I like that rockets effect the wave budget. The manifest grind would have been much worse without it. That and speed running added a lot more life to this game for me. Granted you can still speed run without rockets and I find that more enjoyable, but without a different store no way would I want them to not effect budget.
I'm really starting to hate use of Rockets outside of emergency use. Am I the only one?
#201
Posté 30 mai 2014 - 10:22
- SlimJim0725 et Sicklecyde aiment ceci
#202
Posté 04 juin 2014 - 01:41
I like that rockets effect the wave budget. The manifest grind would have been much worse without it. That and speed running added a lot more life to this game for me. Granted you can still speed run without rockets and I find that more enjoyable, but without a different store no way would I want them to not effect budget.
I agree with the no rocket runs being more fun. I don't know that it would be a bigger grind either, I think rockets definitely had an effect on enemy balance.
The manifest grind sucked but a while after not getting UR cards, I kind of miss it I guess.
#203
Posté 04 juin 2014 - 02:43
The most consistently good use of rockets are for:
Eliminating a Cerberus turret in a bad spot. (Or a long distance enemies like Scions or Ravagers)
Clearing away a host of baddies and sync killers so you can rez a team mate.
During all objective waves as required.
Not a terrible use of rockets:
Wave depletion budgets on later waves, especially 8 or 9.
How rockets are normally used:
Held on to like grim death and not used unless things go beyond situation critical.
Used for nuking spawns at the end of the game after not being used earlier in the game.
Used only after the rest of the team has been downed and the soloist has had to spend 3 medigels, 4 ops packs, 3 ammo packs and then 3 missiles instead of using one missile to prevent the debacle.
Rockets are less important obviously when playing with good players/experience players. Even with good players the same people that complain about having to solo multiple;e waves after pugs die also refuse to use one rocket to prevent the soloing debacle.
With random players I can never figure out if players are too stupid to use some foresight to see things are going to get into trouble or just too selfish to actually use a consumable.
By far the most misused tactic in the game in my opinion. If each player used one or two rockets a game at the proper time games would be a freaking cakewalk.
- Ghostknife72 et E1io aiment ceci
#204
Posté 04 juin 2014 - 03:32
#205
Posté 04 juin 2014 - 03:37
^^^^ Too selfish IMO. Until wave 11 of course bc that's when they blow their entire equipment load camping the LZ.
Selfish?
I always was told gentlemen blow their loads on extraction.
- crashsuit aime ceci
#207
Posté 04 juin 2014 - 04:05
Real men blow their load inside wave 10.. making that eternal commitment.
Holding the line, eh?
- Ghostknife72 aime ceci
#208
Posté 04 juin 2014 - 04:09
You chaps need some rocket condoms.
- blissgirl9 et E1io aiment ceci
#209
Posté 04 juin 2014 - 05:55
...
How rockets are normally used:
Held on to like grim death and not used unless things go beyond situation critical.
Used for nuking spawns at the end of the game after not being used earlier in the game.
Used only after the rest of the team has been downed and the soloist has had to spend 3 medigels, 4 ops packs, 3 ammo packs and then 3 missiles instead of using one missile to prevent the debacle.
...
With random players I can never figure out if players are too stupid to use some foresight to see things are going to get into trouble or just too selfish to actually use a consumable.
I've been seeing this in many of the lower-level Gold pugs I've dropped into. This is just my opinion based on my observations and experiences, but I think it takes many players a while to develop the tactics needed to be able to stay out of the kinds of bad situations you're talking about. I'm no pro gamer or expert, but I can usually do all right in Gold, and it's mostly due to my acquired head knowledge.
#210
Posté 04 juin 2014 - 06:10
I've been seeing this in many of the lower-level Gold pugs I've dropped into. This is just my opinion based on my observations and experiences, but I think it takes many players a while to develop the tactics needed to be able to stay out of the kinds of bad situations you're talking about. I'm no pro gamer or expert, but I can usually do all right in Gold, and it's mostly due to my acquired head knowledge.
veiled E-peen swing there
- crashsuit aime ceci
#211
Posté 04 juin 2014 - 06:39
#212
Posté 04 juin 2014 - 10:10
Well, if you're on PS3 it's almost obligatory to missile double Praetorians. Just had another hard system crash 'cause I used up too many missiles for wave 10 targets, & no one else wanted to missile them. Trying to pew-pew them and -- CRASH!
#213
Posté 05 juin 2014 - 02:02
Rockets are less important obviously when playing with good players/experience players. Even with good players the same people that complain about having to solo multiple;e waves after pugs die also refuse to use one rocket to prevent the soloing debacle.
I can give a view point on that as i have experienced it enough.
