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My Thoughts on Rockets
I think rockets have a place in the game, but I would like some changes.
Things people can do with rockets that probably aren't ideal for the game:
LEMMING: Get into close proximity with the enemy and launch every possible rocket. This kills the offender (issues), but they take their enemy with them.
RAM: This is like the lemming except the offender can survive. The offender generally has a ship with more firepower and/or more armor. In 3.1 this was rare because all ships had single rocket launchers and heavily armored mediums and heavies were appropriately slow.
SPAM (A): Two ships are holding a relatively stable distance from eachother and taking energy and/or rocket shots at one and other. The offender fires rockets in every conceivable direction so no matter where their target dodges to they'll be hit.
SPAM (B): This is actually an aimed shot, so it may or may not be considered a bad thing. The "offender" launches a huge volley of rapid-fire rockets at the target. One ship might have gotten three hits on three distinct passes and managed to dodge the other ships rockets, but on one pass the "offender's" shot hits and it contains so many rockets that he wins despite "winning" only 1 out of 3 or more "passes". This isn't only done in dogfights... it's also a first strike tactic which can end a fight before it's even begun.
Some possible changes to rockets:
Ammo: In early 3.2, you could carry, as I recall, 8 rockets per launcher. This caused people to actually use energy weapons which was a good thing. On the other hand, many people weren't loading rockets, which are fun if used in a fun way. People who are stronger with rockets than energy weapons were greatly discouraged. It wasn't a perfect solution. Perhaps instead of 16 or 8 we could have.. 12?
Launcher Amounts: In 3.1 you always had a single rocket launcher. No more, no less. If ships were limited to one launcher, it would make the lemming, ram and spam tactics less powerful. In terms of the Vendetta fantasy universe, does it make sense for a rocket launcher with a full load of missiles to fit onto the same weapons port without some sort of serious drawback in terms of mass? Where are those rockets stored, anyway? The single launcher and ammo storage could be built into the ship's hull.
Rocket Firing Rate: Not the speed of the rockets but the time it takes in between firing them. The lemming and ram tactics would cause damage but not kill because the target would be able to react, dodge and return fire. The spam tactic could be eliminated because rockets couldn't be fired to cover every avenue of escape. If the rate was reduced to a certain point dogfights would change. You would aim, fire a single rocket, then resume dodging, firing energy weapons or maintaining your position of advantage over the opponent. Then you'd aim and fire again. Rockets would still be knock out punches, but you'd be forced to jab and dance, too.
Rocket Velocity: I don't think making sunflares slower would be a good idea. It wouldn't stop the lemming or ram at all and would probably just result in the weapon becoming useless.
Rocket Proximity Detonation: Decreasing this wouldn't stop the lemming or ram. It would help with spam (type-a) but might make the weapon useless.
Naturally determining the best single solution or combination of solutions would require playtesting. Game imbalances are frustrating to us all, but the devs are well aware of the issues. Let us all remember that this is only a test which we have the privilege of participating in for free. :)
Asp
Things people can do with rockets that probably aren't ideal for the game:
LEMMING: Get into close proximity with the enemy and launch every possible rocket. This kills the offender (issues), but they take their enemy with them.
RAM: This is like the lemming except the offender can survive. The offender generally has a ship with more firepower and/or more armor. In 3.1 this was rare because all ships had single rocket launchers and heavily armored mediums and heavies were appropriately slow.
SPAM (A): Two ships are holding a relatively stable distance from eachother and taking energy and/or rocket shots at one and other. The offender fires rockets in every conceivable direction so no matter where their target dodges to they'll be hit.
SPAM (B): This is actually an aimed shot, so it may or may not be considered a bad thing. The "offender" launches a huge volley of rapid-fire rockets at the target. One ship might have gotten three hits on three distinct passes and managed to dodge the other ships rockets, but on one pass the "offender's" shot hits and it contains so many rockets that he wins despite "winning" only 1 out of 3 or more "passes". This isn't only done in dogfights... it's also a first strike tactic which can end a fight before it's even begun.
