Suggestion: introduce SADAR reload delay

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Dyne
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Suggestion: introduce SADAR reload delay

Post by Dyne » 12 Aug 2015, 22:46

Update: A 2 seconds delay on firing after the first rocket will be introduced, will see how it works out, so post your feedback after the next round, RPG specs and aliums alike.

Summary (a quick, 2-3 sentence summary):
Currently the most single salt causing marine weapon is the SADAR rocket launcher.
It downs all up to and including senior aliens, is fast to shoot and has nearly instant reload.
Proposal is to introduce a 4-7 seconds timer to reload it, during which the operator has to be immobile (similar to smartgun)


Benefits (How this will benefit the server and game as a whole):
I believe it will benefit both alien and marine play, making marine squads and fireteams protect the operator while (s)he reloads,
and aliens having some chance to adjust their tactics before all their elder sisters eat three rockets to the face and go to the heavenly hive.

Details (Description of how you think this would work, the benefits, etc):
Currently it is faster to reload a SADAR then to reload most rifles.
IRL without a loader the operator needs to lower the tube and insert a rocket, all the while not dying, usually falling at a knee, if he wasnt kneeling already.
The main benefit here is that we simulate a real fireteam- with riflemen protecting the operator, so the limit is time, and not only rockets.
Additionally it will balance out a bit with the fast firing grenade launcher as an alternative weapon. hopefully leading to more versatility for marine squads and less one-sided alien salt.

Implementation (Optional, if you have an idea how to implement it):
Essentially on clicking the launcher with the rocket a timer should start, similar in feeling if not code to the smartgun loading.
Exact time I leave to the community/developers to decide on, if you are generally in favour of the proposal.
EDIT:(courtesy of NIkov) Bonus points if there's text telling everyone he's reloading, such as the field-mod notice for weapons.
Last edited by Dyne on 13 Aug 2015, 01:06, edited 3 times in total.
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Re: Suggestion: introduce SADAR reload delay

Post by Nikov » 12 Aug 2015, 23:30

+1+1+1+1+1+1+1

And I would be happy if he could move but the process just took a bit. Bonus points if there's text telling everyone he's reloading, such as the field-mod notice for weapons.
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Re: Suggestion: introduce SADAR reload delay

Post by Dyne » 13 Aug 2015, 00:10

Actually field text is an amazing addition, will add it to the body.
IRL reloading such an RPG on the go is...unlikely.
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Re: Suggestion: introduce SADAR reload delay

Post by Steelpoint » 13 Aug 2015, 00:29

Ehhh I don't know, the main balancing point with the SADAR is the fact that you have a very limited amount of rockets to drawn upon, in theory the Grenade Launcher should have far more grenades to use, as well as having five to fire at the same time.

Also all it takes to kill any Alien is one rocket, after that I just finish everything off with my SMG. So this won't change that much.
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Re: Suggestion: introduce SADAR reload delay

Post by Dyne » 13 Aug 2015, 00:31

Today I saw three rockets fired like whoosh-whoosh-whoosh, four aliens dead, others routed, so it will change a lot.
In theory the limit is the number of rockets, in practice even four insta-reloading rockets is too much.
And you can get lots more if your BO/RO arent total zero.
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Re: Suggestion: introduce SADAR reload delay

Post by Steelpoint » 13 Aug 2015, 00:41

Three rockets is essentially 60% of all a Spec's rockets. Meaning he spent most of his rockets to get those kills. That seems fair considering extra rockets cost 50 points from the RO and each crate only holds four rockets.
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Re: Suggestion: introduce SADAR reload delay

Post by tenshar » 13 Aug 2015, 00:43

Its not instant reloading, you just have to know what your doing. And Ap rockets don't insta kill aliens. I point blank shoot a hunter when him and a second surrounded me and only one went crit.

A small reload timer though won't hurt, but to be honest rockets even in real life are pretty fast reloads. Just look at an rpg or any other rocket launcher that can be reloaded. I'd say 3-4 second reload at most.

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Re: Suggestion: introduce SADAR reload delay

Post by Dyne » 13 Aug 2015, 00:53

Absynth said in deadchat that a 2 seconds delay after the first missile fired will be introduced, will see how it works.
I trained in RPG reloading IRL due to...reasons, its not super fast alone.
And good RO's prepare an explosive crate early, for mines and stuff, I believe it has some rockets as well.
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Re: Suggestion: introduce SADAR reload delay

Post by Jeser » 13 Aug 2015, 02:18

Dyne wrote:Absynth said in deadchat that a 2 seconds delay after the first missile fired will be introduced, will see how it works.
I trained in RPG reloading IRL due to...reasons, its not super fast alone.
And good RO's prepare an explosive crate early, for mines and stuff, I believe it has some rockets as well.

