The LR and RLS should either be removed completely, or made useful.

DeadGuy

Legions Developer
To expand on what mabel is talking about, I removed the specs because we are adding content. Having specs meant we were forced into a corner in terms of balance and purpose of new material, on top of which the existing ones were poorly designed. They were cool concepts yes, but execution in-game isn't the same as on paper theories. That being said, not everything we add has to have pure purpose on a high competitive field. Fun aspects that not OP are what I am aiming for, which will add depth and hopefully some team (or solo) tactical choices. I am concerned for the pub players too, not just the competitive ones; you don't have to be 'uber' to enjoy the game.

To be clear, some things have to change so the game can progress. All of us want to keep legions the same "style," but not the same bare bones game. I know you all have heard this over and over, but take it to heart because it is a reality. <3
 
that reminded me of implementation, I like the press a button to pull the pin and release button to throw so you can have some control at which moment it will explode. guess that depends of if ppl think having velocity control is important for hand grendades, I wouldnt have thought so as it is a short range weapon.
 

masterluso

Member
True, a Sent could brush one off by entering OD, but if he was playing HoF he's just opened up a nice opportunity for the capper to swoop in.

What would concern me with this is when it falls off after entering OD. If it falls off instantly, then isn't there a good chance of said capper running over it as it explodes? Or would falling off deactivate it?

While typing this I came up with the idea of: "What if I stuck this to a friendly LO, who then quickly flew to the enemy HoF? Suicide, but that would be effective for getting rid of it...."
 

Serket

Member


What would concern me with this is when it falls off after entering OD. If it falls off instantly, then isn't there a good chance of said capper running over it as it explodes? Or would falling off deactivate it?

While typing this I came up with the idea of: "What if I stuck this to a friendly LO, who then quickly flew to the enemy HoF? Suicide, but that would be effective for getting rid of it...."

Kamikaze style, just imagine a bunch of guys with sticky nades on em getting inside a base and going for the Hof's, that'd a quite a view.
 

Homingun

Member
OMG I LUV U GUYZ!!!

It was extremely annoying when 1 person with the RLS could bounce consecutive cappers off their routes essentially making him a one man army on defense. But I would like the spec concepts to come out as other weapons though. The new RLS was essentially boring and lame.

I feel the old RLS having the mid air explosion was a really neat idea that fit really well with the open world of Legions. Though I didn't use it much except for annoying snipers, it really helped in breaking up tower to tower flagpassfests. Maybe making it a different weapon with smaller explosion radius and such could help with it being successfully implemented.
 

Propkid

Member
LR: Why couldn't the old model of LR be balanced by removing the 'laser hangs in air' feature and completely removing the zoom feat? Think of it as of the Rail Gun from Quake.

RLS: The faster rockets are boring, even though they come handy once in a while. I don't see how sticky grenades (?) are on-topic here, but you could go quite exotic with the rockets.

Proposal 1: RC rockets (Remote Controlled). As you've surely noticed I like bringing in ideas from other games and spicing them up a bit. This one came from Star Wars: Battlefront. The RLS could shoot a rocket that he could control the flight of. The player would get a third person view from the rocket and would be able to manouver it, as well as speed up, slow down and abandon control. For the flight duration the player loses control over his actual body unless he is damaged, the rocket explodes or unless he abandons control over it.

Oh and I always wanted the feature of shooting rockets down with CG to be implemented in Legions...

Proposal 2: Percentage chance for special effect upon explosion. What first came to my mind was giving each rocket shot out by the RLS ~20% chance to cause clusters or lots of small nades (think Banana Bomb from Worms). Then I thought that any effect can be added. The effect could be selected by the player upon choosing their loadout.
 

masterluso

Member
@Propkid (long post to quote)

In my opinion, RC rockets wouldn't work. Apart from being moderately difficult to control, you leave yourself open in a world where there is little(if any) cover, and it would be hard to fire a rocket from said cover anyway. Along with that, rockets move pretty quick. Assuming our target is on the ground/against a wall, what if we miss? The time spent using the rocket is lost. Plus, rockets aren't one hit kills, even on direct contact. The time it takes you to hit the target really doesn't matter due to this, unless they're at close range, in which case they would kill you before you could hit them.

