Because there were to many posts on the old RPG thread I started this new one. Only post concrete values with a very short description. Do not start again the endless discussion! Intention should be, that the developers could have a quick look on all ideas and so they can select their favorites. So everyone only one posting. RPG speed: 1500 --> 2300 Standard RPG damage: 105 --> 120 Upgraded RPG damage: 125 --> 150 Advanced RPG damage: 155 -> 190 Research for upgraded RPG and advanced RPG removed from chemistry. Research for upgraded RPG = mechanical->upgraded chassis Upgraded chassis research time: 90s --> 120s Research for advanced RPG = mechanical->upgraded chassis->advanced RPG Advanced RPG research time: 45s --> 90s Advanced RPG cost: 600 --> 100 Advanced RPG not in Advanced chassis, because then there will be even less medium tanks.
It needs to do little to no damage to infantry like it does to buildings. And maybe slow it down a tad. I was hoping with the huge speed boost it would also have a big recoil.
its not like you could rely on hitting someone with the RPG ... also the no (yes i know very little) dmg to building stuff is another of those dirty hacks because of the oversized NF rax - and totaly unimaginative
I'd move this down a notch to Upgraded being int eh mechanical engineering group and move advanced to upgraded chasis portion and eliminate the need to research another branch just to get advanced, for the upgrade in damage, that amount of time isn't needed (in my opinion). I wasn't at the test but did look at how fast the RPG kills buildings and this just reminded me of 2.12 where a BE APC would sit off to the side and the 2nd gunner position was a grenny just snipping buildings out un-touched ( BAD IDEA ). Damages and speed looked fine, i don't care how much damage they do to infantry, if one gets hit by an RPG, he's dead with or without armor (in my eyes). my 2 cents.
Did you guys listen to SIP's post....at all? Can any of you read? Remove UPG/ADV RPG from Chemistry, replace in root of mechanical. Mechanical -> Upgraded RPG (60 secs) -> Advanced RPG (120 secs) Plain armour resist: "InfantryMissileResist" "0.0" ---> "0.25" Every other armour besides Absorbant gets a 25% reduction in their resist vs RPG. Damage stays as is. Speed stays as is. By as is, I mean in 2.24d.
i mostly agree (not with plain having a buff vs rpg), especially with the normal rpg speed, i dont see a diffrence between having guided medium speed or high speed dumb fire, aside that the latter would be deadlier vs inf (and it shouldn't) @flashe: are you saying that buildings should again take the same dmg as in older versions?
tbh idk :D tho i got used to it, i still find it very unimaginative that rockets dont damage buildings ...
Why not? As far as I know, nearly all tanks are 2 hit kills. LTs are at least. And you have to remember that at that stage there are a lot more infantry our than tanks, and thus there are a lot of RPGs flying around. I'd prefer it to take 3 shots for all tanks, not just LTs. And it "should" just be able to be balanced that way via the scripts.
id say make plain cheap as hell or a semi-workable armor against other armors (as in, you are disadvantaged, but still not punchdummy
This doesn't seems to be working. Discussion is starting again and soon we will have again unmanageable big thread. So an admin should delete all the discussion. Or we can just continue the discussion and hope, that one dev has the patience to read all postings.
I have an idea. Seeing as my idea got support and I'm the only person who managed to post correctly, let's just use mine :D
making a thread with "no discussion" as a goal is bound to fail in that goal by the nature of threads and discussion. A thread with no discussion will fade away, and a thread with discussion will violate the rule of no discussion.
Then open a discussion thread and summarize it. I do not want to read through 11 pages of text, do you?
RPG: Damage: 105 -> 115 Speed: 2100 -> 3000 Turning:0.14 -> 0.1 Max ammo count: 12 -> 10 Starting ammo count:8 -> 6 "Upgraded Grenadier RPG" 20->15(130)dmg 300->250 res 30->25sec Moved To Mechanical Engineering "Improved Grenadier RPG" 30->25(155)dmg 600->400 res 45->40seconds "Advanced Grenadier RPG" +46(201)dmg 600 res 90seconds The speed and turning are easily negotiable as I can't really test how well it will preform against moving targets alone. The scripts for this are already done. (I'll do any other peoples scripts who ask)
my 2 cents: normal RPG: Damage: stays Speed: stays Turning: stays URPG dmg -100% -->125% speed- 100%--->125% cost 300 time 30s little improvement in guiding ARPG dmg 125%-->150% speed100%-->150% cost 600 time 60 s another small imp. in guiding Both in mech, ARPG requires both URPG and upg. chassis
Intermediate result: Speed (current 2.24 speed is 1500?): -=SIP=-: 2300 Trickster: 1500 Mashav: 3000 Z100000M: 1500, 1875, 2250 Damage: -=SIP=-: 120, 150, 190 Trickster: plain 79, 94, 116; absorbant 105, 125 ,155; rest 131, 156, 194 Mashav: 115, 130, 155, 201 Z100000M: 105, 131, 158 Research: -=SIP=-: mechanical->upgraded chassis (500res, 120s) mechanical->upgraded chassis->advanced RPG (100res, 90s) Trickster: mechanical->upgraded RPG (60s) mechanical->upgraded RPG->advanced RPG (120s) Mashav: mechanical->upgraded RPG (250res, 25s) mechanical->upgraded RPG->Improved RPG (400res, 40s) mechanical->upgraded RPG->Improved RPG->advanced RPG (600res, 90s) Z100000M: mechanical->upgraded RPG (300res, 30s) mechanical->upgraded RPG->advanced RPG (600res, 60s) Special: Mashav: Turning:0.14 -> 0.1 Max ammo count: 12 -> 10 Starting ammo count:8 -> 6 Z100000M: URPG: little improvement in guiding ARPG: another small imp. in guiding ARPG requires both URPG and upg. chassis