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Turret: Rocket launcher Vs Artillery.


Viking4s
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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.

Well, players had anticipated the rocket launcher for a long time because of it's "tracking" system.  And by watching some of the videos, it does seem hard to use, due partly to aim being knocked-off.  Maybe you could increase the "tracking" capabilities in some way, as in the power of the rocket to "seek and destroy"? However, arcade reload could be decreased? 

 

Edit: I do hope the looks of the turret change :P It's a bit too plain. Thanks. :)

Edited by r_I_already_won0
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I understood from your first post today, that you like to keep up the very high damage potential + the very low time-to-kill because it is so hard to use.

 

I am pretty sure that it's just a matter of time, until players will master it well in arcade mode. I bet you yourself get better using it from week to week.

If I am right, we end up with an overpowered turret. If it truely kills light hulls in 2 shots in arcade mode (as I have read it above), then I guess the DamagePerMinute is higher then Twins. Even without splash damage, it would be the absolute king of PolyCP vs those slow heavy hulls there.. and the players would cry out for a nerv. Noone likes nervs and the players who have purchased it would feel betrayed again (even if a nerv is absolute necessary and understandable.. you know the reactions..)

 

I think it is better to start smaller and give buffs when needed.

 

but anyways.. I just see videos, while you can try it your own. As long as it's not overpowered it's fine.

The concept overall is truely nice.

 

 

Btw.. railgun.. "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" <- isn't this what you have done in the last balance? I consider the principle of that change in your last balance one of the best changes for railgun beginners (M0, M1).

Edited by BlackWasp777
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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.

hi Rocket Launcher is work good

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Is damage in "sniping" mode higher than in arcade mode, just like it is on shaft?

It doesn't look like that. It seems that each rocket produces the same damage, however this mode allow the 4 rockets to strike in a faster succession with a higher success of impact due to the target lock system. So in theory overall it should provide more damage to the tank and should killed one tank in one shoot.

 

Edited by Viking4s
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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?

Looks like this turret will be more suitable for defenders/campers (that's artillery by definition, right?). Some people are going to have a tough time digesting this I think. Like the fact that the isida is not exactly designed for DM.

 

This has no self-damage, correct?

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It doesn't looks like that. It seems that each rocket produces the same damage, however this mode allow the 4 rockets to strike in a faster succession with a higher success of impact due to the target lock system. So in theory overall it should provide more damage to the tank and should killed one tank in one shoot.

 

Thanks for answer, I thought it would work this way too.

 

Regarding second turret - artillery, can you imagine it as a red team player in silence unleashing hell in blue camp just by firing a salvo of shots into blue camp hidden behind buildings in red camp? Alternatively this could also be done as a blue team player. Something like this have to be avoided by some kind of restriction. Otherwise, noone will be safe :O.

Edited by filipiar

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Regarding second turret - artillery, can you imagine it as a red team player in silence unleashing hell in blue camp just by firing a salvo of shots into blue camp hidden behind buildings in red camp? Alternatively this could also be done as a blue team player. Something like this have to be avoided by some kind of restriction. Otherwise, noone will be safe :o.

The second turret is still in the early stage (to my knowledge) and information already shared showed that only one shoot can be fired. Furthermore the likeness of having 2 turrets release together is extremely low, if by any chance Arty is still in the development pipeline I don't think it will released in the game before at least 12 months.

Edited by Viking4s

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This has no self-damage, correct?

RL has self-damage, in the video below it shows that the splash damage that can be fatal to the owner of the RL turret: look at 01:42 > 01:45 ; you will see on the right side panel that the tank of Opex-Rah self-destruct due to self-damage occasioned from a rocket splash-damag when shoot at point blank to the Railgun/Hornet which he killed. It's written in Russian thought.

 

Edited by Viking4s
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Regarding second turret - artillery, can you imagine it as a red team player in silence unleashing hell in blue camp just by firing a salvo of shots into blue camp hidden behind buildings in red camp? Alternatively this could also be done as a blue team player. Something like this have to be avoided by some kind of restriction. Otherwise, no one will be safe :o.

