makua said:will you be able to determine the number of rounds fired ala ut?
Colosus said:I think it is absolutely ridiculous to have a REMOTE SPAWN POINT. I really do not like this idea.
Error|550 said:Hmmm ... I don't know ... the fact that it's not an auto-aim rocket gives me hope. I never cared that much either way about rockets in T2. My only bitch was that it was pretty much a skill-less weapon.
If, in order to hit another player with this new "rocket launcher", someone has to guide the rocket, that's a skills-based weapon which means a heads-up player can also dodge it ...
:shrug:
Doaln said:and if you read the whole article they say...
In terms of balance, the rocket pod can be tweaked by adjusting the number of rockets in a cluster, the damage per rocket, the initial and final spread, initial rocket velocity, rocket acceleration, the spiraling pattern of the rockets, the amount of ammo you can carry, and so on. It also can't be used by players in light armor.
i'm not worried. this doesn't sound as bad as the missle launcher. what i'm worried about tho is that it will be too easy to use on players. on vehicles fine, but it better have enough spread so as not to replace a mortar for base destroying. so basically it needs a big spread so it's anti-vehicle only.
Colosus said:I think it is absolutely ridiculous to have a REMOTE SPAWN POINT. I really do not like this idea.
rilkean panther said:Don't listen to the T1 fanbois who don't play other games cuz they haven't upgraded their voodoos.
Remote spawn = strategy. Keep it. Make it work. Reinvent it.