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Improve Hellfire Missiles dumb fire

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#41
AxionOperandi

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And, although the Heat Cannon is a great weapon in general, the Rocketeer is too sluggish to use it effectively like you can on an Infiltrator or Scout.  And EOC's... there's just nothing sneaky about a Rocketeer to make this a good fit in my opinion.

 

The Rocketeer is a one mech personification of Hawkins problems.  Yeah, it looks/soundss awesome but holy fuzzy bunny some of this fuzzy bunny just dosn't work the way it should and it just looks like there is all kinds of things that are missing.  Not to go too far off topic with it but the Rocketeer really needs other weapons besides the Seeker to compliment its play style, and these weapons don't exist yet (the SA-Hawkins would be ok though).

 

To bring it sort of back on topic a better dumbfire for Hellfires could only help the Rocketeer out of tight situations as escape is never going to be an option.



#42
TheFrostnessMonster

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Russian Rocket Artillery. They weren't heat seeking when they were first made. The Russians would line up a bunch of them and then aim in the general direction and let loose.

I personally think they should take the dumb turret ability of the Rocketeer and give it a short rocket barrage ability like the katyusha Soviet rockets during WWII.

Make it a viable mech.


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#43
Sp3ctrr

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How about this; Hellfires have a little under base damage until they pass distance X, after that the base damage is gradually multiplied by the distance the missiles have traveled (but only by small amounts, duh). This would ensure hellfire mechs are ONLY used for support as it removes any sort of close range viability. In turn you'd want to remove CQC primaries from the mech's arsenal. The only weapon viable for a supportive bruiser would be the AR. Less so the Sub Machine cannon, and the vulcan would be completely obsolete.

 

Obviously the distance hellfires can travel would have to be reduced or the damage multiplication capped at a certain distance to avoid them becoming long-range death machines. Perhaps after a very long distance has been achieved the missiles could go completely haywire and go all over the place. (again, preventing them from being OP at range).

 

I understand this idea has it's flaws and by no means is it the best idea out there. Just my two cents I suppose. Thoughts would be appreciated.


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#44
StubbornPuppet

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^I don't think having them do different damage at different distances is a good idea.  That's just not how missiles work, their entire payload is static and delivered upon impact.  but at a distance they are already going to have more spread, be easier to dodge and fewer of them are going to hit.  Their damage dealt should be based entirely on how many of them hit the target - with a realistic splash damage from those which hit the ground or objects close to the target.

 

Unless something really stupid is done in the process of trying to make the Hellfires dumbfire remotely useful, adjusting it will have no impact on the core utility of the Rocketeer being a distance suppression mech.  When dumbfired, the missiles do and should have an exponential spread effect - their 'imprecise' and clumsy... which is fine.  The current problem to be solved is that they spread so quickly, travel so slowly, are so inaccurate and have almost zero splash damage... combined with the minimal damage done by so-called "Seekers",  a person playing the Rocketeer must be in a constant state of retreat.

 

While it seems like a balanced and easy-to-use mech in lower skill level matches, the moment you go into an 1800 mmr or higher match, it becomes a suicidal choice... one which yields no kills.


To be serious for a moment this is just a joke

 


#45
AxionOperandi

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How about this; Hellfires have a little under base damage until they pass distance X, after that the base damage is gradually multiplied by the distance the missiles have traveled (but only by small amounts, duh). This would ensu..................................

Bad idea in my opinion.  Even if you could get it balanced out that would turn the Bruiser into a one dimensional borefest.



#46
GreyFa1con

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I personally think they should take the dumb turret ability of the Rocketeer and give it a short rocket barrage ability like the katyusha Soviet rockets during WWII.
Make it a viable mech.


I like this. But at the same time, more simultaneous missile Mechs on pubs would be a drag.

If anything, the most infuriating thing about the missiles is that they track you during a dodge.

So there's a very precise timeframe to dodge the missiles. (And even then, they usually splash damage you)

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#47
nepacaka

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(And even then, they usually splash damage you)

 

especially C-class, since devs decrease dodge distance for C-class mechs


Edited by nepacaka, 18 November 2015 - 03:09 PM.

Kompotka 3000. 2D ha?ken game: https://community.pl...ve/?hl=kompotka

Interceptor, B-Class mech concept: https://community.pl...itdefence-mech/

Challenger, C-Class mech concept: https://community.pl...ccepted-thread/

G2-Brawler, C-class mech concept: https://community.pl...pacaka-is-here/

Kinetik, B-class mech concept: https://community.pl...ass-shotgunner/

Melter, A-class mech concept: https://community.pl...-class-support/


#48
StubbornPuppet

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So there's a very precise timeframe to dodge the missiles. (And even then, they usually splash damage you)

 

I hate to say it, but if that's the case, "you're doing it wrong".

 

Boost towards them and then turn hard.  If that's not an option, air-dodge.  They can't splash you if the ground they hit is more than a meter or so away.


To be serious for a moment this is just a joke

 





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