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2013-05-10, 07:09 AM | [Ignore Me] #1 | ||
Second Lieutenant
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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. |
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2013-05-10, 07:37 AM | [Ignore Me] #2 | ||
Sergeant Major
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I don't agree that lock-on launchers are underused or never get kills, and I'm not really sure why you think they have a balance problem, or need "fixing" at all. The only problem I see with them is that they're overpowered compared to the default dumbfire launcher - but I'd rather they just buffed that than messed with the lock-ons.
That said, I actually like the idea of making them lock on to both air and ground, but differentiating them by projectile speed, damage, etc. to make one more suited as an a AA weapon while the other is better for AV (but both can do both in a pinch). Unfortunately I don't see how this leaves a role for the Annihilator. |
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2013-05-10, 07:39 AM | [Ignore Me] #3 | ||
Master Sergeant
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SOE will never get 'rid' of anything. People have bought them, people have been getting ribbons with them, people are chasing medals. What is done cannot be undone. Even balance passes on weapons gets people raging, imagine outright removal coupled with the holes it leaves in the stats and the refund issues it raises.
I mean, I love reading peoples suggestions and keep them coming but stuff like weapon removal will never happen for a plethora of reasons. |
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2013-05-10, 09:50 AM | [Ignore Me] #4 | |||
Second Lieutenant
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Why longer lock-on speed? Because tanks dodge more easily if used properly, and punishing hovering liberators and mossies is a good thing! |
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2013-05-10, 11:05 AM | [Ignore Me] #6 | ||
First Sergeant
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only scrubs use what doesn't work.
gamers tend to abandon things that aren't optimal performance, generally speaking, because it doesn't tickle the fuzzy spot in their brain when they lose or perform scrubbishly because the weapon "sucks now." hannibal lecter wouldn't want to carve someone with a knife that had been balanced so that the victim was happy with it too, he'd just change his playstyle. he'd get in a serial killer forum thread with jason from friday the 13th, and jason'd be all: "yeah bro it sucks but the rusty camp axe is best now since the butcher knife nerf. even freddy from nightmare gave up the glove and ragequit. i heard he resubscribed to WoW." |
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2013-05-10, 11:07 AM | [Ignore Me] #7 | ||
wouldn´t it be enough to actually fix the lockon mechanic?
i would use lockon missiles more often, if the lock would work. but the lockon restarts everytime someone even thinks about walking somewhere near my front. the downsides are ok and don´t need an overhaul. but the upside needs to work. if they can´t fix the blocking issue, they should change the lockon time. it may stay at 5 seconds (or what it is now) but it shouldn´t completely reset when you lose the target. it should work like a capacitor. decreasing slowly when you lose the aim on the target, and increasing again when you manage to get back on the same target again. so someone who runs across your aiming doesn´t completely kill your lock, but only cancels the locking for the time he is crossing, allowing you to resume the lock when you are clear again.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-05-10, 11:17 AM | [Ignore Me] #8 | ||
Staff Sergeant
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Wouldn't it be simpler to allow for dumbfire as a secondary fire mode? I like the idea though, because they are still usable, but are less effective, however sounds like a lot of trouble.
There's an idea to perhaps increase hit chances on AA lock-ons? Airburst missiles. They explode near the target; the superfast aoe does the business. |
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2013-05-10, 11:29 AM | [Ignore Me] #9 | ||
Lieutenant Colonel
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AA andf AV launchers work well as is and should not be changed.
They kill idiots. They chase away average players. They dont stop the best players.
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Wherever you went - Here you are. |
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2013-05-10, 12:48 PM | [Ignore Me] #10 | ||
Corporal
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Lock ons are just fine the way they are. Most of the reasons people die to them are things like this:
1. Overextended. You pushed up too hard, too fast, and now you don't have support. Everyone is looking at you. 2. Bad approach. You moved into a known hot situation using a route that was more likely to get you killed. 3. Bad loadout for the situation. You encountered a bunch of lockon weapons and we'ren't certed out for it. Make sure you have max rank IR smoke and flares. Even if you don't use it all the time. 4. Alpha strike. You got caught in an organized outfit's trap. Very little you can do about this. If this is the case they usually wait for you to get close enough, call you out and you get hit by 5-10+ people at the same time. |
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