I don't think balance will be affected as much as you might think.

 

To start, using this turret would require a lot of skill - probably more so than any other turret in the game. As an Artillery user, you'd have to think of the angle and power to shoot the shell with, and you'll probably miss quite a few times before you hit your target. Despite having splash damage, the area the shell affects won't be particular large - maybe the same size or slightly larger than Thunder M3's area of effect. You'd still have to be fairly accurate in order to hit anyone, especially when you are unsure of the enemy's position. Secondly, reload for Artillery will be long. You won't have a terrifying volley of shots coming at your base, in the same way a camping Railgun is annoying but not devastating. Third, Artillery will be available to both teams, not just one. If someone on your team has it, you can retaliate. Finally, this is a purely long range turret. Not being able to turn your turret, splash damage, and a complicated aiming system would give Artillery users a hard time defending themselves against tanks who figure out where they've been camping.

 

I think this new turret will be awesome (not to mention it was something I've always wanted implemented in the game) and a very powerful weapon, but not overpowered. 

Edited by ThirdOnion
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@Thirdonion

 

I hope it will work as you said. That way, artillery would affect the gameplay in very positive way, making it much more diverse.

Only thing I'm afraid of is that there may be certain maps in which players of one side would take great advantage by using artillery. At the same time other team would not be able to use artillery effectively because of terain unconsistency of blue and red team.

But again this problem would probably be solved by using smokys,thunders,hammers etc, seeking enemys artillery and trying to destrotly it as fast as possible. And that in fact would be really exiciting game :D. So after all, yeah, I can't wait for artillery :P.

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I think the Artillery turret will bring some interesting opportunities to the battlefield.

 

While the possibility of hitting any uncovered spot on the map is disconcerting, I think that it will be balanced somewhat by the difficulty in aiming your shots properly; you'll have to adjust the elevation and (if I remember correctly) velocity when firing in addition to the rotation of your tank and the spot that you are sitting in. Those are a lot of variables to take into account, and you will have to memorize essentially all of them if you want to hide in your base and shell another one.

 

In the event that a 1337 player has all of the above covered, geometry helps prevent ridiculous shots from occurring in certain situations. If I was hiding in the Red base of Serphuov and wanted to shell the Blue base, I'm fairly certain that there would be only one or two spots that would completely protect me from enemy fire while allowing me to hit my target, since the height of the buildings blocks off a lot of the angles involved in parabolic flight. This means that if you're getting shelled out of nowhere, you will know where the offending Artillery user is hiding. If they aren't hiding in those spots, they are likely exposed and can be sniped or forced to relocate.

 

Another thing to note is that if you are hiding behind a building, you can't see squat, so you'll need teammates to act as spotters for maximum effectiveness. That should be interesting in itself; if a scout peeks into the enemy base and notices, say, a bunch of Isidas squatting around the flag, he/she could basically call in an airstrike on that position and blow the offending Isida train to smithereens, or force them to space themselves out. In this way, the Artillery could serve as an anti-camping measure.

 

I guess that none of the above change the fact that it still is designed to be a camping weapon. Maybe the Rocket Launcher will serve as a good counter to it, since it will be an explosive death sentence on wheels if you don't immediately run out of view, and your plans will be impeded greatly if you're out of position. We'll have to see.

Edited by Thekillerpenguin
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I'm certainly going to buy one of them, but which one :(?

I would also wait until things settle down before buying one of them...they probably will be nerfed/buffed a couple of times until you end up with what you didn't pay for. ;)

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I think I start a new account now.. to have the measn to try it out in M0 first.

player_2015_tanker and I already started ours. We are i_NooB_i and L_NooB_L, ofc looking properly like "I"s. You're welcome to join the club with us. i_NooB_L is still open, as is L_NooB_i. Make sure you make it look like this - I_NooB_I

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player_2015_tanker and I already started ours. We are i_NooB_i and L_NooB_L, ofc looking properly like "I"s. You're welcome to join the club with us. i_NooB_L is still open, as is L_NooB_i. Make sure you make it look like this - I_NooB_I

too late, I'm already done :p

@test_BlackWasp777

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