Void|deadjawa
Veteran X
The rocket pod is a lot of fun. In fact, it's taken the place of the chaingun in all of my loadouts because it is so fun to use. However, it is marred by a few seemingly small nuisances that make it less useful than it otherwise could be. I've heard a lot of people saying it should be made more powerful by reducing the weapon spread or increasing the splash damage, however, i feel neither of these are nessecary. It isnt meant to be a splash damage weapon like the disc launcher, and tightening the spread could make it much too powerful.
I think the real problem is twofold. First of all, each individual rocket salvo fires too slowly. This gives the user the false impression that the rocket spread is much larger than it actually is when in full ski, because each rocket is not fired from the same location if the player is moving (which he normally is). So basically the spread of the rocket pod is amplified when the player is moving giving him the false impression that the actual "launching spread" is much larger than it should be. A simple solution to this problem would be to speed up the salvo firing rate (not the refire rate, but the actual rate that the 6 rockets are fired from the launcher), so that the spread would be much tighter when moving.
The second problem is that the actual weapon is so large that it is difficult to guide the weapon after it is fired. This isnt a problem with the rocket pod's sister, the buckler, because the buckler leaves the players hand allowing him greater visibility for guiding the weapon. So, my suggestion is that the rocket pod should be taken out of view immediatly after its fired until it is reloaded (or at least lowered into some kind of reload animation allowing for better visibility- which also just makes more sense than the magical reload animation that is in place now).
If these two things were fixed, I think the rocket pod would be balanced without requiring knee jerk balance fixes.
I think the real problem is twofold. First of all, each individual rocket salvo fires too slowly. This gives the user the false impression that the rocket spread is much larger than it actually is when in full ski, because each rocket is not fired from the same location if the player is moving (which he normally is). So basically the spread of the rocket pod is amplified when the player is moving giving him the false impression that the actual "launching spread" is much larger than it should be. A simple solution to this problem would be to speed up the salvo firing rate (not the refire rate, but the actual rate that the 6 rockets are fired from the launcher), so that the spread would be much tighter when moving.
The second problem is that the actual weapon is so large that it is difficult to guide the weapon after it is fired. This isnt a problem with the rocket pod's sister, the buckler, because the buckler leaves the players hand allowing him greater visibility for guiding the weapon. So, my suggestion is that the rocket pod should be taken out of view immediatly after its fired until it is reloaded (or at least lowered into some kind of reload animation allowing for better visibility- which also just makes more sense than the magical reload animation that is in place now).
If these two things were fixed, I think the rocket pod would be balanced without requiring knee jerk balance fixes.