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Rockets!
*Speedealer*
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They definitely need a little nerfing
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marshal vet combat1 race1 northernsummer combatL1

Posted Jun 25, 2007, 6:47 pm
Keizo
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Just to throw in yet another agreeing voice to the rabble, yes, if your target is moving perpendicular to you, it should be much harder to hit them with a rocket launcher, whereas something like a car rifle should still be able to ding them without that much more trouble. I think we'd all appreciate that change alone. The CR increase would also be pretty nice.
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vet

Posted Jun 25, 2007, 8:37 pm
*JD_Basher*
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It seems to me the only nerfing that needs to be done is with the NPC's usage of the rockets... They NEVER miss if they get the first shot!

The only time they DO miss is if they get hit with weapon fire.
While the players rockets go flying over/under (I've seen it happen) or around the intended target, even when stress levels are 0 and they have first shot!

It also says the rockets are a good long range weapon... I have made only 2 or 3 LONG range shots in my whole DW career.
Just something that might be looked at too Sam.
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vet marshal wv cont

Posted Jun 25, 2007, 8:44 pm
WolfEater
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maybe and just maybe it should be more tactic more weapon long range and short range cuz as i see know there only short range weapon but not same accuracy.

RL is geting alot of missing in short range it rong what u say yes but when the rapid fire accuracy boost is on the move for npc it will start hit constantly.

I suggest make weapon like RL both short range and long range (200 metars plus) RL is very good for short range if u shot law or RPG u would know that the shorter the better here come another thing put like in real life a fuse on the rocket.
(IDF) never shot law or RPG OR GL on a target lawer then 60 metar away why?
14-30 metar is Law-RPG fuse + the rocket blast from lower then 60 metar can cuz dmg to u'r self so not get the accuracy down get the distance away so car like murder if u wil lambush them 30 metar behain a wall or something u will be able to take them down as if they shot the rocket wount explode becuz of fuse
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vet race1 combat1 wv

Posted Jun 25, 2007, 10:32 pm
*JD_Basher*
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The fusing idea is a good one in the case of rockets... It might keep the NPC's from firing them at point blank range!.. It might also make them mix up the weaponry on the marauder instead of having 2 RL's in front to splatter you and your car!
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vet marshal wv cont

Posted Jun 25, 2007, 10:58 pm
Jansan
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Some of these more advanced ideas are interesting.

Of course, I'd be happy with the mentioned notable increase in the CR and a nice accuracy penalty so getting caught by a Maruder for one turn doesn't mean you're going to spend the next 3 turns being juggled with a 99% success rate being unable to turn/move.

http://www.cf-network.com/cfan/IMG/jpg/juggle.jpg

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vet

Posted Jun 25, 2007, 11:26 pm
*sam*
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OK, I have added a new parameter for each weapon type, which defines how strongly it is affected by the relative speeds of the vehicles (firer and target). This depends mostly on its own speed in the air.

Affected less than normal:
=================
Radar Guided Missile
Car Rifle
Laser
Heavy Laser

Affected more than normal:
=================
Car Grenade Launcher
Mounted Mortar
All types of single-shot rockets

Affected a lot more than normal:
=====================
Rocket Launcher
Micromissile Launcher

Affected a normal amount:
=================
All other weapons


This is in effect from now, however you won't see it reflected in your 'likelihood to hit' descriptions yet since I have only updated the server-side calcs (the important ones) and haven't yet done a client rebuild for this.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 26, 2007, 1:02 am Last edited Jun 26, 2007, 1:04 am by *sam*
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Awesome!

Glad to see some more love for Car Rifle too.

Thank you.
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vet

Posted Jun 26, 2007, 1:13 am
Keizo
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Thank you, we'll all be testing this plenty I'm sure. :)
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vet

Posted Jun 26, 2007, 10:28 am
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Definitely happy with what I saw so far tonight, as it turned the game back into a maneuver fest instead of a turn and slug with rockets, which is what it was headed for, kudos sam.
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vet deathrceL1 wv

Posted Jun 26, 2007, 11:05 am
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*mourns the loss of his rocket launchers*

;)
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vet deathrceL1 gateautumn raceL1 semiprocombat race1 deathrce1 combat1 wv

Posted Jun 26, 2007, 11:55 am
Alocalypse
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xander said:
*mourns the loss of his rocket launchers*

;)


Pff you rocket abusing noob! :p

I didn't have time to reply to this earlier, but I'm happy rockets got changed too since they were way too powerful before and there was no motivation to use any other weapons since they easily outperformed any other commonly availible weapon.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Jun 26, 2007, 4:24 pm
Jansan
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Seiler said:
Definitely happy with what I saw so far tonight, as it turned the game back into a maneuver fest instead of a turn and slug with rockets, which is what it was headed for, kudos sam.


100% agree! It's fantastic!
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vet

Posted Jun 26, 2007, 5:58 pm
*sam*
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Heh, no problem guys. This rebalancing was done under pressure from the Somerset Autoduellers Lobby Group, so you can thank them B)

Presumably this will make RLs more into tactical weapons that can still be deployed quite well after you have slowed down the opposition.

The more tactical variety we can give the different weapons, the better.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 26, 2007, 6:10 pm
*viKKing*
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I have a gripe on the changes so far with the micro-missiles...
They seem to be useless now.
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vet cont zom slay2013 marshal wv

Posted Jun 26, 2007, 6:53 pm
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