As for your second proposal, I can see it working, but it seems rather odd to me. In a real futuristic battlefield, people wouldn't randomly scatter special rounds throughout their ammo. Would you do that?
 

Daphinicus

Private Tester
As far as the RLS, I liked the old one. To my understanding it was changed because of the airburst and damage making it pretty OP. As a defensive tool without damage, just the air burst to divert paths, it was amazingly useful and helped to mitigate the effects of easily attainable speeds for cappers. Of course if specialist classes are going away, I don't see how such a weapon could be rolled into its own gun. A no damage airburst turret would be interesting for defensive purposes though. Not sure if it'd work, but interesting.

I can't stand behind this concept enough. The air-burst component of the old RLS was unquestionably overpowered, and not just because of its deflection capacity (although that was a huge component); the splash-damage MAs it enabled shortened fight times considerably. Being blown off course is one thing; being blown off course and down to almost no health, and thusly losing most of your opportunities to recover, is something else entirely.

I'm not sure if a completely damage-free option is the solution, but certainly a low-damage, remotely-fired concussion weapon would allow players that aren't quite at the ridiculous skill level of some in the community to develop a semi-effective defense against those speediest of cappers.
 

sh4rkb1t3

New Member
I think the remote detonation, with a smaller AOE and less push force than a normal rocket would be fair.

The air cannon would be useless unless you were playing a competitive game.
 

Mahidhar

Member
While I personally enjoyed the old specialist-type of Rocket Launcher and Grenade Launcher, I think we're all better off with newer weapons, with a completely different approach, than trying to tune the existing ones, to be both "special" and balanced. And since the loadouts would be customizable to an extent, we can hope for more versatile combat in Legions.
 
While I personally enjoyed the old specialist-type of Rocket Launcher and Grenade Launcher, I think we're all better off with newer weapons, with a completely different approach, than trying to tune the existing ones, to be both "special" and balanced. And since the loadouts would be customizable to an extent, we can hope for more versatile combat in Legions.
Althought you're right, I do think puting a lot of new weapons in legions would be a lot of work for the devs to balance the game. And believe me, that can really take a while.

I actually liked the extention of the rocket launcher (the rocket you could let explode in air) before the latest update. After the update it didn't seem to work anymore, so RLS became useless. I would like to see that back again.
 

Daphinicus

Private Tester
I think the remote detonation, with a smaller AOE and less push force than a normal rocket would be fair.

The air cannon would be useless unless you were playing a competitive game.

As I recall, hitting mid-airs with the old, remotely-detonated RLS was much, MUCH easier than hitting true MAs, and favored the RLS rather spectacularly, even for fairly new players.

Now, while overpowered weapons are definitely a negative, providing a weapon that new players can more easily score hits with, even if the damage is (comparably) drastically reduced over other weapons, would allow them to be somewhat more competitive during their early games. The concussion component of the weapon, meanwhile, could help land them assists -- slowing down or redirecting enemy players so their teammates could more easily go in for the kill.

I recognize that the viability (and popularity) of a newblood-friendly weapon is questionable; I'm simply trying to explore POTENTIAL alternatives to the Legions Newbie Dilemma (LND): it's REALLY HARD to break into, and enjoy, a game in which the primary player base is fairly small, highly practiced, and VASTLY better than you are at a style of gamplay that is almost certainly brand new to you.

I don't think anyone will deny the idea that we need a growing player base; the fact is, every game does. The question is, how can we support that? Perhaps it's in a new kind of weapon that actually lends itself to newblood use and loses its shine afterwards; perhaps not. But it's worth discussing.
 
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