Acid Rocket Tweak

Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
<div class="IPBDescription">a little bit less accurate?</div> I find the acid rocket to be a little too... how shall I say... PINPOINT accurate like a freakin sniper rifle. I find that this leads to a little cheapness from the fades (myself included) as they can stay 1 or 2 corners back, <i>barely</i> exposing themselves and threading the eye of the needle, reaching inside bases and outposts without fear of retribution. What would people think of reducing the accuracy by like 4 or 5 degrees? This would force fades to expose themselves a little more and perhaps would reduce the direct hits on charging marines a little.

Comments

  • Crazy_DogCrazy_Dog Join Date: 2002-11-01 Member: 2701Members
    What about the fact that the fade only can fire 4 or 5 max at a time without having to regenerate its acid?

    Or how the projectiles are semi-slow moving, as is a good marine can dodge the rockets, if you make them slightly inaccurate they would become more deadly because they would no longer be predictable for the marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    I fail to see how a foot and a half long orfice with probably no rifling (Organic matter? Judging from how the orfice twists and curls in first-person view it has no solid rifiling (And organic rifiling wouldn't do jack squat)) could fire a seemingly self-propelled weapon which has no means of being self-proplled. It's one thing to toe the line of the suspension of disbelief, it's another thing to just make up crap and say "because we said so".
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    <!--QuoteBegin--Crazy_Dog+Dec 17 2002, 09:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crazy_Dog @ Dec 17 2002, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What about the fact that the fade only can fire 4 or 5 max at a time without having to regenerate its acid?

    Or how the projectiles are semi-slow moving, as is a good marine can dodge the rockets, if you make them slightly inaccurate they would become more deadly because they would no longer be predictable for the marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I fail to see how reducing somethings accuracy slightly would make it MORE deadly. Are you suggesting that marines can predict within a margin of error of 4 or 5 degrees where an acid rocket will go based on the direction the fade is facing?
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    <!--QuoteBegin--Crazy_Dog+Dec 17 2002, 09:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crazy_Dog @ Dec 17 2002, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Or how the projectiles are semi-slow moving, as is a good marine can dodge the rockets, if you make them slightly inaccurate they would become more deadly because they would no longer be predictable for the marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That said, most servers lag too much/levels are far too dark to dodge, and that problem is further increased by the small tiny little halls. Even if they dodge it'll still explode and splash all over them. Another way to kill dodging marines? Aim at thier feet.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    <!--QuoteBegin--Big Game Hunter+Dec 17 2002, 09:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Game Hunter @ Dec 17 2002, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Crazy_Dog+Dec 17 2002, 09:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crazy_Dog @ Dec 17 2002, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What about the fact that the fade only can fire 4 or 5 max at a time without having to regenerate its acid?

    Or how the projectiles are semi-slow moving, as is a good marine can dodge the rockets, if you make them slightly inaccurate they would become more deadly because they would no longer be predictable for the marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I fail to see how reducing somethings accuracy slightly would make it MORE deadly. Are you suggesting that marines can predict within a margin of error of 4 or 5 degrees where an acid rocket will go based on the direction the fade is facing?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dont' forget the acid rocket is about the size of the fade's head... you'd think it'd die of dehydration... where's it getting the energy/matter to make these massive computer-monitor-sized sacks of goo? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    Let's not open the "realism" can of worms. I am strictly talking gameplay here.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    edited December 2002
    <!--QuoteBegin--uranium - 235+Dec 17 2002, 09:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Dec 17 2002, 09:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's one thing to toe the line of the suspension of disbelief, it's another thing to just make up crap and say "because we said so".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Neither am I.

    I wouldn't care if they put a laser cannon in the game, despite the fact that IRL, it'd weigh a ton, require a large power source, and probably be completely ineffective, but if they put in a weapon array with four rocket launchers, 12 miniguns and a nuclear weapon built in... then you'd probably mind too (Even if there was a 'balance' to it, it'd be asinine to have it).

    And from how 'realistic' it is to have these massive sacks of acid being able to be magically produced, why can't marines carry two primary weapons? I mean, I'm sure 5 acid rockets/bile bombs is pretty much the same size of a GL and an HMG.
  • SemperFiSemperFi Join Date: 2002-08-02 Member: 1049Members
    Meh i see the problem in the acid rocket but i still think the problem can be solved by just decreasing the fades life. This way at least they cant just stand toe to toe with 5 turrets while shooting rockets, not to mention the marines will actually start to rush them instead of running like idiots.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Is there a reason you aren't going out to kill these fades?
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    <!--QuoteBegin--Ahnteis+Dec 17 2002, 10:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Dec 17 2002, 10:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there a reason you aren't going out to kill these fades?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh, go out and kill them you say? What a brilliant suggestion!

    YES, there may be MANY reasons why you either cannot go out or cannot kill the fade, please contribute something other than snide remarks.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    edited December 2002
    <!--QuoteBegin--|SemperFi|+Dec 17 2002, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|SemperFi| @ Dec 17 2002, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Meh i see the problem in the acid rocket but i still think the problem can be solved by just decreasing the fades life. This way at least they cant just stand toe to toe with 5 turrets while shooting rockets, not to mention the marines will actually start to rush them instead of running like idiots.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    um, it's probably because your comm decided 100 resources was better spent giving 2 people heavy armor, and not researching armor/weapon upgrades.

    as a fade, I'm only scared of fully upgraded marines(3xarmor/weapon upgrades), they hurt, and take a licking, and their friends will be as equally scary. One piddly guy in heavy armor surrounded with Lmg-toting un-upgraded friends? acid fodder, then close-range to finish off the big guy.

    and big game hunter, that's probably the only way to kill a fade when your team is too incompetent to realize he just keeps fleeing back and regenerating (which means he's alone).
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--Big Game Hunter+Dec 18 2002, 03:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Game Hunter @ Dec 18 2002, 03:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Ahnteis+Dec 17 2002, 10:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Dec 17 2002, 10:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there a reason you aren't going out to kill these fades?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh, go out and kill them you say? What a brilliant suggestion!

