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Drutort
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Posted - 2003.08.31 08:17:00 -
[1]
Rockets are quite useless right now... what i thought about rockets was they are low dmg fast and short range but they could have been fired more then 1 per time... so based on laucher it would be 2 4 8 rockets fired per cycle
that would be very very effective say for frigs and other ships that might wish to do close range fast dmg not the most dmg but fast enough...
reason is there hardly any fast lauchers and siting there and clicking fire on something constantly would be annoying... and the reason that they are how they are in nature being very small etc... fast and short range you should be able to fire them more then one at same time...
btw that would solve the mistery to what the rocket skill should DO LOL.. number of rockets relative to laucher that can be fired same time :)
would have to go in evens though 2,4,6...
and i think it would work out well
i would love to test that on choas support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |
Rising Sin
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Posted - 2003.08.31 09:55:00 -
[2]
What someone suggested in the missile thread is that ROF of a missile should be based on the volume of the missile and the launcher. Basically, the larger the launcher and smaller the missile, the shorter the ROF is (to the point that multiple missiles could be fired if you have a heavy launcher firing rockets or light missiles). I think it's a pretty awesome idea myself.
-- "If they're shooting at you, you know you must be doing something right." |
Drutort
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Posted - 2003.08.31 23:30:00 -
[3]
Quote: What someone suggested in the missile thread is that ROF of a missile should be based on the volume of the missile and the launcher. Basically, the larger the launcher and smaller the missile, the shorter the ROF is (to the point that multiple missiles could be fired if you have a heavy launcher firing rockets or light missiles). I think it's a pretty awesome idea myself.
yes that is also a nice idea that it should be based on the missile ROF... and i think that the laucher should have the base ROF but the missile mod's it so rocket would have sometehing like a negative value giving it a chance to some how fire 2 or so
some how they need to do it
it would be cool if you could even fire 2 or so of light missiles? based on the laucher if its so BIG etc...
that would mean that you could have BB/BS with very big lauchers as they should but not always having to use BIG missiles... but small owns because they all have there use
i hope CCP/devs look into this. support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |
The Major
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Posted - 2003.09.01 00:48:00 -
[4]
Rockets are basically support weapons for dogfighting, my standard Merlin setup is a pair of 150mm autocannons loaded with Fusion ammo and two A3 launchers will with Gremlins on autorepeat.
Approach your target at full speed, when you hit 6km turn the webifier on (a most usefull device when using missiles) and send off the rockets staggered 2 seconds apart. Then at 1km hit the cannons.
Excellent for tearing apart drones or other frigates. Useless against anything bigger though. But then a Merlin can fire two cruise missiles if it wants... Put them in a squadron of 3-5 and they are stupidly powerful against single targets. 3 Merlins can lock down most Battleships for an indefinate amount of time. Takes a bit of work to actually get past the shields though but that's why we have Kestrels...
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Drutort
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Posted - 2003.09.03 04:14:00 -
[5]
Edited by: Drutort on 03/09/2003 04:16:00 nah i dont see rockets being that much of help 2 sec apart... thats like normal wepaon firing and then you got hte travel time etc...
so having them multi fire would make them a lot more useful then they are now.
the devs just need to code it so that they dont b low each other apart and then its dueable to fire 2 or 4 from same laucher
based on the laucher as to how many you can fire.. like at most i would say m12 would be 2 and a3 or whatever would be probably 1
and then higher would be 4 8 etc... becaues the rate of fire is lower and those big lauchers go on BB/BS only... so it would have to make sense to have up to 8 fire at once or so in a laucher that is for a BB/BS or wise it would be worthless. support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |
Marianne
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Posted - 2003.09.03 10:27:00 -
[6]
Personally speaking I would like rockets to adopt the paradigm seen elsewhere; that they are unguided "point & fire" missiles. At present there are not enough weapons that do not require target locks to work.
I suspect however that implementing this would be outside the scope of the game engine.
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Ulstan
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Posted - 2003.09.03 12:49:00 -
[7]
I would love to see Rocket launchers fire multiple rockets at a time.
They are incredibly short range, and quite weak.
But it would be fun to fire, say, 20 of them out of your launcher all at once :)
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Darcon
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Posted - 2003.09.03 14:52:00 -
[8]
Rockets are a form of artillery. They are best used indirectly or directly against immobile or semi-immobile targets.
They should have/be:
1. Long range 2. Heavy, widely disbursed splash damage. 3. Relatively cheap.
They WILL be good for bombardment of fixed installations (e.g. player stations, defense guns), but are not so hot against any form of ship as this is not a "stick and rudder" combat flight simulator.
A known explosion range would allow someone to bombard a point.
For example: An assault force warps into a known distance marker from an often camped gate. They fly up to 100k from the gate and proceed to bombard the gate area with area of effect artillery rockets, then move in for the kill.
Just some thoughts.
Darcon.
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