Game is already spawning crushers in absurd ammounts. The point of rocket launcher is to be anti solo target for that you need to have solo targets to be treatening.
Making boom bringer to be better at aoe dmg will just make powercreep even worse.
Game is already spawning crushers in absurd ammounts. The point of rocket launcher is to be anti solo target for that you need to have solo targets to be treatening.
Making boom bringer to be better at aoe dmg will just make powercreep even worse.
Yeah I don’t mind the RL being a ST AP/Big Ting Hurt blitz. I think it should stay this way or at least have a minimum aoe of like 4 meters or something REASONABLE.
Considering that the chemical grenade kills Crushers (though not instantly, it’s still quite effective—you can simply run around them in a toxic puddle) and quickly annihilates the incoming wave of all other enemies.
The rocket launcher seems like a reliable way to finish off a boss (if you’d like to “steal” kill), or to shoot into floor in a bad situation. And yes, it’s quite easy to miss. It’s worse than the ogryn’s nuke, but just a bit better than kraks (except those are… infinite).
I think 3 charges by default (4 with the +1 skill) would be just right with a bit better aoe, and the chemical grenade to 2 (3 with the +1 skill, at least that compare them to the zealot’s fire grenade, which feels like the same thing, just weaker).
Mate, to achieve that I think they’d need to adjust and look at a lot more things than just making the maximum damage blast on the bazooka have a slightly bigger aoe. Right now, a 3-4 Crusher pack needs to be standing inside each other to be blown up - and meanwhile we’ve got six more of them on the way, plus hordes of rotten armour maulers and armoured ragers, with bulwarks blocking the other end of the corridor.
If kraks exist and are essentially always available and infinite, then why wouldn’t a high-damage, relatively small-aoe (compared to ogryn big-boom, for example) blitz - which is finite, has fewer charges, and relies on team economy and luck to be renewed - be stronger than kraks? Right now kraks are just objectively a better blitz for the exact same niche of killing heavily armoured targets and bosses.
Are vet grenades OP? Of course. Shredders always have been, and kraks( especially now that they’re so spammable and Rotten Armour is everywhere) are definitely up there on the power-creep tier.
The bazooka, by simply being finite, needs to bring a lot more to the table to be worth picking.
Because the problem things shouldn’t be like that. What’s the cause to ask things to follow the same crap gamedesign as kraks do?
Making BB to be more aoe effective maybe even will fix it. But it will be a bandaid that will lead towards next havoc season will spawn 50 crushers with rotten armor.
Yes, it should be the best anti big target blitz, cleave for human sized enmies is also resonable, etc. anything but making it to blow huge ammount of crushers in one go. Especially considering there can be several gangers in a team.
Why it needs to be better or equal to krak though? It’s totally different class and it has its own tricks which veteran doesn’t, why everybody is so obsessed with making its anti-armor as good as veteran’s?
I thought it’s kinda good, like kraks but you can aim wherever you want. Kraks sometimes don’t attach to correct targets in very dense hordes. With rocket launcher you can shoot the targets you need more accurately. Also it can also be used on unarmored targets.
Every time I try something else than Blinder I just end up saying “Why am I not using a Blinder???”
The chem grenade is good tho, but regenerating stun nades that are quick to trhow and get you out from sticky situations? Hell yeah.
My biggest issue with the rocket launcher is the fact that I can’t just whip it out and fire instantly.
Not sure what’s stopping me from doing it.. It’s really irritating.
Most modern RPGs used shaped charges to shoot a jet of superheated plasma into a target. Two thoughts on it that I have are
The other idea:
2) When it hits a target it causes chunks of armor to go blasting out, dealing damage to targets around the explosion. Sort of like spalling.
I really think that they should nerf autoregen grenades… veteran and arbites.
Would be great… but I doubt it will happen
But I absolutely agree here.
Every class should have autoregen as a baseline. Would be so much easier to balance instead of RNG and players rushing crates. Like just adjust the CD on it and be done with it.
plus it’s slow to bring out
Slow to fire as well.
That’s the thing that really stuck with me. Like… if this thing is supposed to have the feel of a tertiary weapon slot, then okay, let it get rockets off of ammo packs and… well it’d probably still feel off but rule of cool can carry a weak weapon pretty far.
The plasma gun charge up time, tho, completely throws it off. Exact same problem with twin-linked stubbers; rockets and bullets don’t require a charge up time, you pull the trigger and they just go.
I saw this thread pop up but i’ve been kicking around these forums for three years and I’m not spending my time watching the entire community argue, fruitlessy, with Ralendil.
So my piece is thus: Fatshark’s last big balance sweep was absolute garbage, and it’s been garbage ever since their combat director left. The rocket launcher is the worst ability in the game right now and doesn’t have a proper niche, so Fatshark should give it one.
The rest of Ganger’s kit sucks against armor, so make it an anti-Crusher tool and get on with it so we can all play this game in peace.
“B-b-but it’ll be too powerful!” I can hear some of you saying.
Then they shouldn’t have added a rocket launcher, man, don’t know what to tell you.
“B-b-but it’ll be too powerful!” I can hear some of you saying.
It depends of what change you do…
I am all in favor to be able to fire instantly when you need it. It would make it a lot more useful
I am also not against a boost in term of damages (not really the damages but a better the area of damages)
But giving a regen to this blitz… here I feel like the game would be lost for ever.
Just my impressions
My suggestions would be as follows: Raise its splash damage/reduce its falloff a bit, and every 20 Elite/Specialist kills you get, you refill one.
This give you a way to recover them so the blinders aren’t just a better option for sustain purposes, but it’s harder to get them back as it has a narrower band of targets that count for refilling it. As it stands, there’s very little reason to take one over the chem grenades, this would give it a slight boost, without making it too too strong, I think. Alternatively, reduce the base charges to 1, but have it refill every 90 seconds? Or 120s with elites/special kills shortening the CD? The limited charges without a way to refill makes it just kinda worse than the chem bombs, since those will wipe crushers, and the entire rest of the horde, and blinders with pocket toxin can be spammed super easily with how many close ranged kills you can score
I got roasted on reddit for roughly the same take. A lot of the suggestions for big boom were:
Pointing out that this was unrealistic resulted in many, many downvotes. I think adding 1 charge would be a good starting point. Chem grenades are just going to have more talent synergy available.
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