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Rocket Launchers.

2 replies [Last post]
Wed, 07/29/2015 - 08:14
Lord-Kingmeep

the 3 types of weapons in SK pretty much covers all damage types, melee, ranged, and splash. SK has had an attempt at creating a combination of 2 of these damage types to create the tortofist, which is melee and ranged. my idea is to create rocket launchers, which are ranged and splash. this would make it easier to bomb from a safe distance and not have to constantly run through a mob of enemies.

2* rocket launcher- would be your basic looking rocket launcher, deals normal damage, no homing capabilities, moves fairly slowly, and has a 3 rocket reload. If the rocket does not reach a wall or enemy in about 3-5 seconds, it will automatically explode dealing splash damage to all enemies around it which it did not hit.

3*rocket launcher- comes in a choice of elemental, shadow, or normal damage. comes with slight homing capabilities, able to turn as quickly as a tier 2
howlitzer after it launches its head at you. it will have the same 3 rocket reload, and will automatically in the same 3-5 seconds range in a slightly larger radius.

4*rocket launcher-with the basically the same stuff as the last rocket launcher, the main difference is the rockets themselves. the main line of the rocket launchers now has a second rocket "barrel" or basically a second rocket launcher attatched to it. this increases the launch speed slightly since the rocket is already in position. No they do not launch at the same time. the other rocket line is a group of 4 mini rockets that launch at the same time they randomly pick their targets and can pick multiple targets to hit. these as well as the other 4* rocket types have the same 3 rocket reload.

5*rocket launcher- same as the last ones but upgraded more. the main rocket launcher now has 3 barrels for increased fire rate also has the homing capabilities as the tier 3 rocket puppy. the other 5* rocket launcher line now has a whopping 9 barrels which still have the homing capabilities of a tier 2 howlitzer, but instead of all launching at the same time, they can quickly launch in 3's. this counts as the 3 rocket reload causing you're knight to reload.

I know what you're thinking, homing rockets? wouldn't that be unfair and OP in lock down? fear not knights, these rockets can explode after a number of bullets hit them. 1 for the mini rockets and 3 for the large rockets.

as i said before each model of the rockets comes in a choice of normal damage, elemental damage, and shadow damage.

also as said before the rockets blow up after 3-5 seconds if not hitting a target or they are destroyed by other projectiles.

I hope you think the idea is balanced enough to be used in-game and if it is, have fun with it!!!

Wed, 07/29/2015 - 09:45
#1
Rhons's picture
Rhons
Too Much Range and Still Unbalanced

But first: Ohai dere, Lord-Kingmeep. Pleasure to see you on the forums - How are you?

Now:

The range seems extremely over-powered due to how long the rockets last. Although I/we do not get a good guage on their projectile speeds, we do already know the currently-existing Rocket Puppies of all Tiers. A 3-5 second projectile duration would outrange all existing Handguns and their charges. In fact, even with the speed of a Tier One Rocket Puppy, the Rocket would reach well-beyond the screen range; this would be too powerful for both the Clockworks and Lockdown. We should severely limit the Rocket's range to that of a Blaster.

The Attack Speed seems incomprehensible: As the Rocket Launcher is upgraded, it gains additional Attack Speed Increase? This is something we have never seen before in the game (possibly with the exception of the slight difference between Sealed Swords and Avengers/Fausts). I do not know anything about how this game is programmed, but this is a new concept for sure.

The Attack Fashion: We apparently have a line that launches mulitple Rockets at once? If we are treating these Rocket Launchers like Handguns, everyone would now want to be a Gunslinger due to the sheer missile dakka. Additionally, experienced/clever Gunslingers would want to do something I would like to call "Dualing" - Equip duplicates of a weapon and ensuring they can use that same weapon as long as there is a difference between the two (e.g. UV, Heat Level). I could easily Dual Rocket Launcher and become more annoying than any Pulsar-spammer (including myself with Pulsars). And then we get to those Rockets that home-in on targets and increase their travel speed...

Additionally: A three-round clip? The Rockets must be incredibly weaker to make things balanced. Then again... Pulsars deal splash only at longer ranges, move fairly slowly, and deal Blaster damage (exception with Supernova) when expanded. I would still want to see its damage similar to those two.

Additionally: Is there a charge attack? Check up on that last Rocket that has one "clip" since every weapon needs two hits so it can have somewhere to initiate charging.

_____

I await a reply.

Wed, 07/29/2015 - 17:29
#2
Lord-Kingmeep
hello, nice to see you ruins and thank you for the feedback

Yes I agree there could be some issues with the switch wielding, yet these rockets can be blown up simply in a few shots even from a Antigua line, making gunners be able to counter this fight style, also in LD strikers can out run these rockets, guardians can block these rockets, and recons can hide from them, leaving all types of knights being able to have multiple counter moves and strategies. Although these rockets can target enemies they aren't supposed to move very fast, making it able to dodge these projectiles. I do imply these rockets will do around the same amount of damage as an Antigua line since they have splash damage making it easier to do more damage. And yes I did forget to include a charge attack. my idea for a charge attack for the normal rocket line would be to launch all 3 rockets at once and for the mini rocket launcher to do the same. Since there are so many the life span would be decreased bye a few seconds to prevent swarming. Some enemies already have dodging behaviors making it hard to depend on a slow homing people projectile since devilites tend do dodge to the side and wolves burrow when projectiles get near them in general. Also enemies like vanaduke, Trojans, roarmulus twins, dread skeletons, and snarby all have some type of shield preventing damage.

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