I don’t know how you did it, but this PR somehow made the OT rockets both better and worse.
Worse in the sense that the explosion dosn’t go very far.
But better that it still gibbs T2s that get struck by said OT rocket within 2-3 tiles of the center. And with the AOE nerf, you don’t have to worry too much about FF.
They stood the same way, but I goofed taking the vid so you’ll have to trust me.
Here’s a normal HE rocket
Here’s actual round footage of 2 sadar players using some mix
Its just a slightly stronger HE. Any issues from this are just general sadar issues - you get hit, you die. Though there’s also the problems I outlined in the comments where you completely break the ammo economy and the rocket itself having 8 range, so sometimes it flies past the screen and hits behind the xeno (or just goes somewhere else entirely cause accuracy tier 2 lol).
When i wrote this, I watched two full health warriors get gibbed by a SADAR OT rocket with your PR on. Hell, in your last video it dealt aproximatly 600 or so damage to the carrier. What do you mean “slightly stronger”. A regular HE rocket dosn’t even half health a prea if i remember right.
Haven’t seen gibs happen in any round so far, worst case just -20 explo power and +20 falloff and it’d solve itself. Don’t wanna mess with a tm’d pr though since I forget if it breaks stuff.
it took a direct hit, you were talking about gibs within 2-3. If it directs a t2 it’ll probably die, yes.
Explain. You want the OT rocket to not crit t2s on a direct hit? Or whats the problem?
What I set out to fix was the AoE because I didn’t like dying to a rocket that landed 4 tiles away from me. Don’t really care for direct hit damage since you’re usually dead if you eat a rocket like that unless its a WP.
I personally don’t like being “point and gibb”'d. And I thought you also knew that was part of the problem, and thus made your PR to fix it. Because as a T2, I don’t expect to be randomly gibbed because SADAR suddenly comes into frame and shoots his rocket.
And yeah. I don’t want rockets to just outright crit or gibb xenoes it hits. Becuase with all the other rockets you still need some sort of followup. Cutting away one of the two parts just makes it both braindead easy to play, and excrutiatingly hard to play around.
Im fine with current rocket stats based on what I’ve seen so far, maybe I’ll change my mind when I see it actually kill something without any followup required as you describe.
Otherwise you might have to PR it yourself later or pray whoever okays balance tells me to lower explosive dmg.
Carrier has no armor and did not even crit by rocket alone. But sure, nerfed the dmg and falloff a bit more since it doesn’t really need to be that high.
Preferably record if it gibs things, can’t know what caused it otherwise.
It’s a supply problem as well is the real issue. SADARs often go the whole round exclusively firing these OT rockets, rocekts which fundamentally alter the role from T3 stunning for other marines to follow up and secure the kill to just a direct killer in its own right. I personally believe this problem to be unrectifiable outside of just removing OT rockets entirely or nerfing them to the point that they’re basically useless but I can see why that wouldn’t be a satisfactory change. Instant death rockets should literally be a handful a round, not SADAR’s bread and butter from drop 1
But then you have the problem of the terrible experience of being gibbed from a screen away. The only fix I can see is that it doesn’t go above what is already given, but has more variety. No more damage then an AP rocket, and no more AOE then a HE.
Its taken a bit to marshal my thoughts regarding the abundance of OT rockets available to the Sadar but I’ll try and lay out a possible “fix” below.
Problem: It appears one of the issue regarding the Sadar is that they have to many custom rockets from the get go.
Idea Part One: Reduce the starting supplies/chem OTs have access to in order to reduce the number of custom rockets at round start. The specific reductions will have to be decided by people who are way smarter than I am.
Idea Part Two: Add canisters of OT supplies/chems around the battle space that marines can collect
and send up to the ship for use by the OT. Possibly make the canisters indestructible so they don’t get meta rushed melted or place them behind time locked doors set to 25ish minutes so there is a possible of marines/xeno contesting them.
Goal with this idea: Hopefully this creates more interplay between the marines on the ground, the OT, and the Sadar as starting supplies are limited and need to be retrieved. Ensures at round start that the Sadar only has a few OT rockets available ideally making them more valuable. Gives marines alternative “backline” objectives which in turn creates hunting target for backline xeno. This also might make is so OTs stick around for an entire round not just create rockets and then cryo.
Is it a perfect idea, probably not but I hope it stimulates conversation around potential changes. I’d hate to see the Sadar or OT removed as I feel they both add something to the game.
I don’t belive the abundance of said rockets is the problem. It could be one rocket throughout the entire match and you would still be fearfull that the next one is gonna be the one. And as stated before, being gibbed from a screen away in a couple of frames is never going to be a fun experience for the guy being gibbed.
So until the OT rocket isn’t a rocket+, there will never be a balanced OT rocket.