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Turret: Rocket launcher Vs Artillery.


Viking4s
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^05:45, kills a M3 Dictator with 3 rockets on DP, very impressive TTK + Splash damage...

Looks a little OP at the moment :p

(but that was actually expected in the beginning :p )

 

If this turret stays like that, it has potential to relieve Twins from it's reign in Polygon CP games.

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The Rocket Launcher is pretty interesting.

 

The arcade shots appear to be tricky to use. The rockets themselves are pretty darn tiny and don't have a large hitbox, unlike the large plasma balls of the current 2 projectile weapons. They do have splash damage, but scoring a direct hit is probably going to require you to aim carefully. The arcade rockets do pack a punch, being capable of 2-shotting light hulls, so at least the turret has that going for it.

 

It's hard to say for sure since all the footage we've seen is from a spectator/another player's perspective, but I suspect that there won't really be a Shaft-type scope mode for obtaining locks. Opex-Rah is able to enter lock-on mode while moving, which would not be possible with a 1st person aiming mode, unless the scope is to be separately controlled with the WASD keys instead (which would be very hard to use without a mouse). The lock-on mode projects a Shaft-style laser sight once active, and unlike Shaft, it looks like the laser sight is projected immediately, as opposed to appearing with the charge.

 

The steps of the lock-on appear to be:

  1. Hold down spacebar to enter targeting mode. I might be wrong, but this appears to be only possible if you have full charge, similar to Shaft.
  2. Once in targeting mode, focus your aim on a target to begin lock-on.
  3. Continue to hold your aim on a target for a period of time. It seems like the process restarts if your aim is "broken" for any reason.
  4. Once you obtain it, let go of the spacebar and the turret will fire a rocket salvo.

The barrage of missiles is devastating- it can destroy a medium hull in one go, so this will definitely be something to watch out for, and the velocity appears to be quite high when combined with the tracking.

 

Overall, it seems to be a cross between Shaft and Vulcan. Like Shaft, it deals very high damage (the salvo is comparable to a Shaft with Heavy Capacitors, actually) and has an alternate fire (more powerful but less accurate than Shaft's), and like Vulcan, it requires a constant line of sight and can't really be prepared in advance. I'm a little worried about what this turret will bring to the table in terms of game balance. It might be tricky to obtain a lock-on, but since full mobility and awareness is retained during the process, the user will probably have an easier time than if he/she was using Shaft. I'll reserve judgement about its statistics until I can try it in person, but so far I think the rocket velocity should be taken down a notch to allow players to dodge them more easily at a distance and maybe some debuffs should be applied during lock-on mode, such as a reduction in rotation speed or the speed of the hull.

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...but so far I think the rocket velocity should be taken down a notch to allow players to dodge them more easily at a distance and maybe some debuffs should be applied during lock-on mode...

Oh trust me, you don't want that. Using this thing is even for me surprisingly hard.

 

Despite damage capabilities are being really high, potentially OP, both arcade and lock-on modes are not what you expect in terms of difficulty. In arcade mode you always have to keep in mind which RL will fire next or you will miss. In lock-on mode you always have to predict enemy movement or he will dodge. And in both modes you have to keep in mind the distance — should not be too close and not too far. Or you will miss. Picture keeping all of this stuff in mind while on the move? Feels like playing a piano.

 

I didn't expect it to be this hard. And I like it that way. This turret potentially more skill-demanding than Railgun.

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This turret potentially more skill-demanding than Railgun.

This is the typing point when things gets critical... sounds like tanki online changed 180° degrees Since the major updates in 2013/2014. :ph34r:

 

Sadly, the railgun continues losing his prestigious place in TO universe since that time. :unsure:

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Please don't make it a little overpowered by stats, because of the idea that noone will master it anyways.

When I watch players play Rail on Parma, I would have never thought that this far-aim and prediction is possible.. but there are enough who have mastered it.

Same will be with the Rocket Launcher - it's just a matter of time.

 

 

Some ideas:

  • Does the lock-on mode even wirk in real battles? It looked very hard in the videos, because you loose your target each time you're hit by someone. If that's too tough, then you could add the gyro stabilisation effect to the turret in lock-on mode.
    Or is this useless as the hull would lift by a hit?
  • If aim is too hard in arcade mode, sell an M0 alteration that uses only the two right launcers while keeping up the same firerate but reducing rocket speed by 5..10%. This gives an easy start for beginners. Those M0 players tend to miss a lot.
  • I guess there will be no protection modules around, once it will be released. You could make the Rico prtection work vs. Rico + Rocket Launcher for some weeks or which timeframe you might need.

 

Anyways this turret is a good reason to speed up light hulls a bit and give Wasp it's agility back (turning acceleration :p)

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https://en.wikipedia.org/wiki/Katyusha_rocket_launcher

 

Anyway. Patriot is a bad name either. Used by some anti air system or whatever (sarcasm). Should look for more tankish name.

how about Tornado? Look over here.

 

I know that it has the name of a kit, but keep in mind that there was both a Raccoon kit and a Raccoon paint. I think that the barrage thing sounds cool.

 

EDIT: will the projectile skins be changed? In the vids, it seems a like a placeholder rather than a final design.

Edited by TTK_229

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Asking both damage decrease and aiming simplification for this turret is as if you asked me to make Railgun both deal less damage and charge faster. See where am I going with this? Your suggestion is bad.

 

Also, current stats I am using for testing are M4's stats and I can't keep up with first place most of the time. Think about it.

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