Acid Rocket
SVisions
Join Date: 2003-08-10 Member: 19375Members
Anyone else wish it was back to the way it was before?
According to the changelog it was changed to make it "more fun to use" but that just reads to me "make it worthless to use". I never get acid rocket in combat anymore, and instead opt for SoF. I use acid rocket to get some damage in before I go blink+swipe them, or to finish them off after the blink swipe. I don't want to stand there trying to hit with double the amount of acid rockets to do an equal amount of damage.
According to the changelog it was changed to make it "more fun to use" but that just reads to me "make it worthless to use". I never get acid rocket in combat anymore, and instead opt for SoF. I use acid rocket to get some damage in before I go blink+swipe them, or to finish them off after the blink swipe. I don't want to stand there trying to hit with double the amount of acid rockets to do an equal amount of damage.
Comments
They should be at their old damage values with the new energy cost. They were weak before the patch, and they were nerfed? Why? They need to be stronger than before and putting them at their old damage would accomplish that, while still making them more "fun" as Flayra defines it...
I don't like neither the current acid rocket nor the previous acid rocket, but I must say the previous acid rocket was better.
The only acid rocket that was worth using was the one in 1.0X. And since there were a bunch of people complaining about it, it got kicked to the third hive. It was weak for a third hive weapon in 2.01 and it's even weaker now.
I don't like neither the current acid rocket nor the previous acid rocket, but I must say the previous acid rocket was better. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ditto.
The *only* time I use acid rocket is to shoot down JPers (which can take a long time), and to harass the rines when they turtle their base and start nade spamming so bad that I can't get a swipe in edgewise.
Otherwise, as a fade, I find getting up close and personal is the only effective way to rip stuff up. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Back in 1.04 days 2 hives and 2 minutes later usually meant game over for marines because of this, jetpackers and heavy marines alike getting trashed by 4-5 acid rockets every second (from 4-5 different Fades) until they are dead. And 4 acid rockets dealt a ton of splash damage.
I think the first step to balance 3rd hive abilities would be limiting the number of alien team members that can evolve into higher lifeforms, at least for classic NS tournament mode. 2 Oni, 3 Fades, 2-4 lerks, limitless gorges and skulks. Thats because everytime they buff a 3rd hive ability, players find a way to "exploit" it, like the acid rain tactic I mentioned above. Also keep in mind that if you play on these huge 15v15 servers you could even now in beta 2 get 6 fades and try out some acid rocket spamming and see how powerful it can be. The same way warcraft 3 gets imbalanced on Random Team 3v3 and 4v4 (units/spells with AoE are too good) same thing happens for NS above 8v8.
Speaking of which...does anyone know where I can find the changelogs for the last few versions? Or do I just have to go into a server and test the rockets to see how much damage they do exactly?
half damage => twice as useless
half energy costs => twice as fun
half damage => twice as useless
half energy costs => twice as fun <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Both damage and energy cost were reduced. But rate of fire was left unchanged.
15? That would make it weaker than the Pistol! Imagine a Pistol that did slightly less damage, didn't benefit from weapon upgrades, and only fired about as fast as a GL. Who would use that?
lets think for a moment shall we?
acid rocket : definition: a sack containing <i>highly</i> corrosive acid is propelled through the air, splattering open when it contacts a solid surface. this should hurt yes?
it doesnt.
bring the RoF down if you have to. but increase damage to 60-70 for the love of gorges!
Acid rocket, even at its height of power, has been a fairly tame weapon, compared to the likes of the HMG or GL. I agree that it should be made a more effective weapon, as it is one of the few newbie friendly alien weapons that doesnt take a skillful chaining of abilities(ie, leap+bite, blink+swipe, umbra+flying skill+bite) to be used to its greatest effect.
marine one : Look out! there is a fade outside our base!
marine two : ....so?
*fade hurridly mixes kool-aid, chuckling softly to himself*
the only times marines are terrified is when they cant locate the chuckling skulks surrounding them, in dark corridors when they cant see the aliens, when the know they are there, but cant see or find them. (thats a bit off topic but i just needed to say it)
the easiest ways to end games in 2.01 was to have small dc/mc bases outside of rine spawn and 4 players go fade, 1 gorge, and an onos to defend the fades while the acid rocket the crap out of the marines,
cant do that in 3.0.... even if the whole alien team went fade and started shooting, the marines would just be able to weld everything up. fades acid rocket was good in 2.01, but it should still be increased slightly in damage, and maybe slowed down a tiny amount in RoF.
Did you hear that everyone? We had spikes (10 damage, Hive1, very fast ROF, very low energy), now we have AR (20 damage, Hive3, less than half ROF, more than twice energy). The Aliens ranged attacks have been flat out nerfed.
Now that spike is gone and acid rocket has become a <i>fun</i> weapon, marines no longer get any serious threat from alien ranged attacks. Good luck vs'ing those shotties.
"Oh cr@p!"
*redeems self by shooting AR at my feet*
(IIRC, swipe does 100 dam, acid 20 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> )
3rd hive abilities are unbalanced by definition. They are there to end the game; the alien side is supposed to win with 3 hives. Comebacks are generally very, very difficult, or at least they used to be. Now though, 3rd hive abilities keep getting nerfed. Web was reduced in number and can now be welded off, Acid Rocket has been nerfed hard and Charge is an insult to the 3rd hive ability of the most powerful unit in the game. And why is this happening? because 3rd hive abilities can be used in Combat earlier than they would show up in a Classic game, and they're not ment to be game-enders in Combat.
I don't like that one little bit. Getting 3 hives in Classic is a long and hard process, and the alien side should be justly rewarded for being able to hold and secure 3 major points on a map, plus of course gathering the required res. Instead, they get some lackluster abilities; truth be told, I more look forward to having a 3rd chamber, not the hive abilities that are ment to be so good.
Combat interferring with Classic gameplay isn't on in my opinion.
Personally I find that with adrenaline and primal scream acid rockets still kill freshly respanwned marines in ~1-1.5 seconds. But that's when you get to calmly aim at them while getting constant primal scream. In battle, acid rocket is barely good enough for softening the armor on LA marines, and absolutely useless vs heavies.
2 more damage per hit but slower ROF....
Requiring a fade to have a gorge nearby to be able to effectively spam would encourage teamwork (perhaps healspray could add weapon energy too, so that a gorge could recharge fades and lerks on the run instead of having only the option of putting down MCs nearby)?
2 more damage per hit but slower ROF.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, AR deals splash damage as well. But it still sucks <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
(IIRC, swipe does 100 dam, acid 20 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Swipe is 80, AR was 60, if its been nerfed by half that would mean 30 now.
(IIRC, swipe does 100 dam, acid 20 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Swipe is 80, AR was 60, if its been nerfed by half that would mean 30 now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Its shurely less than that, i cant even kill jper from 20 direct hits and he didnt have refill.
Maybe we should just give Fades spikes?
(IIRC, swipe does 100 dam, acid 20 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Swipe is 80, AR was 60, if its been nerfed by half that would mean 30 now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Its shurely less than that, i cant even kill jper from 20 direct hits and he didnt have refill. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
AR is 15 now isnt it?