How Javelin Should work


(GatoCommodore) #1

Javelin is a Merc that has been planned to launch after Turtle.
(or after launch, or probably never if DB suddenly stopped development.)

Her main ability is a Rocket Launcher.

what i think to make javelin viable are

Hp: 100
Speed: 420

Primary: Blishlock, Timik, SMG-9
Secondary: Deagle .50AE, Caulden .45, Simeon .357
Melee: Beckhill, Stilletto Stillnotto, Cricket bat

Ability:

(4)/(Q) Equips Rocket launcher that has range drop off like Aimee Spotter robot, Deals 50 Dmg on direct hit and 35 on AoE. AoE effect gets burned and takes 5 damage/sec for 6 seconds can be stopped by medic.
Has cooldown of 20 sec and needs to be reloaded before used again.
after maximum range achieved, the rocket will perform airburst

       (5)/(E) Gives ammo pack has quantity of 3 

what you guys think huh?
nice right?

her back would be like

with Comfy BDU and Comfy Military Beanie for maximum Comfiness while shooting rockets

i believe Javelin/e should be a fire support merc.
i cant imagine rocket launcher wielding girl be an assault (too OP m8)

edit: i forgot to post this on merc idea page. Uncle @Eox can you move it?


(BananaSlug) #2

i really dont know how she should be made, you idea seems to be very weak, but we also dont want 1 shotkill bullshit,i belive that if sd is really going to release her, they will get good idea


(Nail) #3

this is a Javelin launcher


(jubilantManatee) #4

The rocket launcher model is already in game.

I agree the projectile needs a very sharp travelling arc. That way it requires some skill to play.

Also, It needs a charge up mechanic before firing, to prevent total noob tube usage.

1.5 - 2 seconds holding down the firing button before it actually launches. Aim , arm, fire.


(BlackboltLW) #5

Actually I prefer that the launcher works like an actual FGM-148 Javelin missile launcher

You know, that one missile that goes up and down(?)


(GatoCommodore) #6

[quote=“Nail;207528”]this is a Javelin launcher
[/quote]

well the model is for recoiless gun LAW disposable launcher.

Javelin/e is her name.
it is very unlikely that we get ATGM in the game.

well the launcher itself is not one hit kill (except for 80hp merc.)

its aimed for constant damage to enemies.
50/35 damage + 5dmg/sec in 6 sec that means it has maximum damage of 80 or 65.
i was thinking of breaking a camp that is heavily defended like generator room in bridge or 1st objective of the underground that mercs like nader cant really disperse

[quote=“jubilantManatee;207545”]The rocket launcher model is already in game.

I agree the projectile needs a very sharp travelling arc. That way it requires some skill to play.

Also, It needs a charge up mechanic before firing, to prevent total noob tube usage.

1.5 - 2 seconds holding down the firing button before it actually launches. Aim , arm, fire.[/quote]

to prevent dumb firing/ noob usage, like i said earlier, after 20sec cooldown it should be reloaded first before it can be fired again

[quote=“BlackboltLW;207547”]Actually I prefer that the launcher works like an actual FGM-148 Javelin missile launcher

You know, that one missile that goes up and down(?)[/quote]

FGM-148 is very Heavy.
(missile, tube, and CLU) is its 49.2 lb (22.3 kg) total weight. The system is designed to be portable by infantry on foot and weighs more than that originally specified

A crew would be needed to operate one since carrying each parts making it lighter.

While LAW Launcher 2.5 kg (5.5 lb) and has a price $754.19 US
compared to FGM-148 which is US$246,000.

LAW has the same minimum peneteration Value with FGM-148 which is 600mm
(which is more than enough for human/soft target) but LAW is lighter and WAAAY cheaper than FGM.


(Reddeadcap) #7

@Nail Yes, Javelin seems to be the new catch all term for Rocket launchers, like Bazooka. The rocket launcher ingame model looks like a cross with that and what @sweetColumn has shown and a couple of other launchers, the character models never use that button on the top. but instead use a nonexistent(?) trigger on the front.

