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Author Topic: Cyclon B, forced fire and rocket splash range  (Read 2143 times)

Imprezobus

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Cyclon B, forced fire and rocket splash range
« on: January 24, 2011, 06:51:37 pm »

tittle says it all
a way to force someone to leave room within a few minutes

ex. you are camping in FLC BH bank, enemy team gets some kind of gas and start to poison you.
You got info that you have three minutes until you loose your conciousness

discussion: needed or unneeded, if needed then how should it work
« Last Edit: January 25, 2011, 01:25:54 pm by Imprezobus »
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Crazy

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Re: Cyclon B
« Reply #1 on: January 24, 2011, 06:59:53 pm »

A way to allow grenade/rocket fire without targetting player would be more efficient and realistic ;p
Oh, and plastic when it will be allowed too (it bypass walls like all spash damage, and with larger area of effect than dynamite, it will be efficient)
« Last Edit: January 24, 2011, 07:06:05 pm by Crazy »
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Re: Cyclon B
« Reply #2 on: January 24, 2011, 07:02:03 pm »

A way to allow grenade/rocket fire without targetting player would be more efficient and realistic ;p
Oh, and platic when it will be allowed too (it bypass walls like all spash damage, and with larger area of effect than dynamite, it will be efficient)

Yes this is absolute must for more interesting combat. Would be a huge buff for grenades. The problem is that it will lead to spam if it's implemented just like that.
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Imprezobus

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Re: Cyclon B
« Reply #3 on: January 24, 2011, 07:07:51 pm »

A way to allow grenade/rocket fire without targetting player would be more efficient and realistic ;p
Oh, and plastic when it will be allowed too (it bypass walls like all spash damage, and with larger area of effect than dynamite, it will be efficient)


I agree, its lots better than poisonous gas
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Re: Cyclon B
« Reply #4 on: January 24, 2011, 07:08:14 pm »

Yes this is absolute must for more interesting combat. Would be a huge buff for grenades. The problem is that it will lead to spam if it's implemented just like that.

Spamming rockets/grenades will really be expansive ;p  
Peoples will use it when they really think it gonna hit something, if not it's just a waste of ammo and AP, and it's dangerous.
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Re: Cyclon B
« Reply #5 on: January 24, 2011, 07:27:38 pm »

expansive ;p

As if that's ever stopped anything.

Quote
Peoples will use it when they really think it gonna hit something, if not it's just a waste of ammo and AP, and it's dangerous.

What's more worrying are grenades. They are cheap, can be carried in dozens and thrown without reload.

My worst fear in this case is occasional mass-aoe spam that is unavoidable because of constant knockback. It can honestly make the game much worse if the forced fire feature is implemented without thought.
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NastyKhan

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Re: Cyclon B
« Reply #6 on: January 24, 2011, 07:58:08 pm »

I say no. I dont like the name of it. Sounds too nazi for me.
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Crazy

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Re: Cyclon B
« Reply #7 on: January 24, 2011, 08:19:24 pm »

As if that's ever stopped anything.

What's more worrying are grenades. They are cheap, can be carried in dozens and thrown without reload.

My worst fear in this case is occasional mass-aoe spam that is unavoidable because of constant knockback. It can honestly make the game much worse if the forced fire feature is implemented without thought.


You're wrong. Caps price don't stop anything, but stuff does. If not, all of us would be carrying BA in TC, and it's a fact that's not true. Also, spamming will be slowed by AP cost, and rushing out on someone out of AP is easy. No, really, I think spamming won't be really working on FOnline.
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skejwen

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Re: Cyclon B
« Reply #8 on: January 25, 2011, 12:53:18 am »

A way to allow grenade/rocket fire without targetting player would be more efficient and realistic ;p
Oh, and plastic when it will be allowed too (it bypass walls like all spash damage, and with larger area of effect than dynamite, it will be efficient)

Afaik its not possible for now. But someone could harass cvet about such feature.
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Re: Cyclon B
« Reply #9 on: January 25, 2011, 11:49:03 am »

You're wrong. Caps price don't stop anything, but stuff does. If not, all of us would be carrying BA in TC, and it's a fact that's not true. Also, spamming will be slowed by AP cost, and rushing out on someone out of AP is easy. No, really, I think spamming won't be really working on FOnline.

But aren't rockets farmable from encounters?

Surely in 1 vs 1 rocket forced fire wouldn't be that troubbling but when it comes to tc, there could be situations where spam would indeed become disturbingly frequent. But guess it's worth testing in private server first. To see what happens when you put a team full of rocketeers vs normal team. 
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Imprezobus

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Re: Cyclon B
« Reply #10 on: January 25, 2011, 01:25:32 pm »

AP rockets splash range shouldnt be as big, as Explosive rockets.

We could for example remove 1 hex from AP and give 1 to Explosive, with forced fire it'd be awesome.

Anyway idea of removing range of splash of AP and boosting Explosive could work separatly
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runboy93

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Re: Cyclon B
« Reply #11 on: January 26, 2011, 07:06:34 am »

AP rockets splash range shouldnt be as big, as Explosive rockets.
Agree with you.
AP rockets are mean to pierce armor and Explosive rockets are mean to explode enemy to pieces.

Imprezobus

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Re: Cyclon B
« Reply #12 on: January 26, 2011, 09:57:14 am »

Agree with you.
AP rockets are mean to pierce armor and Explosive rockets are mean to explode enemy to pieces.

AP rockets gonna pierce, explosive rockets should make a zone explode into pieces.
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Re: Cyclon B, forced fire and rocket splash range
« Reply #13 on: January 26, 2011, 12:34:22 pm »

Well actually, AP rocket have a lesser effect on others targets (they don't fly very far, like with explosives rockets).
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