Original Post — Direct link

I did yesterday a 2h stream and went over the PTS changes. Took a look on esamir and the esamir changes and the changed bases. There are countless threads here already raising the same concerns but I didn't find anyone who discussed the new ESF weapon yet.

I ranted kinda hard about those. It doesn't make sense to introduce a new dumb fire weapon with such a mechanic and poor velocity if the main problem are the large aircrafts which outrepairs you. The damage you currently do with those isn't worth taking those over hornets. Why disabling repairing if I can straight up kill them with other weapons?

The new weapon got introduced to counter the outrepair meta on libs and galaxys nothing else. The current iteration doesn't fix the problem. The drop off and velocity makes them nearly useless and it's not worth to give up your afterburner if you fight a lib.

Currently this weapon is only there to bully ground vehicles and we simply DON'T need an other weapon to do this. It just makes it toxic. Plus it's all over coyotes 2.0, back then they got used to farm infantry. Same with this new weapon, the burst can OHK infantry and will be extremely usefull to kill maxes, we got hornets reworked because this was an issue, why reintroducing this problem again? What we wanted is a fix for outrepairing, not an other farm/bully weapon.

Wrel hear me on on that. Put this new effect on the current lockons. The lockons are designed to counter large aircraft and it would counter outrepairing pretty good if you adjust the duration accordingly. On top of that the effect would be on a lockon weapon, this means there is no way to bully ground vehicles with it and no way to farm infantry.

Pilots let's discuss this topic here please, I really want to hear some other opinions about the new weapon, which actually looks really cool tho. Really like the particles on it.

External link →
over 4 years ago - /u/Wrel - Direct link

Making them A2A rockets was originally considered, but I figured we'd hear more whining about more A2A lockons being added than dumbfires being added. So honestly, I have no problems changing them up if that's what people are mainly concerned with. It'll still be a new weapon of course (tomcats are strong enough in their own right and don't need a flat buff, and there are monetization and directive vectors of adding a new weapon,) but adding an alternative to them would be nice.

I already have a mocked up A2A version of them, we can get it to PTS at some point and you can let me know what you think.

over 4 years ago - /u/Wrel - Direct link

Originally posted by 0verkillgaming

Would it be possible to cap the amount of health a vehicle receives per second or implement diminishing effectiveness for each additional repair tool added? I think this would solve a lot of problems.

The only way we can currently "cap" repairs is by limiting them to being done by a single person, which isn't fun or teamplay oriented (and was done as an extreme case for Valkyrie rumbleseats.)

over 4 years ago - /u/Wrel - Direct link

Originally posted by ItsJustDelta

On the theoretical concept of adding this to tomcats, is it possible to tie the effect to a new upgrade that'd go in the same slot as missile lock range/reload speed/lock aquisition speed?

It is, and was something we talked about. We figured we could always expand this concept to other weapons as an alternative to the flat stat-boosts you see in that slot currently, if the concept worked out well. That's why these rockets fire a barrage of four, instead of being a clone of something else. Since it has a different feel than other weapons, it'd still have uniqueness to it even if we were to strip the Havoc effect away, or make it available to more weapons. Not to say that that will happen, but we are definitely leaving the option open.