The Right Way To Use Acid Rocket.

jammnojammno Join Date: 2004-01-31 Member: 25832Members
<div class="IPBDescription">It's more like acid rain.</div> All the time in pubs I see hive 3 fades who shoot the acid rocket directly at the person or structure they want to die.

There is a better method for using acid rockets rather than just shooting directly at them.

The best way to use acid rocket is to shoot the ceiling. When you do this, the acid rains down and has many advantages:

1) They take the full damage of the acid rocket.
2) The splash damage covers a more wide range than if you just shot it at them / at their feet.
3) It's much more harder to avoid (Can't jump out of the way.)
4) You're already aiming at the roof, so this allows you to aim your blink a faction of a second sooner than if you would aiming at them/at their feet.

Try it sometimes. If you don't believe that shooting the roof is better, try playing on a server that has a damage indicator plug-in and watch the damage add up more than if you just shot it at them/at their feet.

This is a great way to kill groups of structures/squads of marines.

Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    And you only have to shoot 50 rockets before the marines notice them, because they don't hurt at all. Except when they get in your eyes. Then they sting like lemon juice. Citric acid rockets ftw.

    Honestly, they're not even good for softening up a marine before blinking in for a kill. Blinking and swiping is in all ways and in all situations better than acid rocket (except for exploding mines, and who cares about mines at hive three?). Best acid rocket strategy = don't use them.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Actually, you don't give acid rockets enough credit. Before you run your mouth, please have numbers to back it up.

    <a href='http://www.cri-hacks.com/damage/index.php' target='_blank'>Check here</a>
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    When the damage was cut in half and firing rate doubled for acid rockets, it killed their effective radius. The zero damage point is pitifully close to the impact location. You need to hit your target, or in the case of a marine, at least the ground right next to their feet.

    And I'd call 6 direct hits to kill a l0 armor marine pretty sucky, Sarisel. And also 100 hits to kill an IP, compared to 13 bbs (which also massively damage everything in the area, rather unlike the newest acid rockets).

    They are useful for softening HA, but otherwise just use your freaking swipe. Or get a lerk, which is cheaper and more effective against grouped marines, with added bonus of umbra and (if you're lucky) primal scream.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I'm quite aware of the damage sim, thanks. I'm also quite aware of what trying to use AR in real combat is like. The time it takes to spit out the 6 rockets needed to kill a 0/0 marine would be better spent blinking in, swiping twice, and blinking out. Never mind that by the time you've got three hives up marines should have at least armor 2+ if not heavies (don't acid rocket them, it's silly, they weld faster than you damage) or JPs (don't acid rocket them, the projectiles are too slow to get anything but the random lucky hit). I'm not saying acid rocket isn't capable of getting kills. Parasite and leap get kills too. But no one considers them as real damage dealing weapons.
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    Yea, 6 rockets to take out a 0 light armor marine.
    And you know people arent gonna sit around at 0 light armor either.
    Thats bad. I used it in a co map yesterday because 21 lvl max, and nothing else to buy. I kept raining down on the jpers and it was still crappy
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    HA that are welding are not HA that are shooting/building. Worst case is that it will buy time for your onos to trundle his big fat hallway-filler over and eat them.

    I would be rather surprised if you actually killed a non-rambo HA from a competant team with rockets, naturally.
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    HOLY CRAP IT TAKES 7 HITS WITH THE SHOTTY TO KILL A SKULK. DAMN I QUIT. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    hmm the damage simulator is pretty useful. now i know it takes 11 hits with acid rocket to killa level 3 armor light marine. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Deus_Ex_MachinaDeus_Ex_Machina Join Date: 2004-07-01 Member: 29674Members
    Wow, it takes 5 shotgun hits to kill a 1 hive (not that it matters), no carapace skulk.

    Hmm, those numbers are astoundingly accurate.
  • ApocalypsecowApocalypsecow Join Date: 2003-12-22 Member: 24648Members
    <!--QuoteBegin-Deus Ex Machina+Aug 18 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deus Ex Machina @ Aug 18 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow, it takes 5 shotgun hits to kill a 1 hive (not that it matters), no carapace skulk.

