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Author Topic: The Rocket Launcher.  (Read 11141 times)

Pricklyman

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Re: The Rocket Launcher.
« Reply #15 on: March 21, 2012, 02:32 »

There is already an item in the game that explodes rockets where you aim them.

But not the actual Rocket Launcher, which is what we are discussing. (At least to my knowledge)
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Malek Deneith

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Re: The Rocket Launcher.
« Reply #16 on: March 21, 2012, 04:23 »

And fireangel belongs as a splash damage master trait, not a shotgun one.  That's also bugged me.
History note: It was a splash damage master trait once.

The point of the Missile Launcher isn't to be different - it's to be better.
It already is. Unless there was some nerfing I haven't heard about it has faster reload (or was it fire? anyway one of these) time, 4 rockets in magazine, much higher accuracy.
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Cotonou

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Re: The Rocket Launcher.
« Reply #17 on: March 21, 2012, 05:13 »

The most annoying part of the missile launcher is that it doesn't count as "a rocket launcher" so I can't quick-swap it out using the 7 key.  With a full inventory this means I have to drop an item to wield it... which is just a ton more tedium than needs to exist, especially since I'm pulling out a rocket-thrower every two or three kills in order to gib corpses. 

A little complaint, I know, but its still enough for me to leave the missile launcher at the Wall.  The increased aggravation just isn't worth the improvement in a utility weapon.
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spacedust

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Re: The Rocket Launcher.
« Reply #18 on: March 21, 2012, 05:22 »

History note: It was a splash damage master trait once.
It already is. Unless there was some nerfing I haven't heard about it has faster reload (or was it fire? anyway one of these) time, 4 rockets in magazine, much higher accuracy.

Just for comparison's sake, what did it grant as a splash damage master trait? I think I recall that it used to increase splash fire damage in 0.9.8??

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Malek Deneith

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Re: The Rocket Launcher.
« Reply #19 on: March 21, 2012, 05:31 »

Open inventory, tap the letter of the missile launcher. It'll swap the wielded item with missile launcher just fine, no need to drop it. Or just use the prepared slot.

edit: @spacedust - it did what it always did, prevent splash damage. The splash radius increaser you're thinking about is probably firestorm mod.
« Last Edit: March 21, 2012, 05:36 by Malek Deneith »
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Numbernaut

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Re: The Rocket Launcher.
« Reply #20 on: March 21, 2012, 07:59 »

I'm not really that fond of rocket launchers usually, with large blast radiuses and low accuracy.  If I make up my mind to use one, I usually go for the micro launcher assembly.
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Klear

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Re: The Rocket Launcher.
« Reply #21 on: March 21, 2012, 10:36 »

I'm not really sure what the point of rockets destroying items is. It's not the least bit fun. It just makes you not use them if you care about health, ammo, and non-uniques. Same goes for barrel explosions. In my opinion, it would make the game a lot more fun if explosions from these two things did not destroy items.

I find that it's often preferable to blow some stuff up and kill some enemies safely. I only take care not to blow stuff up when level feeling tells me thare's a unique around.

If you don't want to break some eggs, stay out of the kitchen. Or something.
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Zecks

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Re: The Rocket Launcher.
« Reply #22 on: March 21, 2012, 11:03 »

I only take care not to blow stuff up when level feeling tells me thare's a unique around.

Uniques are indestructible.
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Klear

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Re: The Rocket Launcher.
« Reply #23 on: March 21, 2012, 11:09 »

Really? In any case I just realized I wanted to say unique or exotic.
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Zecks

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Re: The Rocket Launcher.
« Reply #24 on: March 21, 2012, 11:15 »

Exotics don't produce a level feeling though AFAIK.
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Game Hunter

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Re: The Rocket Launcher.
« Reply #25 on: March 21, 2012, 11:25 »

I've always viewed rocket launchers (and explosive weapons in general) as the weapon type that starts out really good but gets less effective later on. This isn't representative of the original games from which these weapons came, but it is a characteristic of DoomRL: here we have some powerful equipment that aren't linked to any particular traits, so they start strong but don't last. We could potentially add traits, but to be quite honest, I don't think it's worth dedicating another basic, advanced, and three masters, just so that explosives can be used more often. They already have plenty of good uses and there are already plenty of builds in the game. I'd be more tempted to, for instance, drop Scavenger, move Fireangel to the Technician survival master slot, and come up with a new Technician shotty master.

We can think about tweaking the stats a little (especially when it comes to item destruction) but I don't think generalizing the alt fire to a homing shot is a good balance move: one of the weaknesses of the rocket launcher is that you CAN miss and, since missing can have dangerous effects, you have to be careful about your shots. It's this kind of decision-making that makes the tactical side of the game more interesting and challenging.
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Khashishi

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Re: The Rocket Launcher.
« Reply #26 on: March 21, 2012, 16:37 »

I think rocket launcher is balanced pretty well, except for the fact that sometimes the blast knocks back the enemies and does no damage. That needs to be fixed. The rocket launcher is already pretty accurate and does good damage. Destroying items is a major disadvantage, but it's partially balanced by the ability to destroy corpses and walls. When a pack of archviles and barons spawn together (which they often seem to do), rocket launcher is your friend. I always hold on to a rocket launcher until I get something better like napalm launcher.
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Numbernaut

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Re: The Rocket Launcher.
« Reply #27 on: March 21, 2012, 17:21 »

The Rocket Launcher often puts me into some awkward positions, because of its knockback. Sometimes the knockback from the blast causes a monster to be pushed forward by accident, maybe due to very low accuracy. So its mostly by chance.
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