Emperor Newt
2013-05-10, 07:09 AM
Even though many people hate lock-ons for good reasons, I think we can agree that they are here to stay. But there still are issues with it and after talking to other outfit members I had an idea. It might be a bit unorthodox but please bare with me.
First of all lock-on launchers have a few fundamental problems:
- A single user will get damage xp with 30-50% of his missles and maybe some assists, but never a kill. Double bursters will get the kills, also more reliable damage xp as they can hit flying targets better and from greater distance. This makes not people choose them most of the time.
This leads to the next problem:
- The hen-egg problem. They are great when in large numbers, utterly useless in small numbers. Combined with the strength of the bursters you only see annihilators and strikers (although they are buggy?) on the field. And even those are a rare sight. You almost never see AV or AA launchers because of the first problem and:
- AV and AA launchers sacrifice to much. Not being able to reliably hit the other vehicle type is too much of a downside. An Annihilator/Striker (besides it's downsides) is almost always a better choice.
- Also, to some degree, the new faction specific rocket launchers have taken the position of air/ground deterent weapons. Especially lancers and phoenix works even better in this scenario then a lock-on /imho
So, what do we need to do?
- We need to put lock-ons into a good spot that everybody is happy with. Being it on the giving or recieving end of the weapon. Currently they aren't for neither of them because in a regular engagement they are either absent (no fun for user) or they create a large no-go zone for vehicles (no fun for target).
How do we do that?
- We need to create a better average number of lock-on launchers in a normal fight. The only way to do that is to increase the number of lock-ons people use (please keep on reading ;)). And then we can actually balance them.
And how do we do that?
- We get "rid" of AV and AA launchers and create two types of faction specific Annihilators (please keep on reading ;)). Something like the AA one being faster firing, higher reload speed and faster projectile, the AV one more harder hitting but a bit slower.
Being able to lock on to all kinds of vehicles will make more people use them.
By that we increase the number of lock-ons on the field. Of course I can understand why people already start boiling inside. But now we can start balancing them. Because now we get reliable data on how lock on launchers perform. Balancing a weapon only works if it is used on a more or less constant basis, which lock-ons are not. That's why we see them either being absent or dominating. Because they are not balanced, because they do not work as intended.
Now the devs can adjust stuff like damage, projectile velocity, lock on time, range etc. Now we can put them into a good spot where everybody is happy with them. It might bring us some nerf and whine threads in the early days, but I think the outcome might be worth it.
Of course these changes would also require some other changes. But as there are ESF changes coming the way and I think/hope that there are burster/skyguard changes in the making. I think this would be the perfect time to try to get launchers in line and make them a part of the regular PS2 arsenal.
Or just get rid of them, but we all know that this won't be happening. So let's try to fix them.
First of all lock-on launchers have a few fundamental problems:
- A single user will get damage xp with 30-50% of his missles and maybe some assists, but never a kill. Double bursters will get the kills, also more reliable damage xp as they can hit flying targets better and from greater distance. This makes not people choose them most of the time.
This leads to the next problem:
- The hen-egg problem. They are great when in large numbers, utterly useless in small numbers. Combined with the strength of the bursters you only see annihilators and strikers (although they are buggy?) on the field. And even those are a rare sight. You almost never see AV or AA launchers because of the first problem and:
- AV and AA launchers sacrifice to much. Not being able to reliably hit the other vehicle type is too much of a downside. An Annihilator/Striker (besides it's downsides) is almost always a better choice.
- Also, to some degree, the new faction specific rocket launchers have taken the position of air/ground deterent weapons. Especially lancers and phoenix works even better in this scenario then a lock-on /imho
So, what do we need to do?
- We need to put lock-ons into a good spot that everybody is happy with. Being it on the giving or recieving end of the weapon. Currently they aren't for neither of them because in a regular engagement they are either absent (no fun for user) or they create a large no-go zone for vehicles (no fun for target).
How do we do that?
- We need to create a better average number of lock-on launchers in a normal fight. The only way to do that is to increase the number of lock-ons people use (please keep on reading ;)). And then we can actually balance them.
And how do we do that?
- We get "rid" of AV and AA launchers and create two types of faction specific Annihilators (please keep on reading ;)). Something like the AA one being faster firing, higher reload speed and faster projectile, the AV one more harder hitting but a bit slower.
Being able to lock on to all kinds of vehicles will make more people use them.
By that we increase the number of lock-ons on the field. Of course I can understand why people already start boiling inside. But now we can start balancing them. Because now we get reliable data on how lock on launchers perform. Balancing a weapon only works if it is used on a more or less constant basis, which lock-ons are not. That's why we see them either being absent or dominating. Because they are not balanced, because they do not work as intended.
Now the devs can adjust stuff like damage, projectile velocity, lock on time, range etc. Now we can put them into a good spot where everybody is happy with them. It might bring us some nerf and whine threads in the early days, but I think the outcome might be worth it.
Of course these changes would also require some other changes. But as there are ESF changes coming the way and I think/hope that there are burster/skyguard changes in the making. I think this would be the perfect time to try to get launchers in line and make them a part of the regular PS2 arsenal.
Or just get rid of them, but we all know that this won't be happening. So let's try to fix them.