Balance: Hover Rockets

Balance: Hover Rockets

Hearken back to the days of yore and enjoy the first major Spring module!

Moderators: Moderators, Content Developer

Post Reply
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Balance: Hover Rockets

Post by TheMightyOne »

The new hover rockets are a bit OP, basically we get 3 raven rockets for the price of raven which:

1) outrange all mobile arties and the raven itself
2) are faster then raven
3) fly towards my base from water
4) are more accurate then core arty

if those rockets are to be kept i think the range of the hover should be nurfed when alt. rockets are on.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Balance: Hover Rockets

Post by manolo_ »

first of all, i liked the new idea of noru, maybe decrease reload-time a lil bit but lower the range to 50-75% (as its now)
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Balance: Hover Rockets

Post by pintle »

Again, context of operating a hover lab can kinda nerf the overall effectiveness of the wombat/nixer, but I have seen those things absolutely dominate on maps like comet, let alone amphib maps.

Maybe reload rate would be a better nerf of them? I really like how they are now able to combat t2 sea much better because of these missiles.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Balance: Hover Rockets

Post by Gota »

TMO are you the new XTA dev?
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Balance: Hover Rockets

Post by TheMightyOne »

Gota wrote:TMO are you the new XTA dev?
I'm the voice of reason :wink:
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Balance: Hover Rockets

Post by TheMightyOne »

pintle wrote:I really like how they are now able to combat t2 sea much better because of these missiles.
this wont change with a slight range nerf
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Balance: Hover Rockets

Post by pintle »

As long as they outrange fhlt I can't really see a problem.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Balance: Hover Rockets

Post by babbles »

TheMightyOne wrote:
Gota wrote:TMO are you the new XTA dev?
I'm the voice of reason :wink:
voice of anti bab tactics <_<
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Balance: Hover Rockets

Post by TheMightyOne »

babbles wrote:voice of anti use-op-units-only tactics <_<
fixed.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Balance: Hover Rockets

Post by Noruas »

Its not that OP, just better at hitting moving targets, vs. still targets, it has a chance to miss the singular target, which really hurts its dps. The nixer and wombat already had longer range rockets, and I would nerf the range of both rockets to not confuse the player. They could probably be less accurate, minus 100 range, 1300 is abit long, a popup range is 1330.
User avatar
Peet
Malcontent
Posts: 4383
Joined: 27 Feb 2006, 22:04

Re: Balance: Hover Rockets

Post by Peet »

babbles wrote:
TheMightyOne wrote:
Gota wrote:TMO are you the new XTA dev?
I'm the voice of reason :wink:
voice of anti bab tactics <_<
They are one and the same!
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Balance: Hover Rockets

Post by manolo_ »

Noruas wrote:Its not that OP, just better at hitting moving targets, vs. still targets, it has a chance to miss the singular target, which really hurts its dps. The nixer and wombat already had longer range rockets, and I would nerf the range of both rockets to not confuse the player. They could probably be less accurate, minus 100 range, 1300 is abit long, a popup range is 1330.
will normal long range missile units get that firemode too (diplomat and ship, not the bot :D )
Post Reply

Return to “XTA”