Goal: balanced version of the 'half life homing rocket launcher' style item custom weapon servers use
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(+) Alt Fire: Hold to create a non damaging targeting laser, after
#seconds of hitting a player they gain the Locked On status effect. -
- -# Progress is lost at the same rate it is built. IE, if you maintain contact for 1s, it takes 1s of no contact to reset completely.
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- -# Locked On would have a hud element (soldier skull) that would slowly fill up as progress is built
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- -# Locked On would last for
#seconds, or until you lock onto another player.
- -# Locked On would last for
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(+) After
#seconds/HUs, rockets will redirect towards the nearest locked on enemy and gain a significant speed boost -
- -# if no locked on enemies are in the rocket's line of sight during the redirect check, then that rocket will permenantly stay not locked on.
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- -# Can turn at most ~135⁰, no 180s
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- -# optional, if needed: damage boost on locked on target
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(-) Rockets deal
#%less damage before locking on and vs non locked on targets -
- -# optional, if needed: while its not literally coded like this, you could add a hidden blast jump height reduction with the logic of 'less self damage = less self kb'
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(-) Optional: Clip size reduced by
#%
How this would work: Instead of spamming rockets, you play a little game of laser tag. If you can track and maintain crosshair contact with a player for roughly 1ish to 2ish seconds, you gain a deadlock sinclair styled projectile redirect, greatly improving your strength vs one specific player.
Unlike other homing style launcher ideas, this has counterplay so long as you can juke better than the soldier can track.
What does this solve?: Nothing specific, but it is a neat gimmick. Could be neat for trick shotting or dealing with pyros. Can also be used to prevent people from tanking rockets (intentional or otherwise) meant for someone else (ie, medics and civis) by firing upwards at an angle and having them go straight down.