#Rockets on the Sturmtiger

1 messages · Page 1 of 1 (latest)

sterile vapor
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The Sturmtiger is a rocket mortar and I think it is about time to give it the rocket ammunition type. A major benefit of this would be improving the horizontal shell trajectory allowing for more consistent leading of shells against targets at range where the game's current calculations will occassionally loop shells massive over an intended target to impact at a much further range. Rockets also have sfx and vfx that more accurately represent a shell propelled by a rocket charge and differentiate a sturmtiger firing at you from artilery.

Proposal 1: Credit to @sturdy minnow
Damage 1300/1750/1700
Pen 280/115/160
Speed 340/315/385
Ammo: Rocket/Prem Rocket/Rocket
Blast radius: 5.13/12.87/9
Ricochet angle: 85/90/90

This proposal would see all rockets with the ability to splash making the rockets feel properly damaging for their size and mass. However the penetrating rocket (280mm pen) would retain HEAT characteristics allowing it to ricochet for no damage but splash on bounce/block. On non-penetration this round would only be able to damage external modules

Proposal 2:
Damage 1300/1700/1700
Pen 310/115/115
Speed 285/300/385
Ammo: Rocket/Prem HE/Rocket
Blast radius: 0/12.87/9
Ricochet angle: 85/90/90

This proposal would replace the heat round with an 11% higher penetration rocket at the trade off of 25% slower speed allowing for greater effectiveness at close range. The premium HE round would become a subsonic round making it better for looping over low cover also reducing its effectiveness at range. The final rocket would have HE characteristics allowing this to be the preferred splash option for direct fire and would have the old HEAT speed allowing it to be its most effective ranged option. In theory this will improve the Sturmtiger's ability to fight in close quarters and increase the skill ceiling.

Both proposals will reduce frustration with the game's automatic shell trajectory and preserve the vehicle's identity.

woeful ridge
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200 pen for 1700 alpha seems extreme

sturdy minnow
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We're thinking somewhere between 160-185 for pen would be better

woeful ridge
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The suggestions says 200 joeidk

sturdy minnow
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Ik

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I mean we talked about it afterwards

woeful ridge
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Also, not all of them should have splash

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The highest pen shell should have 0 and function like the current HEAT

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But be a rocket

sturdy minnow
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I get that this isn't a realistic game

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But you aren't gonna shrug that off casually

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That's still a LOT of energy being exerted

woeful ridge
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I would just replace the HEAT round with a Rocket, similarly to the 310 pen one in the 2nd proposal, and keep the HE shell as it is

sturdy minnow
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Stumry Wurmy while you're here go ahead and alter Prop. 1 so that HE is a bit lower

sterile vapor
# woeful ridge 200 pen for 1700 alpha seems extreme

agreed, id say <150

Also module damage on a non-pen of the 280mm round is a pretty good point, I didnt think about that. Non-pen heat does nothing so maybe this should do nothing on non-pen? not sure if it can be coded that way or not tho

sturdy minnow
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Idk

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Somewhere between 160 to 185

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Higher pen but not FV pen

sterile vapor
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if you are giving me choice in the range im going the lowest at 160

sturdy minnow
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I wish we could experiment with settings in custom matches so we could actually test some of these

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Also

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Here's an idea for the HEAT splash

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On a non-pen it only damages external components

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How about that?

woeful ridge
woeful ridge
sturdy minnow
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Internal modules stay protected since the rocket is not actually penetrating, but external modules are still exposed to the blast

woeful ridge
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Would have to see it personally, but we cannot do that

sturdy minnow
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Remember that we have to account for the upcoming Crew and Equipment changes too

woeful ridge
sturdy minnow
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Stuff like Track Mechanic will be much more prevalent, so tracking shots will not be as severe

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I think this would be balanced

sterile vapor
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Well this thread just got more relevant with the new "Rocket Scientist" skill being announced

sturdy minnow
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Jarvis, make my Sturmtiger rockets hypersonic

sterile vapor
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crazy work that both of our proposals would give it a 481m/s rocket with that skill. I genuinely dont know how to proceed with balancing around that. It might be fine but I at least was intending for the rockets to be slower than the old HE to better justify their boosted accuracy.

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yeesh would need to be 230m/s to hit 287.5m/s after the boost for my proposed heat replacement. That would be borderline unusable if i adjusted to compensate for the perk and someone wasnt using it.

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Should I adjust the velocity for the skill anyways or just leave as is and we accept it having the ability to get a rocket thats 20m/s faster than the current HE round

fallen wind
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I mean they also could just add to the text of the new perk (doesn't effect sturmtiger rockets) if its a massive issue

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If the proposal was ever considered ofcourse

sterile vapor
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yeah that would be a way to get around it. There are just so few rocket projectile tank right now that it is such an odd skill to even add atp. Like they could simply buff the velocity on the Calliope, T99, Night Stalker (please dont), Monsterjager, and Hydra. Its kinda wild having a velocity increasing skill on rounds that are (balance wise) trading velocity for absolute accuracy

fallen wind
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Night stalker with the new rocket perk

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Oh god...

sterile vapor