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A thought on this "Sunflare Rocket Rammer Issue"...
My brain have been near tempatures you won't imagine over this. I'm not talking out from the fact that i *really* can't fight real players with nothing else than flares. But i'm talking from the view of a balanced weaponry.
Now, if you take the most discussed flare rocket and guass cannon. They are perfect equals to eachother: The flare is really easy to dodge on distance, and gives damage to all when fired too close. The Guass have a deadly aim, and a high damage - and doesn't deliver backstappin splash damage.
What i think needs to be tweaked as a counter action to this "Rocketrammer issue", is *not* a "perfeftly" fine balanced weapon. It's a weapon that makes the shooter able to hit the "rammer" before he can get to do a ram. For an example we have the Railgun, it's great but needs a boost in damage - maybe something near the flare and a slightly lower energy consume.
I think that it might be better to try balancing one of the other weapons to counter for this "ramming problem" than the rockets - not the Guass Cannon though.
In my own experience, i got big problems in a flare-vulture(me)/guass-vulture(opp) fight. If my opponent knows how to dodge flares, or how to make a good shot into a ram - then i can see why many ends up doing it on perpose - we can't freakin hit you ;) Well - not always i know...
I really try to learn how to use them with out ramming - i hate splash. It kills me 70% of all my (un)fortunatly rammings. I just hope people will (as i myself often have forgotten) remember that...
3.3 is coming soon... something new to play with - until then, lets enjoy what we have for now, which we all know kicks ***.
What am i doing... I'm tired...
/me wanders of to bed ;)
Now, if you take the most discussed flare rocket and guass cannon. They are perfect equals to eachother: The flare is really easy to dodge on distance, and gives damage to all when fired too close. The Guass have a deadly aim, and a high damage - and doesn't deliver backstappin splash damage.
What i think needs to be tweaked as a counter action to this "Rocketrammer issue", is *not* a "perfeftly" fine balanced weapon. It's a weapon that makes the shooter able to hit the "rammer" before he can get to do a ram. For an example we have the Railgun, it's great but needs a boost in damage - maybe something near the flare and a slightly lower energy consume.
I think that it might be better to try balancing one of the other weapons to counter for this "ramming problem" than the rockets - not the Guass Cannon though.
In my own experience, i got big problems in a flare-vulture(me)/guass-vulture(opp) fight. If my opponent knows how to dodge flares, or how to make a good shot into a ram - then i can see why many ends up doing it on perpose - we can't freakin hit you ;) Well - not always i know...
I really try to learn how to use them with out ramming - i hate splash. It kills me 70% of all my (un)fortunatly rammings. I just hope people will (as i myself often have forgotten) remember that...
3.3 is coming soon... something new to play with - until then, lets enjoy what we have for now, which we all know kicks ***.
What am i doing... I'm tired...
/me wanders of to bed ;)
[moved to Suggestions, though we already have a thread going]
Sorry - didn't notice =\