It being examined, put as a link since I can’t show it as an image for some reason.

Going by how it is using commands, it’s got a 1 minute cooldown and enough damage to kill Fragger if you shot the floor with him at full health, but little to no AOE. it’s likely going to be like that if it even releases. Old character models shown shows @sweetColumn isn’t far from the truth if Splash Damage is going with what they were originally planning, since the untextured model does have that ammo pack on their back.


(GatoCommodore) #8

@Redcap i think its overkill if it can kill Fragger/Thunder on direchit.
i re-read the thread about javelin, there are assumption that if the cooldown is 1minute+ it would be less useable than skyhammer
(which his grenade is very cool and can be used in indoor and kills everything that caught in the middle and its instagibs)

i also dont get people who press disagree without giving a reason why or feedback.
i mean im pretty new here, if Javelin somehow ruins the balance of mercs then tell me why?


(Press E) #9

Honestly I hope Javelin isn’t in the game at all. Unless they have another special ability, it’s just another explosive merc. And looking at what happens with Nader on free rotation, the last thing this game needs is more explosives.

But then again, this is the same company who added another sniper which is basically proxy and vassili’s baby.


(GatoCommodore) #10

[quote=“STARRYSOCK;207560”]Honestly I hope Javelin isn’t in the game at all. Unless they have another special ability, it’s just another explosive merc. And looking at what happens with Nader on free rotation, the last thing this game needs is more explosives.

But then again, this is the same company who added another sniper which is basically proxy and vassili’s baby.[/quote]

i can imagine javelin/e rotation.
it aint gonna be pretty


(Jostabeere) #11

I will jump in someones face with my bare butt if she’s not getting something awesome.


(GatoCommodore) #12

The thing is, We actually never see javelin…

its like it exist but it doesnt exist…


(Jaso) #13

i hope they make her like good old Solders in ET/RTCW (Panzerfaust) with restriction of 1 per team
it was one hit at least 3 down


(Terminal_6) #14

I feel like Javelin will be harder to implement than Turtle, who the devs have audibly sighed about.
I don’t see how a rocket launcher fits in, either it’s a nuke/Skyhammer clone, super-buffed Fletcher, or totally anemic. Not that it can’t ever fit in, it just doesn’t seem to fit in as I see it.


(Herr_Hanz) #15

Javelin missile lock on to the EV in 2 seconds, instakills the EV. can lock on to ground, but takes 1 second longer and only does 50 damage.


(GatoCommodore) #16

[quote=“Terminal_6;207588”]I feel like Javelin will be harder to implement than Turtle, who the devs have audibly sighed about.
I don’t see how a rocket launcher fits in, either it’s a nuke/Skyhammer clone, super-buffed Fletcher, or totally anemic. Not that it can’t ever fit in, it just doesn’t seem to fit in as I see it.[/quote]

it actually can fit in better than turtle.
Exploding rocket rounds that can be filled with many things for example the experimental M202 FLASH

the FLASH is a try at redesigning flame thrower.
they just put 4 LAW, fill it with Incendiary rounds, White Phosporous rounds, Fragmentation Rounds and maybe in 2020 Airburst Rounds.

the Dev’s can tweak it with their creative imagination.

unlike turtle, designing an offensive/ fire support merc is easy.
Turtle being a point defense merc (one of a kind in this game) need to be impervious to many scenario of attack.

i believe somehow turtle will be made as anti assault.


(Terminal_6) #17

@sweetColumn Looks fun but what I mean by “fit in” is that it’ll be unique among existing mercs. An M202 would be fabulous, but really similar to Nader or Arty/Fragger, depending on implementation. I feel like Javelin will be stealing someone’s thunder, but I suppose that’s what you get with a 5th fire support or 6th assault merc.
Talk of the M202 and XM25 reminds of Planetside 2’s ongoing implementation of their rocklet rifle. It’s essentially an M202 married to a Milkor MGL, with combination HEAT, flak, or smoke rounds.