    YES, there may be MANY reasons why you either cannot go out or cannot kill the fade, please contribute something other than snide remarks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm not making a snide remark. I'm quite serious. Is there a reason you expect static defenses to be able to kill a ranged attacker? Get 2-3 marines and charge the fade. If you have all LA/LMG marines vs 4-5 fades, you are outclassed and will likely lose. That's how the game is.
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    edited December 2002
    <!--QuoteBegin--Ahnteis+Dec 17 2002, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Dec 17 2002, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not making a snide remark. I'm quite serious. Is there a reason you expect static defenses to be able to kill a ranged attacker? Get 2-3 marines and charge the fade. If you have all LA/LMG marines vs 4-5 fades, you are outclassed and will likely lose. That's how the game is. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't know why you ever thought I was talking about the overall balance of fades vs marines. The issue at hand is not if 4-5 fades can take marines or if 2-3 marines can take a fade. That is completely beside my point. I am talking about fades being able to completely negate the marines range advantage vs aliens because they can use cover so effectively. If they were forced to open up their profile more when using acid rockets around corners, it would help to reduce some of the cheap shots.

    "That's how the game is" is not an effective argument when discussing changes.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--Big Game Hunter+Dec 17 2002, 10:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Game Hunter @ Dec 17 2002, 10:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't know why you ever thought I was talking about the overall balance of fades vs marines. The issue at hand is not if 4-5 fades can take marines or if 2-3 marines can take a fade. That is completely beside my point. I am talking about fades being able to completely negate the marines range advantage vs aliens because they can use cover so effectively. If they were forced to open up their profile more when using acid rockets around corners, it would help to reduce some of the cheap shots.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    well, then you'd have to nerf blink, too. I love blinking into a base and realizing they didn't defend their tf properly. *slap slap slap* "tf's down guys, go finish it off while I heal."

    And fades should be building-breakers.. if they couldn't destroy turrets, then you'd have to go lerk and wait forever to break things. It also makes it more fair for the fades trying to break open the last hive so that the aliens can spawn faster.. oh yeah, and go onos <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    a marine cannot dodge acid rockets. If you're fighting a fade that knows what they are doing, they are aiming at your feet or the wall behind. So you will be hit 100% of the time because of the splash damage......dodge it, lol
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    And my point is that fades have an advantage at long range due to their accuracy. So instead of fighting from range, close to medium or semi-close range.

    Lerks have super-pinpoint accuracy as does the pistol. These guns are also useful for distance fighting. For that matter, even parasite can be used against stupid marines.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    I don't see a need to change anything.

    My opinion.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i don't want acid rockets to have a firing cone! i hate firing cones and to put them on a slow repeating weapon such as the acid rocket is extremely annoying. i take pride in my aim skills and will no longer be able to use my aiming skills if there is a firing cone on the acid rockets. maybe if they should be changed to be more challenging then what should be considered is their collision box should be made bigger so they can't go through little cracks, or your view gets pushed up and right everytime you fire, or the rockets should be affected by gravity, or their velocity should have your velocity added to them, or their splash to direct hit damage ratio should be changed.
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->their collision box should be made bigger so they can't go through little cracks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah that would be equally good.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Charging a fade only works under ONE CONDITION, and that condition entails that:

    1) He is NOT hitting you from nearly 50 feet away, as is the most case.

    2) He doesnt' have a lerk backing him up, letting him kill three of you before needing to recharge.

    3) He's the ONLY fade there. More often then not, I see one fade fire and retreat, then when everyone is chasing him, another fade comes out and unleashes 6 sniper rockets and kills all of you.

    4) He doesn't have a WOL backing him up (Consiting of over 3 defensive chambers, one gorge, and four O towers).

    5) He's actually being SMART and is shooting YOU as you come, not waiting until your five feet away.
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    Maybe there should be a slight arc to the Fade's acid rocket, to prevent the super-long distance sniping that happens entirely too often. For example, in the entrance to Sewer Vestibule Sublevel in ns_caged, there's a long hall that starts at the second corner from the marine's base. A single fade can hold off a squad of marines because the acid rocket is perfectly accurate, so by hiding at the other end and sidestepping to regenerate, a fade can stay alive and rack up the kills indefinitely. It takes at least two HA+HMG marines welding each other to get through; any LA marines (IE support welders) quickly fall to the splash damage. With a small arc, super-long distance sniping will go away, while still leaving the aliens with an effective ranged attack.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    <!--QuoteBegin--Big Game Hunter+Dec 18 2002, 04:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Game Hunter @ Dec 18 2002, 04:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->their collision box should be made bigger so they can't go through little cracks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah that would be equally good.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually all the weapons probably can't use boxes, they just use a ray each i think. the acid rockets would have to be coded if possible so a bunch of rays go with each rocket and if one ray hits something then the acid rocket explodes.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    edited December 2002
    I'd like to see Blink take less energy (I'm talking a fairly significant drop here), but reduce the Fade's movement speed by a bunch. FORCE them to use Blink by making them run away as slow as or slower than LMG-toting Marines.

    Of course, this would have to come with MUCH improvement in the Blink code.

    [Edit]Oh...to get to my actual point...this would stop Fades from being able to fire off constant Acid Rockets and then run away, because they'd be slower than the pursuing Marines and wouldn't have the energy to Blink away.
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