Author Topic: Making Rocket and Thrown Weapons Actually Viable  (Read 122 times)

Badboxartmegaman

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Making Rocket and Thrown Weapons Actually Viable
« on: August 11, 2019, 06:49:53 PM »
I was chatting with a colleague of mine while i was streaming Retro and I described to him how Rockets and Throwns are rather inconvenient when fighting off monsters. We then came up with a way to actually improve them.

First off, give them a reticle so that they're actually accurate like Rifles, Pistols, Melees, and Shatterguns. Second, extend their range greatly. "Oh, but that's gonna make them way too overpowered!" I already hear you saying. Now come the drawbacks.

Rockets:
Reduce the Rocket weapon fire rate from Retro level by about 25%-50%. They would hit incredibly hard, but at a slower pace than a Rifle. Finally, if another enemy is within the blast radius, they'd take about half of the damage the main target took. The shot would still be one round in appearance.

Throwns:
Reduce the Thrown weapon fire rate from Retro level by about 10%-20%. There would still be an explosion delay, but the weapon would function as a sort of Sticky Bomb, attaching itself to the main target. Blast radius would still cause less damage to surrounding enemies, but not as less of damage as a Rocket's blast radius. Only 1 Thrown projectiles can be out at a time per player. Once the timer has run out for one, another can be thrown.

Not perfect, but just a way to make sure these weapons are actually used. Seeing how lesser they are when compared to the other 4 aforementioned weapon classes makes me a little sad.

Also, as an added bonus, in order to make Melee weapons used more often, simply increase the swing rate.

 

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