I don’t know if this was explicitly what you were suggesting, but how do you feel about having multiple ammo types to cycle between on the same merc, in general? imo it’s too tactical for DB. I could see it working if it’s only 2 modes and rapidly interchangable, and not essentially giving 2 abilities to one merc.

I don’t care to defend Turtle, though. His alpha state is egregiously incompatible with the current game. I really want a 4th engineer, regardless.


(GatoCommodore) #18

[quote=“Terminal_6;207617”]@sweetColumn Looks fun but what I mean by “fit in” is that it’ll be unique among existing mercs. An M202 would be fabulous, but really similar to Nader or Arty/Fragger, depending on implementation. I feel like Javelin will be stealing someone’s thunder, but I suppose that’s what you get with a 5th fire support or 6th assault merc.
Talk of the M202 and XM25 reminds of Planetside 2’s ongoing implementation of their rocklet rifle. It’s essentially an M202 married to a Milkor MGL, with combination HEAT, flak, or smoke rounds.

I don’t know if this was explicitly what you were suggesting, but how do you feel about having multiple ammo types to cycle between on the same merc, in general? imo it’s too tactical for DB. I could see it working if it’s only 2 modes and rapidly interchangable, and not essentially giving 2 abilities to one merc.

I don’t care to defend Turtle, though. His alpha state is egregiously incompatible with the current game. I really want a 4th engineer, regardless.[/quote]

the difference with Rocklet and XM25 is the XM25 has a Flatter trajectory up to hundreds of meters, higly accurate, and can explode to rain fragmentation upon enemies who are hiding in cover. (china and south korea already developing that)

currently, frag grenade that fragger held is not enough to disperse a camp. if it hits an aura med station it wont destroy it since there will be people around it and the explosion itself is blocked. i have dont that many times.

Nader grenades are a bit unpredictable and the only good way shooting with it is to get direct hits at people. 5 grenade was already very good at its job at dispersing camp.

if as what you propose earlier, interchangeable ammunition, it could have been flame rounds, White phosphorus, Fragmentation rounds etc.

this will make it a bit harder to pick up since the user will have to adjust which round to use after the cooldown.

like this for example:

after 20 sec cooldown, javelin/e have to reload the rocket again before using it.
while you can reload it before going into engagement, you will have to choose which rocket is going to be reloaded into the Tube and there will be times when you reloaded Fragmentation Rocket but then you need Flame Rounds to burn a mob of people in one area.
maybe this will make Javeline a unique Pick for long-mid range fighter.

but then, if DB decided to change the in-game model to M202 FLASH, you can fill the top racks with Flame Rounds and the bottom with Fragment Rockets.
this also make Javeline unique. her ability will be set to not start cooling down until she depleted all 4 rockets, so not a spam like Nader. 20 sec each rockets so it will be 1 minute 20 sec cooldown.


(Reddeadcap) #19

@sweetColumn

To be fair, on paper a longer cooldown timer for the rocket launcher isn’t all that bad for it’s damage.

This is what I’m guessing based on rumors and how the rocket acts after some testing

I could be wrong if it’s 60 seconds or 50, but it’d be by far more practical as utility rather than for racking up kills than other Fire Supports which Javelin is rumored to be.

Javelin would probably drop ammo as she’s rumored to be female so she’d probably be a faster but lightly armored Fire Support, Probably just like Kira, I’m guessing her default gun would be the BR-16 with access to the Dreiss and M4A1 to mix things up as long range Fire Supports use nothing but bursts and the dreiss and close range automatics and a burst each.

Pistol wise, probably a mix between a heavy, light and machine pistol.

How useful would be the rocket launcher if it were on a 50-60 second cooldown with it’s damage?
Let’s take a look at other Fire Supports special abilities, to see what she’d do.

Arty and Kira excel at range, since they use a laser pointer.