That's two different crates. Explosives crate - 3 frags and 3 incinerator grenades, mine box. Explosive ammo crate - four rockets (2 each type) and 3 or 4 grenades.
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Re: Suggestion: introduce SADAR reload delay

Post by Dyne » 13 Aug 2015, 06:59

Jeser wrote:
That's two different crates. Explosives crate - 3 frags and 3 incinerator grenades, mine box. Explosive ammo crate - four rockets (2 each type) and 3 or 4 grenades.
Then those RO's were even better then I though, as they combined those two crates.
We manly requested mines.
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Re: Suggestion: introduce SADAR reload delay

Post by Jeser » 13 Aug 2015, 11:58

Dyne wrote: Then those RO's were even better then I though, as they combined those two crates.
We manly requested mines.
ROs SHOULD merge crates, because: 1. one crates send back gives a bit points; 2. You can send only one crate to a squad in a 10 minutes anyway.
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Re: Suggestion: introduce SADAR reload delay

Post by Atpot » 13 Aug 2015, 23:34

+1 Down with the rocket spam.

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Re: Suggestion: introduce SADAR reload delay

Post by Steelpoint » 13 Aug 2015, 23:39

Rocket spam is a bad strategy, spec's can only hold very few rockets.

I mean come on people, the SADAR is meant to be very powerful as its a spec weapon.
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Re: Suggestion: introduce SADAR reload delay

Post by Jeser » 14 Aug 2015, 01:46

Steelpoint wrote:Rocket spam is a bad strategy, spec's can only hold very few rockets.

I mean come on people, the SADAR is meant to be very powerful as its a spec weapon.
Instant reload is illogical and not realistic at all, at least.
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Re: Suggestion: introduce SADAR reload delay

Post by Steelpoint » 14 Aug 2015, 01:54

You could say the same for every gun in the game, the only weapon in the entire game that has a lengthy reload time is the Smartgun and that's simply because the gun has the highest ammo capacity of any gun in the entire game.

I don't really think its illogical at all as well.
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Re: Suggestion: introduce SADAR reload delay

Post by Jeser » 14 Aug 2015, 01:57

I can easily reload such type rocket launcher in one-two seconds alone in the middle of battlefield? Don't think so. 2 seconds delay is totaly legit.
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Re: Suggestion: introduce SADAR reload delay

Post by Steelpoint » 14 Aug 2015, 02:11

As I said you could apply the same logic to all weapons in the game.

Also as I said a two second delay will not change a thing with the SADAR. A single rocket hit and its ggnore to any Alien in the blast radius in most cases, T3 or otherwise.
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Re: Suggestion: introduce SADAR reload delay

Post by Jeser » 14 Aug 2015, 03:05

M41A - shoot last shell, mag falls down, take from pocket or belt another mag, put in rifle. No difference.

SADAR - launch rocket, low rocket launcher down, take from backpack/special holster for rockets another rocket, load rocket in launcher, raise launcher up back.

Those 2 seconds will be lowering and raising up rocket launcher. It will be okay. And yeah, reloading while walking is not for rocket launchers.
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Re: Suggestion: introduce SADAR reload delay

Post by Mitchs98 » 14 Aug 2015, 03:56

+1. Even in games like CoD you still stop/walk slow asf while reloading a launcher. Un-realistic to lel spam rockets.

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Re: Suggestion: introduce SADAR reload delay

Post by K0NFL1QT » 14 Aug 2015, 23:32

There is a delay for loading rockets, and it does give a message. What you are probably experiencing that gives rapid fire explosions is the grenade launcher.
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Re: Suggestion: introduce SADAR reload delay

Post by Dyne » 14 Aug 2015, 23:56

K0NFL1QT wrote:There is a delay for loading rockets, and it does give a message. What you are probably experiencing that gives rapid fire explosions is the grenade launcher.
How long is the loading delay now?
Is the SADAR still one-handed?
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Re: Suggestion: introduce SADAR reload delay

Post by K0NFL1QT » 15 Aug 2015, 03:37

Not sure on the delay, because it feels like forever when you need it. But it's at least one or two seconds. It's still one handed firing though, which should probably change.
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Re: Suggestion: introduce SADAR reload delay

Post by Steelpoint » 15 Aug 2015, 06:08

From the changelog there's a brief reload delay and the bomb range of the HE rockets has been reduced.
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Re: Suggestion: introduce SADAR reload delay

Post by Surrealistik » 15 Aug 2015, 12:42

So, Crushers get added that have a ridiculous straight up immunity to explosives and are basically OP when used en masse, the SADAR is getting a 2 second reload delay, while the HE rocket blast radius is reduced, and aliens were given a flashbang immunity that makes no sense whatsoever except as an appeal to tradition, while Science got nerfed into the ground. Oh yeah, and the sniper rifle still sucks.

And some people wonder why there are accusations of the devs being alien biased?
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Re: Suggestion: introduce SADAR reload delay

Post by Dyne » 15 Aug 2015, 14:19

I believe SADAR deserved at least a 5 second reload delay, and I'm hardly a pro-alien player.
Actually the unmodified SADAR was more unfair to all marine players- the outcome of a round could have been decided not by hard squad-command work, but just by some lucky bastard with 3-8 missiles.
With current changes introduced you cant just rocket-rambo high tiers, so an adjustment in tactics is necessary.

P.S. Sniper rifle still sucks, and has another topic devoted to it, so less salt and more constructive criticism there, please.
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