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Author Topic: Encourage rocket launcher play?  (Read 2268 times)

X-Heiko

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Encourage rocket launcher play?
« on: November 22, 2009, 07:45 »

Well, nobody uses the rocket launcher as their primary weapon, right? There are situations in Doom where the ammo god has forsaken you so bad you're going to fire 70 rockets in a row because you have nothing else. For each other weapon, there's a specialisation trait structure. Dualgunner/Gun Kata (which I always delay because Eagle Eyes and Finesse are more worth it imho), Ammochain, Army of the Dead, there's even two different possibilites for close combat (Blademaster/Vampyre), but there's nothing that really enables good rocket launcher play. Fireangel, yes, but somehow I never use that because it wouldn't be worth it.

In my opinion, it would be an idea to extend Fireangel to a rocket launcher game trait. My idea would be this: If you hit enemies with a rocket, the number of damaged enemies is counted, as explosion damage damages multiple enemies. The number of enemies hit should then give a damage bonus, such as a linear +10% per enemy, for example (Or encourage slaughter by making the bonus grow exponentially, such as: +0% for one enemy, +10% for two, +25%, +66%, +100%, +150% or something like that - please don't nail my idea because of the exact numbers, they are just figures to point out what I mean.).

Also, how about a trait that increases the explosion range on rocket launchers and BFGs, which would then be needed for even getting Fireangel?

I don't think rocket launchers would become seriously overpowered because, as I imagine it, a rocket launcher player needs to have a secondary weapon which he can not obtain master traits for.

Also remember that this trait would not make the Cyberdemon any easier.
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Frankosity

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Re: Encourage rocket launcher play?
« Reply #1 on: November 22, 2009, 10:02 »

One option could be an Army of the Dead-style trait that has the splash do as much damage as the projectile. Combining it with Fire Angel would probably overpower it, though.
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Malek Deneith

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Re: Encourage rocket launcher play?
« Reply #2 on: November 22, 2009, 11:46 »

I suggested to Kornel once and addition to Fireangel - to make explosions from player's weapon shots with Fireangel not destroy the equipment (let's face it, the greatest problem with going "flat the world with RL" is that you'll deprieve yourself from all the loot). He seemed to like the idea, but said it would be difficult to implement programing-wise.
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Sylph

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Re: Encourage rocket launcher play?
« Reply #3 on: November 22, 2009, 14:01 »

I'd like to see a trait that makes rocket launcher explosions detonate rockets on the floor. :)
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Thomas

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Re: Encourage rocket launcher play?
« Reply #4 on: November 22, 2009, 16:28 »

Right now I'm pretty happy with the rocket launcher. Even on a shotgun run it's always handy to have something that destroys walls.

Although I'd agree that it's a terrible primary weapon, and it will be as long as it has terrible single-target DPS. (I like the idea of "Hit more enemies = Deal more damage" as a master trait)

Another idea I'd like is something that makes rocket jumps more viable, the one time I found it necessary to rocket jump it was really fun. Either make them passively better (I'm not sure if you already take reduced self damage from a rocket jump, but if you don't that's a good start) or make it so fireangel (Which currently DISABLES ROCKET JUMPS DUE TO 0 SELF DAMAGE) makes you deal more damage with rocket jumps, because you're now a lot more "Enthusiastic to the idea of blowing yourself up".

This would encourage rocketeers to get really close to their targets for more damage, encouraging them to get active defense traits, which gives them usage of the other side of fireangel, as fireangel is also an active defense trait.
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ZZ

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Re: Encourage rocket launcher play?
« Reply #5 on: November 23, 2009, 04:25 »

DISABLES ROCKET JUMPS DUE TO 0 SELF DAMAGE)
Nope, it disables rocket jumps due to Badass, which slightly decreases knockback.You should try rocket jump with Phaseshift pack.
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