Some possible changes to rockets:
Ammo: In early 3.2, you could carry, as I recall, 8 rockets per launcher. This caused people to actually use energy weapons which was a good thing. On the other hand, many people weren't loading rockets, which are fun if used in a fun way. People who are stronger with rockets than energy weapons were greatly discouraged. It wasn't a perfect solution. Perhaps instead of 16 or 8 we could have.. 12?
Launcher Amounts: In 3.1 you always had a single rocket launcher. No more, no less. If ships were limited to one launcher, it would make the lemming, ram and spam tactics less powerful. In terms of the Vendetta fantasy universe, does it make sense for a rocket launcher with a full load of missiles to fit onto the same weapons port without some sort of serious drawback in terms of mass? Where are those rockets stored, anyway? The single launcher and ammo storage could be built into the ship's hull.
Rocket Firing Rate: Not the speed of the rockets but the time it takes in between firing them. The lemming and ram tactics would cause damage but not kill because the target would be able to react, dodge and return fire. The spam tactic could be eliminated because rockets couldn't be fired to cover every avenue of escape. If the rate was reduced to a certain point dogfights would change. You would aim, fire a single rocket, then resume dodging, firing energy weapons or maintaining your position of advantage over the opponent. Then you'd aim and fire again. Rockets would still be knock out punches, but you'd be forced to jab and dance, too.
Rocket Velocity: I don't think making sunflares slower would be a good idea. It wouldn't stop the lemming or ram at all and would probably just result in the weapon becoming useless.
Rocket Proximity Detonation: Decreasing this wouldn't stop the lemming or ram. It would help with spam (type-a) but might make the weapon useless.
Naturally determining the best single solution or combination of solutions would require playtesting. Game imbalances are frustrating to us all, but the devs are well aware of the issues. Let us all remember that this is only a test which we have the privilege of participating in for free. :)
Asp
BTW: I probably should've put this in the suggestions category, but since I was inspired to write the post by a thread in this category, here it is.
1. It's not that sunflares are too powerful, it's that all the other weapons are too weak, give them a boost.
2. We need some sort of point defense system that you can purchase. It is a small laser that lets you target rockets, ammo on it is 25. You target the rocket and this weapon fires automatically. It has a 60% chance of destroying the rocket. And the explosion of the rocket has a 30% chance of detonating each surronding rocket. This point defense laser should take up 25 energy per shot. Repeating every 1 second. (only when enemy rockets are near) range on this weapon is 300m. So this weapon doesn't make you invunerable against rockets, it just helps to protect. Maximum of 1 of these per ship.
2. We need some sort of point defense system that you can purchase. It is a small laser that lets you target rockets, ammo on it is 25. You target the rocket and this weapon fires automatically. It has a 60% chance of destroying the rocket. And the explosion of the rocket has a 30% chance of detonating each surronding rocket. This point defense laser should take up 25 energy per shot. Repeating every 1 second. (only when enemy rockets are near) range on this weapon is 300m. So this weapon doesn't make you invunerable against rockets, it just helps to protect. Maximum of 1 of these per ship.
The LEMMING tactic can be very effective, imagine your blue and fightin in seven. Taking out an enemy valk with your own makes good sence. You have a lot space less to travel...
homestar "takeinyaoutwithme" runner
homestar "takeinyaoutwithme" runner
Phoenix, your point defense system is good but I would suggest A) no ammo and say 5 energy, or B) 50 ammo and no energy required to shoot. IE think of the point defense systems on today's ships. I assume it's 60% chance per shot yes? Also, repeat rate should be .5 or possibly even .25 seconds.
I didn't wanna make it too powerful. I originally had it repeat at .5 seconds, but you have to give the person firing the rockets a chance at a hit.
To me a point defense system sounds more like something that a capital ship would have than a fighter. If you target a warhead, would you lose your lock on your opponent?
I would, however, like to be able to shoot warheads with my normal energy weapon. You could shoot down avalons as they fly toward your nation's battleship or station...
Can we keep the thread about rockets in general, though? Point defense would be worthy of its own thread. :)
Asp
I would, however, like to be able to shoot warheads with my normal energy weapon. You could shoot down avalons as they fly toward your nation's battleship or station...
Can we keep the thread about rockets in general, though? Point defense would be worthy of its own thread. :)
Asp
The lemming tactic is very good, i start from far away enough but i end up too close.
Hence my name =)
Hence my name =)