    Hmm, those numbers are astoundingly accurate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It takes five shotgun <i>pellets</i> to kill that skulk.
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    ok forget about that one post i made about 7 shotgun hits. I wasn't thinking in terms of pellets >_<
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    The whole point of acid rocket is to decrease the amount of time you spend in enemy fire and increase the amount of resources spent to keep the dissolving marines alive. In Combat, acid rocket is not practical considering it costs 2 upgrade points as a fade, which you could easily put to use elsewhere. This is the only point I will concede. However, in classic where you get it for free, it is a good weapon to drain marine resources and to soften up armor so that it will take less effort from all lifeforms to make kills. AR supplements the endgame, it does not end the game. AR disorients, distracts, weakens, and allows for other attacks. You may have issues with its function, but no matter what you say, it is not useless.
  • jammnojammno Join Date: 2004-01-31 Member: 25832Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Blinking and swiping is in all ways and in all situations better than acid rocket <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'm sure blinking into an alamo marine base with lvl 3 Hmg's with Hvy armor and swiping once won't let you get out alive before they all gun you down. It's more reliable to stand at the doorway and acid rocket them slowly. They won't weld all the stuctures in the splash and themselves when you keep it up for a decent amount of time.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The zero damage point is pitifully close to the impact location. You need to hit your target, or in the case of a marine, at least the ground right next to their feet.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Or you can hit the ceiling and let the "Citric Acid Juice" rain down on them. I find it easier to hit marines / buildings with this method as the splash is wider and it's harder to dodge. If they're watching the ceiling they're not firing at you.

    Half of a team using acid rocket on marines = Very soft marines. Then you just spore/xenocide or let the Onos charge in.

    I've been leader of the scoreboard before(In kills) with just acid rockets alone. (It was my training day for acid rockets.) Which was pretty funny.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    how many pellets in one shot of shotgun?
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    Hmm I think its something like 10 shots. EAch pellet does 14 damage i think.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    10 pellets indeed, although it's 17 damage per pellet.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin-Sarisel+Aug 19 2004, 12:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 19 2004, 12:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The whole point of acid rocket is to decrease the amount of time you spend in enemy fire and increase the amount of resources spent to keep the dissolving marines alive. In Combat, acid rocket is not practical considering it costs 2 upgrade points as a fade, which you could easily put to use elsewhere. This is the only point I will concede. However, in classic where you get it for free, it is a good weapon to drain marine resources and to soften up armor so that it will take less effort from all lifeforms to make kills. AR supplements the endgame, it does not end the game. AR disorients, distracts, weakens, and allows for other attacks. You may have issues with its function, but no matter what you say, it is not useless. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We aren't saying it's useless, just that there are so many better things to do with your fade-time that it's silly. Like I said, a lerk can do that job so much better that the fade's third hive ability is not really useful. Even a blink-in -> swipe -> blink out is more time efficient than rockets, unless there's no hope of you surviving it.

    Now, if the splash radius were doubled (and thus the fall-off rate for damage by distance from the epicenter), and probably a small damage increase on top of that, then I'd consider using it. At least it would be forgiving enough then to use it like the rocket launchers of old - aim at the feet (currently the splash damage is too sad for that to work well). There is no way that the current situation falls in line with the other third-hive abilities.
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    Well, on the simulator, if you set the hive # to 3, it does take more hits.
    Im not sure about that in realplay, but if its in the sim, i assume its legit.
    And then Id like to know then if in combat maps, are aliens considered 1 hive or 3?
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    o ya 17. sorry havent' played ns for so long =,(.

    Acid rocket works well against light armored marines. Against HA it just tickles them. Against structures..well...maybe against sentries. (i think its double vs stuctures?)
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Um, nope. You'll be pleased to hear that acid rocket sucks equaly hard against everything, no blast damage.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Combat aliens are always at hive two for armor purposes.
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