Acid Rocket Tweak
Big_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
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-->
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?
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.
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-->
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.
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.
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).
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.
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.
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-->
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.
My opinion.
Yeah that would be equally good.
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.
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.
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.