k then. Other than a few. Mostly these changes have seemed to have gone down well on the whole. I hope that these changes would help Javelin be more of a long range ordinance with a nicer focus on support instead of being the 1v1 god. I will be emailing these to splash damage and to shoe on a discord direct message. I will also be attaching this specific thread to shoe and splash damage too. This way they can see what the general player base thinks of them. I am happy with what I have written down for the first set of changes with only a few minor tweaks and I will post exactly what will be sent to splash damage and shoe bellow.
Javelin. Right so I think that her intended use is not really viable. However, the use of ambushing and 1v1 cheesing is still too good. Splash damage has only worsened the problem. At least she was good at doing other things than 1v1 cheesing at release. Here is how I think you should at least start to fix this.
part 1) Stopping 1v1 cheesing
change 1) Increase the time taken to pull out the rocket launcher by 0.15s-0.25s (I would suggest starting small and slowly increasing this change slowly but SD at the end of the day choose.
change 2) If Javelin has had her rocket launcher out for less than 0.35s (easier to type and implement than 0.33 reoccurring XD), the rocket launcher should take an extra 0.5s to charge. To communicate this, I would suggest that the rocket launcher’s displays (where blue) should show as red for these 0.35s and stay red for the charge if it is being extended. After the 0.35s or after then end of the extended charge, the red displays should revert back to the blue displays.
change 3) for the first 8m of flight, the rocket should not explode but should simply drop to the ground as a dud. This dud should simply fall to the ground and tick like a grenade. The dud will explode after a (I can’t make up my mind on this I’m thinking between a 2 second fuse and a 3 second fuse) and will explode with a 3m aoe and dealing a maximum of 150 damage with the rocket’s damage dropping from 150 to 0 damage after 0.3m
reasoning:
Change 1 is to make it harder to pull the rocket out when under gun fire and change two is to generate a similar effect. Change 1 and 2 are designed to stop 1v1 cheesing and to give players, who are targeted up close, time to react. They also force a Javelin player to predict the exact moment that she needs to fire a rocket. It also means that Javelin players can’t pull out rockets mid fire fight. Change 3 and is to lesser the strength of the up close rocket by well removing it
part 2) (Increasing Javelin’s support role)
change 1) Remove the one second delay between A friendly stepping into the ammo generator’s area of effect and receiving the first tick of ammo. This should also allow Javelin to top up teammates without having to stand still.
change 2) The first tick of ammo from the ammo generator (at 0s after entering the ammo generator’s area of effect) should give 1/3 of a magazine (preferring to round down). The second tick of ammo from the ammo generator (at 1s after entering the ammo generator’s area of effect) should give 2/3 of a magazine (preferring to round up). The third tick of ammo from the ammo generator (at 2s after entering the ammo generator’s area of effect) should give 1 full magazine. The fourth tick from the ammo generator (at 3s after entering the ammo generator’s area of effect) should full refill the rest of the player’s ammo.
change 3) Increased ammo generator area of effect by 0.5m
change 4) the ammo reach augment should increase the radius by 25%
reasoning:
changes 1,3 and 4 are to allow her to top up a little bit better
as people don’t really stick too close to a Javelin for too long. Change 2 is to allow Javelin to not have to stay still and support better. It also gives 1 mag over 1 second instead of 1 half of a magazine over a second.
part 3) (Increasing Javelin’s potential against objectives)
Change 1) added multiplier to objectives of 2X.
reasoning: it simply allows Javelin to 2 shot the ev and deal more damage to secondary objectives.
part 4) (Increasing Javelin’s potential to use her rocket at a reasonable distance)
change 1) after the 8m weakening distance, the rocket launcher should be more effective.
1.1) added inner effect
inner effect:
splash spread radius: 2m
damage in splash spread: 320
(all damage is flat. This means that if you are within 2m, you will take full damage no matter what (other than augments) and will not drop damage until 2m)
from 2m to 2.75m, The rocket’s damage will drop from 320 to 235
1.2) added outer effect:
outer effect:
splash spread radius: 4m
damage in splash spread: 235
(again all damage is flat)
from 4m to 4.5m, The rocket’s damage will drop from 235 to 0
Change 2) Damage from the rocket should not be blocked by players, equipment, small objects on the ground or any object with collision. The player will take damage as well as players behind them taking damage (if within the area of effect).
reasoning:
change 1 is to make her a little bit more effective at range. whereas change 2 is in the game and isn’t a useful balance feature it’s just annoying. I have had times where one person changing position has blocked damage to multiple players that would AND SHOULD have died without this.