View Full Version : IDEA FOR ROCKETLAUNCHER TO POCKET SOLDIERS
ChARMELeOn
02-24-2012, 01:33 AM
THE POCKET ROCKET:
The soldier should lose a certain procentage of the damage that the medic takes, when he heals the soldier(at least double the damage I think but this needs to be tested).
This will make soldiers much more protective of their medics, witch really is how a pocket soldier should play.
Now the question is witch buff the soldier should have as a compensation.
My suggestion is that he has at least 6 shoots in a mag and that he fires normal rockets but with a slower speed than normal when he is not healed by the medic. But when the medic heals him the rockets become faster than normal rockets.
I know that you want a pocket rocket launcher valve, and I think this is the right way to do it. The bigger mag will make the rocket launcher playable without the medic, even though the rockets are slow.
And with the medic the rocket launcher becomes much better but with a risk that you will die more easy because of that you take damage when medic does, witch means that you must play in a way so that the medic is safe when he heals you(protect him better).
DrFetus
02-24-2012, 03:41 AM
lolno, with a medic it will be waaaaay OP.
ChARMELeOn
02-24-2012, 04:30 AM
lolno, with a medic it will be waaaaay OP.
Remember that I did not specify what the rocket speeds or the damage taken when medic is hurt should be. If you put in the right values to those three, there is no way it can be overpowered. I am not sure what values those three should have though so that needs to be tested.
mr_snazzy
02-25-2012, 02:57 PM
I like the medic damage going to the soldier it makes it worth it for the medic to pocket the soldier over the heavy in a pub. I don't like the changing rocket speed, rocket aim takes practice and knowing how fast your rockets move is the biggest part of that if that's changing because you're not being healed for a second it'll mess you up. I think something like; faster reload, faster weapon switch, or a small movement speed buff to the soldier so he can keep up with the team better.
There shouldn't be a downside to not having a medic, you need the medic to want to heal the soldier and the soldier to want to stay with and protect the medic.
It's all about building that soldier/medic relationship.
ChARMELeOn
02-28-2012, 01:43 PM
I like the medic damage going to the soldier it makes it worth it for the medic to pocket the soldier over the heavy in a pub. I don't like the changing rocket speed, rocket aim takes practice and knowing how fast your rockets move is the biggest part of that if that's changing because you're not being healed for a second it'll mess you up. I think something like; faster reload, faster weapon switch, or a small movement speed buff to the soldier so he can keep up with the team better.
There shouldn't be a downside to not having a medic, you need the medic to want to heal the soldier and the soldier to want to stay with and protect the medic.
It's all about building that soldier/medic relationship.
you got a point about the speed, but I think the buff needs to be something much better than what you are saying to make up for the damage...
But I think people can get used to it anyway. also if there is a sound when you start to be healed and stop being healed it would be easier.
Spleen_
02-28-2012, 01:55 PM
How about no pocket weapons, ever. Unless it's something new and exciting and ridiculous, like a pocket Engie weapon.
mr_snazzy
02-28-2012, 02:12 PM
you got a point about the speed, but I think the buff needs to be something much better than what you are saying to make up for the damage...
But I think people can get used to it anyway. also if there is a sound when you start to be healed and stop being healed it would be easier.
I just didn't want to put to much power toward the pocket cus it's already such a power pairing, I was looking for something more as a sweetener.
ChARMELeOn
03-12-2012, 05:09 AM
I just didn't want to put to much power toward the pocket cus it's already such a power pairing, I was looking for something more as a sweetener.
Think about it like kritzkrieg, there is a chance that you will make much more damage but on the other hand it is much more risky.
I want it to be a high risk high reward weapon.
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