HellFire's Unused Potential
#21
Posted December 09 2013 - 03:48 PM
#22
Posted December 09 2013 - 04:40 PM
Fast lock (faster than now) has a large missile spread
Medium lock ( a little later than fast lock) has a smaller missile cluster
Long lock (a little longer than the medium lock) has the tightest missile cluster
The change in behavior/splash density offers some ingame choices while firing the weapon; gives a better CQC option, and differentiates between "HF spamming" and actually trying to use the weapon with some input. The fastest lock, while being the fastest, has the opporunity to splash multiple mechs and work better in cqc, but the missile spread will reduce its single point damage by hitting terrain or anything but the main target. The tightest cluster on the longest lock serves to reward well positioned and patient players with some real punishing rewards.
I'm not married to the specifics, just the idea of a tiered locking system that provides gameplay choices and a way to express your skill in a way that the current ones do not.
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#23
Posted December 09 2013 - 04:57 PM
Cruzxavier, on December 09 2013 - 01:44 PM, said:
Ok it has quite a heat generation....but look at the fire rate!!!
But new players need better experience...agreed. Maybe limiting the rocketeer as it his to low level players_ How about that for balance issues_ Oh...shew...forget i said that
The seeker is a beastie!
"...Then I presume the complex murder algorithm that masquerades as his cerebral cortex was done analyzing my panicked stumbling and he flattened me." -Amidatelion on Xacius.
#24
Posted December 09 2013 - 07:51 PM
One idea would be to make it so that the longer you hold the lock button, the more of your missiles track. So you can tap lock and fire right away, but only a couple of your missiles will track, while the rest fly straight. But if you hold the lock on target for the full ~2 seconds, then all your missiles will track the target. This could also be made into a multi-lock function by making it so that moving the crosshairs over more targets during the lock on process would lock missiles onto them as well.
Or make it so that you can lock up to five target at once by hitting lock on each of them individually. For each lock, the missile volley would split evenly between them. So with one lock, all ten missiles would track that one target, for two targets, five missiles would track each target, etc.
Either way, this would increase the lock on time and skill requirement for the Hellfires. And it would also make them more interesting to use, and to fight against.
ShadowWarg, on December 09 2013 - 03:21 PM, said:
This is why with the longer lock on that comes with my suggestion, there should also be a [LOCKED] warning before the [INCOMING] warning.
#25
Posted December 10 2013 - 01:35 AM
comic_sans, on December 09 2013 - 03:23 PM, said:
Teljaxx, on December 09 2013 - 07:51 PM, said:
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