
You are absolutely right, but adding location boundaries might not entirely help. Maybe damage should be reduced to Geminis and other Guided weapons if players use them from very long range. Nerfing the High Damage and Splash Damage Radius caused by these weapons should be balanced so other mechs can have a fair chance to fight against these players
Hope this helps
I think reducing the damage of homing weapons at longer ranges would be a good compromise. Right now weapons like Gemini are too effective for how easy they are to use. They can hit around cover, deal splash damage, and still do huge damage.
If the damage or blast radius dropped off with distance, players would have to get closer to be effective instead of sitting high up and spamming shots. That would at least give other players a chance to dodge or fight back.
Specifically regarding gemini the effectiveness reduces as SP and mods increase, so it's not as broken as one would think compared to low SP experiences. Also it's usually fairly easy to avoid if you're facing it, once you gain some experience against it. As with most of such complaints, the root of the problem is less about the gear and more about matchmaking.
Regarding the OP's point about unreachable rooftop mechs, yes they are annoying (or fun depending on who is on the rooftop :-) ) but beatable in normal CPC and 5v5 games if you have guided equipped on one mech in your squad. I don't like the idea of nerfing weapons that in general don't need nerfing just to fix a specific case.
Maybe a better "fix", again just for gemini, would be to give an "incoming" warning like other guided weapons do. I don't know if there is a reason that gemini doesn't give that warning, but if it is unintentional it should definitely be fixed.
You are absolutely right, but adding location boundaries might not entirely help. Maybe damage should be reduced to Geminis and other Guided weapons if players use them from very long range. Nerfing the High Damage and Splash Damage Radius caused by these weapons should be balanced so other mechs can have a fair chance to fight against these players
Hope this helps
Geminis and other guided weapons aren't really that high damage compared to alot of other weapons, in high power matches were players have maxed mech and mods, guided don't do much damage and it takes a few shots to just get past the mods,
So no damage doesn't need nerfing on them, if anything they actually need a damage buff
Specifically regarding gemini the effectiveness reduces as SP and mods increase, so it's not as broken as one would think compared to low SP experiences. Also it's usually fairly easy to avoid if you're facing it, once you gain some experience against it. As with most of such complaints, the root of the problem is less about the gear and more about matchmaking.
Regarding the OP's point about unreachable rooftop mechs, yes they are annoying (or fun depending on who is on the rooftop :-) ) but beatable in normal CPC and 5v5 games if you have guided equipped on one mech in your squad. I don't like the idea of nerfing weapons that in general don't need nerfing just to fix a specific case.
Maybe a better "fix", again just for gemini, would be to give an "incoming" warning like other guided weapons do. I don't know if there is a reason that gemini doesn't give that warning, but if it is unintentional it should definitely be fixed.
Geminis do give that warning, I always get that warning when geminis lock on me, but don't forget geminis fire slow moving rockets and 2 rounds of them, so you won't get the warning for the second round, once the first round is fired the warning goes off then the second round comes after the first
Geminis do give that warning, I always get that warning when geminis lock on me, but don't forget geminis fire slow moving rockets and 2 rounds of them, so you won't get the warning for the second round, once the first round is fired the warning goes off then the second round comes after the first
Some weapons have both a "locked-on" warning and an "incoming" warning, though I don't know what the in-game terms for those are. The first one is when somebody's guided weapon has locked on to you but not fired. This is like a small box or diamond shape depending on the weapon. The second is when the weapon is actually fired, which for javs is when you get a "red rockets" animated icon. Geminis have one of these. Javs, helix racks and (I think) savants have both.
Some weapons have both a "locked-on" warning and an "incoming" warning, though I don't know what the in-game terms for those are. The first one is when somebody's guided weapon has locked on to you but not fired. This is like a small box or diamond shape depending on the weapon. The second is when the weapon is actually fired, which for javs is when you get a "red rockets" animated icon. Geminis have one of these. Javs, helix racks and (I think) savants have both.
Yeah that's true, but soon as they lock on, players should know they need to hide well, all guided weapons are weak though so I don't get why anyone complains about them, no one should complain about anything really, if some mech or weapons kill a player that they don't like it, then they should just get those mech or weapons for themselves and stop trying to cry to plarium because that's how things get nerfed that don't need to be nerfed 👍