Difference between revisions of "Talk:Launcher Weapons"

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(Why a Rocket Launcher is like a Blaster Launcher even though it doesn't use a Launch command.)
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::: Actually let me explain this a different way. ''Tactically'', the Rocket Launcher, Blaster Bomb Launcher and Stun Launcher all occupy the same/similar tactical role (with obvious differences for the Stun Launcher). They are low rate of fire, limited ammo, heavy support weapons. They are never going to be primary squad weapons, due to their tactical and logistical limitations. The game mechanics of launch vs fire are not really relevant to the tactical uses, strengths, and weaknesses. Basically these type of support weapons are in a different class to standard squad weapons. Does that make sense? [[User:Spike|Spike]] 09:58, 1 March 2009 (CST)
 
::: Actually let me explain this a different way. ''Tactically'', the Rocket Launcher, Blaster Bomb Launcher and Stun Launcher all occupy the same/similar tactical role (with obvious differences for the Stun Launcher). They are low rate of fire, limited ammo, heavy support weapons. They are never going to be primary squad weapons, due to their tactical and logistical limitations. The game mechanics of launch vs fire are not really relevant to the tactical uses, strengths, and weaknesses. Basically these type of support weapons are in a different class to standard squad weapons. Does that make sense? [[User:Spike|Spike]] 09:58, 1 March 2009 (CST)
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: Hmmm... actually, would you believe that, in one of my recent games, the rocket launcher DID become not only my PRIMARY squad weapon, it became my ONLY squad weapon? (other than the stun rod). This was at the very start of the game, BTW. I just bought enough rocket launchers and Large rockets to outfit everyone on my team with them, and went into my first UFO recovery with a mad cackle of laughter. How effective was it? ... would you be surprised to know it is VERY effective? The only danger is lost loot. And sometimes, I wouldn't have minded a rifle or AC-AP for storming the ships. But overall, I would say arming 60% of your squad with Rocket Launchers is not a bad idea at all... So, I never joined in that "best standard squad weapon" debate, but I would have thrown Rocket Launcher in as a suggestion.
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... btw, please do not put the blaster launcher, stun launcher and rocket launcher into the same tactical role, they are COMPLETELY different. The stun launcher is an uber AOE stun. The blaster Launcher is a wall breaker, and a very very good "panic button" when you don't have psi... The waypoint system gives it ridiculous tactical use, and I do not see how you can equate it to the Rocket Launcher... [[User:Jasonred|Jasonred]] 20:55, 1 March 2009 (CST)

Revision as of 02:55, 2 March 2009

What's the difference between launching and firing, in your opinion, spike?

AFAIK, they are exactly the same thing, in terms of gameplay mechanics.

The only difference is that the Rocket Launcher and Small Launcher need to be reloaded between every shot, whereas the HC needs to be reloaded every 6 shots. Jasonred 04:24, 1 March 2009 (CST)

To be pendantic, Launch is the Blaster Launcher's mode of attack, and doesn't abide to the normal rules. The rocket launcher is clearly one of the strongest weapons (for each hit) you start with, though not necessarily the fastest or lightest.
Perhaps a distinction between weapons with or without an area of effect should be made for clarity. -NKF 04:52, 1 March 2009 (CST)
Basically, I said that the Rocket Launcher was the strongest fired weapon you start off with, and Spike editted me out. Hmm... ok then, I will change it back, I guess. Jasonred 05:04, 1 March 2009 (CST)
Yeah sorry about that. It helps to know the history of these discussions, which is really about debating the best standard squad weapon. While you could reasonably argue that a Rocket Launcher is a "fired weapon" - with one round per turn fire rate and probably only 3 reloads per soldier - it's definitely not something you would want to use a standard squad weapon. But it's a fair enough point about Heavy Rockets and my original language was misleading so please feel free to correct it! Cheers, Spike 09:20, 1 March 2009 (CST)
Actually let me explain this a different way. Tactically, the Rocket Launcher, Blaster Bomb Launcher and Stun Launcher all occupy the same/similar tactical role (with obvious differences for the Stun Launcher). They are low rate of fire, limited ammo, heavy support weapons. They are never going to be primary squad weapons, due to their tactical and logistical limitations. The game mechanics of launch vs fire are not really relevant to the tactical uses, strengths, and weaknesses. Basically these type of support weapons are in a different class to standard squad weapons. Does that make sense? Spike 09:58, 1 March 2009 (CST)
Hmmm... actually, would you believe that, in one of my recent games, the rocket launcher DID become not only my PRIMARY squad weapon, it became my ONLY squad weapon? (other than the stun rod). This was at the very start of the game, BTW. I just bought enough rocket launchers and Large rockets to outfit everyone on my team with them, and went into my first UFO recovery with a mad cackle of laughter. How effective was it? ... would you be surprised to know it is VERY effective? The only danger is lost loot. And sometimes, I wouldn't have minded a rifle or AC-AP for storming the ships. But overall, I would say arming 60% of your squad with Rocket Launchers is not a bad idea at all... So, I never joined in that "best standard squad weapon" debate, but I would have thrown Rocket Launcher in as a suggestion.

... btw, please do not put the blaster launcher, stun launcher and rocket launcher into the same tactical role, they are COMPLETELY different. The stun launcher is an uber AOE stun. The blaster Launcher is a wall breaker, and a very very good "panic button" when you don't have psi... The waypoint system gives it ridiculous tactical use, and I do not see how you can equate it to the Rocket Launcher... Jasonred 20:55, 1 March 2009 (CST)