Manifest wrote:Compare this with a grenadier: The AOE is quite comparable in the end (not the early game of course), they also shred, with combat engineer they can destroy cover very well, and in exchange you'll likely get 5, (and often you'll have a specialist anyways, so sometimes seven). And yes, I'd say Javelins are the one saving grace of technicals right now, but I'd still say it doesn't account for all the others by itself.
To be fair, there is one other advantage a Rocket Technical has over a Grenadier. He still has two flamethrower charges and 3 free utility slots. A Grenade Launcher doesn't get you anything but an extra grenade slot, which still weighs you down for -1 mobility. Grenadiers are generally more restricted in non-grenade actions, because they have to stock up on grenades, and likely want to carry an SMG due to the -4 penalty from having their utility slots filled up (there's a reason why I consider mobility to be the prime stat for Grenadiers).
Now, in my opinion, that doesn't really make up for things. The ability to more easily carry a Shotgun or Assault Rifle isn't worth it when several key skills of the Rocket build compete with the gun enhancing skills (FitH vs. Suppression, Concussion vs. Shredder, BB vs. RF). You can take those skills, but at that point, you're not really a Rocketeer, just a rifleman who happens to have a rocket or two for pinch situations.
Ironically, the Rocketeer is probably at his best when he does bring grenades. Three of the skills that enhance Rocket-use (Biggest Booms, Tandem Warheads, Salvo) also help out your grenades. And in this situation, the Rocketeer does come out a little better. With a full item build, the Grenadier will have 4 grenades (assuming ablative plating and no Full Kit) plus Shredstorm Cannon. The Rocketeer will have 2 Rockets, 1 BB and 2 grenades, as well as maybe a Concussion Rocket. The Rocketeers Grenades aren't nearly as good as the Grenadiers, but then the Rocketeer has some pretty impressive Rockets. This is a bit of a harder situation to judge.
Personally, though, I think that even a talented Rocket is inferior to the Shredstorm Cannon, which doesn't veer off, even when used after moving, hits a fairly solid cone, and still does lots of enivornmental damage. Sure, the Rocketeer has talented out their rockets, but FitH and Tandem Warheads just reduces penalties a rocket has that SC doesn't in the first place. And Salvo applies to both the SC and the Rocket. A talented Rocket from a Mk3 Gauntlet is more damaging than a Shredstorm Cannon, but that just means it's competing with SCs lack of 'drift' and ability to safely thread the needle.
I think Fire in the Hole needs a big buff. It's that drift that is the biggest penalty to Rockets. Tandem Warheads is really nice in Grenades, because you can find the specific pixel to aim at to hit multiple enemies. Rockets involve a lot of prayer for something you get only one or two of. Fire in the Hole should be the cornerstone skill of a Rocketeer build, but it just leaves too much still up to chance.
I think what I would do (or at least try and see what the testers think) is to let Fire in the Hole remove scatter completely if you didn't move before firing the rocket. Rockets can't arc like grenades, so being able to launch one without movement means you delay the launch by a turn to get into position, or you've just been positioning your Rocketeer well. At this point, when you can pinpoint shoot a rocket without fear of missing or hitting your own guys, Rockets will feel a lot better.
One last consideration for Technicals.
Give them a Grenadier style utility slot, which is used to pick from 2 Rockets, 1 Rocket + 2 FT, or 4 FT. This will help them specialize in a specific Heavy Weapon without forcing them to get an EXO/WAR Suit (and allowing for 3 basic rockets if you do use the EXO/WAR Suit). I think another big problem of the Technical is how the Flamethrower and Rockets don't synergize well on the same build. Besides almost none of the talents benefiting both, Rockets want you to be stationary and have good aim, while hanging out on the high ground to avoid obstacles obstructing your rockets. Flamethrower wants you to be mobile and resilient, and be within shotgun range of your enemies.
Versatility is good, sure, but so is specialization.
Every talent a Grenadier takes can help out all of their Grenades. Technical talents only help out 1/2 of their Gauntlet. Letting a Technical pack 2 Rockets (or 4 Flamethrower Charges) right out of the gate will make your talent choices feel more impactful, as they now affect ALL of your Gauntlet attacks.