Arty and Stoker are re-usability, Arty having more charges and the fastest cooldown, but lacks area of effect. Stoker on the other hand needs to wait 10 seconds if nobody with explosives/Redeye have extinguished his grenade between uses.

Kira and Stoker are all about Damage over time/Area of effect.

Stoker and Skyhammer can use theirs indoors, unlike Arty and Kira. On Stoker’s Case it’s his forte, on Skyhammer’s case his flare works as a 100 damage grenade at most if it doesn’t have line of sight with the sky once it detonates.

What holes would javelin fill with a high damage high cooldown rocketlauncher?

First, She wouldn’t need to have to worry about something being above her projectile, as it’d be based on her own line of sight with the target.

Second, She’d have range, a balance between Kira/Arty’s laser designater and Sky/Stoker’s tossed grenades.

Third, The Best thing is besides covering a lot of ground (Kira/Stoker/Sky), Fire Supports Also do great damage on the EV, Generator and shortcut ramps.
The problem with these, especially the Generators, they could be under cover, which Kira, Arty couldn’t hit, Stoker’s/Sky’s grenades not do much damage to.

In Short, While she wouldn’t be able to cover much ground or do damage over time. she could hit an EV and secondary objects the other Fire Supports couldn’t hit, making her rocket much better when it comes to utility.

When it comes to her way of deploying her ability, she hits a middle ground between lasers and tossed, with her kill potential being like that of Arty, best firing where enemies are bunched together, especially with her long cooldown.


(GatoCommodore) #20

[quote=“Redcap;207866”]@sweetColumn

To be fair, on paper a longer cooldown timer for the rocket launcher isn’t all that bad for it’s damage.

This is what I’m guessing based on rumors and how the rocket acts after some testing

I could be wrong if it’s 60 seconds or 50, but it’d be by far more practical as utility rather than for racking up kills than other Fire Supports which Javelin is rumored to be.

Javelin would probably drop ammo as she’s rumored to be female so she’d probably be a faster but lightly armored Fire Support, Probably just like Kira, I’m guessing her default gun would be the BR-16 with access to the Dreiss and M4A1 to mix things up as long range Fire Supports use nothing but bursts and the dreiss and close range automatics and a burst each.

Pistol wise, probably a mix between a heavy, light and machine pistol.

How useful would be the rocket launcher if it were on a 50-60 second cooldown with it’s damage?
Let’s take a look at other Fire Supports special abilities, to see what she’d do.

Arty and Kira excel at range, since they use a laser pointer.

Arty and Stoker are re-usability, Arty having more charges and the fastest cooldown, but lacks area of effect. Stoker on the other hand needs to wait 10 seconds if nobody with explosives/Redeye have extinguished his grenade between uses.

Kira and Stoker are all about Damage over time/Area of effect.

Stoker and Skyhammer can use theirs indoors, unlike Arty and Kira. On Stoker’s Case it’s his forte, on Skyhammer’s case his flare works as a 100 damage grenade at most if it doesn’t have line of sight with the sky once it detonates.

What holes would javelin fill with a high damage high cooldown rocketlauncher?

First, She wouldn’t need to have to worry about something being above her projectile, as it’d be based on her own line of sight with the target.

Second, She’d have range, a balance between Kira/Arty’s laser designater and Sky/Stoker’s tossed grenades.

Third, The Best thing is besides covering a lot of ground (Kira/Stoker/Sky), Fire Supports Also do great damage on the EV, Generator and shortcut ramps.
The problem with these, especially the Generators, they could be under cover, which Kira, Arty couldn’t hit, Stoker’s/Sky’s grenades not do much damage to.

In Short, While she wouldn’t be able to cover much ground or do damage over time. she could hit an EV and secondary objects the other Fire Supports couldn’t hit, making her rocket much better when it comes to utility.

When it comes to her way of deploying her ability, she hits a middle ground between lasers and tossed, with her kill potential being like that of Arty, best firing where enemies are bunched together, especially with her long cooldown.[/quote]

Just pray that SD picks up this idea…