What happens is this
i) Player drop message received from the other side of the map -> Ok there's 2 others with him, they'll revive him
ii) Player drop message received again -> Ok, moving to the other side of the map
iii) 3rd player sync killed or dropped -> Halfway there
iv) All aggro on me -> Spawn scattered, so route around in a mini circle to reach for revive
v) Player bleed out x2 message received -> Moron bleeders detected. 2 removed from revive list
vi) High threat mook (eg marauder, hunter, dragoon etc) within strike vicinity of 3rd guy -> Kill mook first
vii) Player bleed out message received -> Moron bleeder detected. All 3 put into "don't give a f**k" list. Suicide/Trolling will be considered at this time
viii) Remaining spawn concentrated -> Worth missiling to save time for the 3? No 1 missile worth more than 3 moron bleeders especially when wave 10 rolls around.
Result: Take my own sweet time to finish the wave
If someone who has shown themselves to be actually worth aiding medigels with synckillers around and the game is still on (as in i'm not suiciding on wave 6), i'll pull out a missile because their aggro mechanics demands that they switch to someone considered weak (shieldless is considered) meaning all nearby spawn aggro will go to the new revivee.
#214
Posté 05 juin 2014 - 03:11
Reading this thread really makes me think how such a difficult time folks that only have just +1 rocket capacity upgrades or those that have none at all can have in Gold and especially Platinum.
I mean, if you only have 2 or 3 rockets, and even if you use them in emergency, you're bound to ran out of them much faster than the folks that have 6 or even 9 rockets through gear and I bet since we have no way of knowing how much rockets a person can carry into a match (we have no way to know, right?), then it'll pretty much impossible to tell the other team players that it's a case of "I ran out of missiles" instead of "I don't want to shoot my missiles."
Well, not without a mic, at the very least, which I don't have, by the way ![]()
And then they'll kick me. Or remember my name. Or making a post in BSN screaming how "LaughingBanana is a petty guy that doesn't want to use his missiles" ![]()
- crashsuit et E1io aiment ceci
#215
Posté 05 juin 2014 - 05:11
Reading this thread really makes me think how such a difficult time folks that only have just +1 rocket capacity upgrades or those that have none at all can have in Gold and especially Platinum.
I mean, if you only have 2 or 3 rockets, and even if you use them in emergency, you're bound to ran out of them much faster than the folks that have 6 or even 9 rockets through gear and I bet since we have no way of knowing how much rockets a person can carry into a match (we have no way to know, right?), then it'll pretty much impossible to tell the other team players that it's a case of "I ran out of missiles" instead of "I don't want to shoot my missiles."
Well, not without a mic, at the very least, which I don't have, by the way
And then they'll kick me. Or remember my name. Or making a post in BSN screaming how "LaughingBanana is a petty guy that doesn't want to use his missiles"
Its not a problem of your missile capacity. Everyone starts with at least *2* capacity. Its your willingness to use it when sh*t is about to hit the fan and that you actually have rockets (2 consumables comes in a recruit pack, while a JEP ensures 5 of each at least) in your inventory.
The ones mentioned here are those who use ZERO rockets during waves 1 to 10 then sometime you can see them use all their rockets on wave 11. Wave 11 nukers are worse by a bit than those who are so cheapskate as to freeload on you to rocket them out of trouble when necessary (eg hacks)
Personally, i'm not so bothered by rockets other than the specific case when i drag the lot to wave 10 and then get synced while the last target for the objectively could have been simply missiled. I would be more concerned in getting a moron bleeder for a team mate.
#216
Posté 05 juin 2014 - 10:09
I mean, if you only have 2 or 3 rockets, and even if you use them in emergency, you're bound to ran out of them much faster than the folks that have 6 or even 9 rockets through gear and I bet since we have no way of knowing how much rockets a person can carry into a match (we have no way to know, right?), then it'll pretty much impossible to tell the other team players that it's a case of "I ran out of missiles" instead of "I don't want to shoot my missiles."
One bit, though -- you may be able to guess about the total number of rockets. If you're just looking for mission success (and relatively timely objective waves to get more credits), then it really doesn't matter who fired rockets, so long as you have enough in total.
If there are a couple of players who likely have substantial experience and manifests (judging from their weapons, what consumables they're using, CP, whatever) then you can reasonably guess that they each have 6 missiles available for the mission (and obviously more if they're using Armored Compartments)... the other player should have at least two, and probably will have more. That's plenty of missiles for completion on Gold unless the game goes horribly, horribly wrong, so if you work together to keep each other alive using all your rockets early shouldn't really risk the mission unless everybody is way too rocket happy. Later waves might offer you more points per rocket, but scores don't affect credits or XP.
If they're *all* looking pretty fresh... well, up to you.
Gels are trickier, since unless somebody is using that special gear *and* is also down they can't share it with you. If your capacity is low, a wave is mostly done and you're confident your teammates can handle the rest, it may be rational to bleed out instead of using a gel; sure, you won't get 10 Wave Survived bonus XP, but if you're only carrying 2 or 3 gels... in that situation you should try to stick close to your team, anyway, to reduce the chance that you'll be forced to make that choice often.





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