOC love required.
Draco
#5
Posted December 05 2012 - 10:22 PM
#6
Posted December 05 2012 - 10:26 PM
They detonate on impact. so you can't just get in their face and unload without destroying yourself.
I'm not sure if the mines aren't meant to detonate when stepped on, or if the detonation hitbox is miniscule. The only time I can deal damage with them as mines is when fighting in a choke point, and the mines detonate on timer.
I keep trying to use this gun for the sport of it. But there is just no way to justify using it over the heat cannon competitively.
Edited by Urvanis, December 05 2012 - 10:31 PM.
#7
#8
Posted December 06 2012 - 05:51 AM
#9
Posted December 06 2012 - 06:04 AM
#10
Posted December 06 2012 - 06:12 AM
I don't mind it being slower than the HEAT cannon as each gun should feel a bit different. I understand that getting 6 shots to hit is ungodly hard. But it is meant to have a different mechanic than HEAT. That mechanic just might need a buff it seems.
I wish I had time to play with this weapon = I just cannot stand playing as rocketeer and I don't have a lvl 20 inful
#11
Posted December 06 2012 - 08:59 AM
I like some of the suggestions in here, though. Being able to fire one shot at a time faster than the three-shot bursts would be nice, or just decrease the recharge time between bursts (no damage per shot increase in that case, or else that's too much of a buff), as well as having the shots actually be somewhat effective as mines. And I completely agree that the visual/audio effects of an impact on an enemy mech NEEDS to be improved. The thing's firing explosives, so they should explode, please.
But yeah, as a weapon itself I like it for its more unique concept. I would like to see more of it over the constant Seeker spam.
#12
Posted December 06 2012 - 10:19 AM
#13
Posted December 06 2012 - 11:28 AM
MarkJW, on December 06 2012 - 10:19 AM, said:
What time was that game_ Might have been me.
#14
Posted December 06 2012 - 12:01 PM
Edited by Skylead, December 06 2012 - 12:01 PM.
#15
Posted December 06 2012 - 08:54 PM
draco7891, on December 05 2012 - 10:19 PM, said:
I just wish the radius wasn't this small. Direct hits are pretty much the only way to get damage. And when they explode after like 6 seconds and someone is unlucky enough to stand near them.
#16
Posted December 06 2012 - 09:09 PM
#17
Posted December 06 2012 - 09:44 PM
#18
Posted December 07 2012 - 02:56 AM
#19
Posted December 07 2012 - 05:55 AM
Silk_Sk, on December 06 2012 - 06:04 AM, said:
#20
Posted December 07 2012 - 11:14 AM
I have no idea what any of the math is in this game but just entertain this fictional math. Numbers can obviously be replaced with workable in game numbers, but the concept is here.
Each projectile does a fixed amount of damage, say 30. Then, total damage is multiplied by a different factor based on the number of projectiles that hit. For instance, 2 projectiles can give a 5% bonus to damage, 4 projectiles get a 15% bonus to damage, and all 6 projectiles can get something massive like a 50% bonus to damage.
Number of successful hits in one salvo:
1 hit: 30 damage flat
2 hit: (30+30)*1.05 = 63 total damage
3 hit: (30+30+30)*1.10 = 99 total damage
4 hit: (30+30+30+30)*1.15 = 138 total damage
5 hit: (30+30+30+30+30)*1.20 = 180 damage
6 hit: (30+30+30+30+30+30)*1.50 = 270 damage
If it ends up being OP, perhaps the projectiles could come out not at a fixed rate, but a slower rate per each projectile. In other words, the first 3 shots would come out almost immediately, and then each subsequent shot would take .25 seconds, and the sixth shot would come out .5 seconds later, or something. That way, it's easy to get a consistent base level of damage with a basic 3 round burst since the first 3 projectiles come out in quick succession, but getting that final critical damage hit made difficult by the late firing of the sixth shot, and is only rewarded for great skill.
So effectively the EOC could become a non-seeking Needler with 6 projectiles instead of 20. Hit a few times, get low damage. Hit every shot, get a massive reward. But, it requires careful tracking of an opponent; it can be fought with clever dodging and timings. It would make fighting someone with EOC a matter of moving unpredictably.
Thoughts_
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