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View Full Version : Are G2A Rockets Working as Intended?


Aaron
2012-12-18, 11:18 AM
Am I just using them wrong? The hit rate for my rockets is around 30%. 70% of them either get lost somewhere, get flared, or end up destroying a friendly ESF (that was funny, sad, and ridiculous all at the same time). The ones that do hit have a chance of dealing no damage, which I think is a bug.

However, all bugs aside, is anyone else having a better experience? Getting any cert gain on it? Sometimes I've heard it's only to scare off air, but I think flak maxes fulfill that role a lot better (air have to run AND stop to repair). I also don't think Libs really care if you lock on, and I can understand that. I've never ended up being very lethal to them, because they can flare off a good number of rockets.

I'll get an assist every now and then, and a kill once in a blue moon (kill steals on the weak ones that got pounded by flak). So, is it working as intended? If it is, what advantage does it have?

belch
2012-12-18, 11:23 AM
I've been shwacked by them...albeit after taking significant damage from enemy ESF's, MAXbursters, and turrets...

But yeah, I have been killed by them. More than anything, it works as a deterrent. I know it deters me if I get locked on and can't immediately find the source of the lock as I pop flares...definitely not coming straight back into that area without a much more careful look at whats on the ground.

Figment
2012-12-18, 11:25 AM
When they were two-hits (and not everyone had flares), we'd use them in pairs to instagib air. That was a bit much.

Canaris
2012-12-18, 11:29 AM
I think they are working as intended for the most part being a deterrent and not a hard counter weapon. I agree there are at times when the missile will explode on hit but not register a strike or damage as I can see. I think that's the biggest problem.

They also need to be used in conjunction with other AA either more people using them, AA turrets, Burster MAXs and Skyguards to be properly effective.

My biggest problem with them is the enemy has the uncanny ability to know when I've switched between the skep and grounder and they like wise alternate air and ground :cry: either that or I'm just unlucky ;)

Juryrig
2012-12-18, 11:30 AM
When I'm on the ground, I hit about one in four, maybe one in five. People seem to out-manouevre them very easily.

When I'm flying, they seem to hit me every time.

I assume I'm just doing something wrong.

Aaron
2012-12-18, 11:30 AM
I've been shwacked by them...albeit after taking significant damage from enemy ESF's, MAXbursters, and turrets...

But yeah, I have been killed by them. More than anything, it works as a deterrent. I know it deters me if I get locked on and can't immediately find the source of the lock as I pop flares...definitely not coming straight back into that area without a much more careful look at whats on the ground.

How often would you say that happens per a day? It seems as though very few use them on my server.

ShadetheDruid
2012-12-18, 11:32 AM
I have a lot of fun with my AA launcher. Obviously you'll get more assists than actual kills, but it does seem to scare them off quite nicely. Most of the time, even just a lock is enough to make them fly off (obviously no XP for just doing that, but it works at least), even if they have flares. But even if they have them, your launcher is always going to reload faster than their flares so if they don't completely flee, there's a good chance you can relock and get at least one hit.

Libs I find still tend to at least move when you lock them (which if they're stationary for bombing, is making them stop hovering at least), and the number of them that actually have flares is a lot less than ESFs.

The bug is a pain though, from what little i've seen of it since the patch. I think I read that they increased the lock on range of the launchers but forgot about the range that they do damage, or something like that.

I think the benefit is mostly that you're a small target and you can still do other things at the same time (since you still have your gun), which in my mind justifies HA AA launchers only being deterrents. I personally think AA launchers are in a good place (aside from the bug).

Obviously you aren't going to get a lot of cert gain from it because most of your XP is going to be assists, but I don't mind so much. I usually pair it with my Warden and switch between AA and counter-sniping/mid-long range covering fire, both of which are mostly assist-bearing roles (as opposed to kill-bearing), so overall it's not so bad on the XP front.

Mathematics
2012-12-18, 11:35 AM
As a pilot, between g2a and a2a missile locks, I often spend more time trying to LoS missiles than actually killing things. Just because you aren't blowing me up doesn't mean you aren't preventing me from killing things.

Aaron
2012-12-18, 11:37 AM
I have a lot of fun with my AA launcher. Obviously you'll get more assists than actual kills, but it does seem to scare them off quite nicely. Most of the time, even just a lock is enough to make them fly off (obviously no XP for just doing that, but it works at least), even if they have flares. But even if they have them, your launcher is always going to reload faster than their flares so if they don't completely flee, there's a good chance you can relock and get at least one hit.

Libs I find still tend to at least move when you lock them (which if they're stationary for bombing, is making them stop hovering at least), and the number of them that actually have flares is a lot less than ESFs.

The bug is a pain though, from what little i've seen of it since the patch. I think I read that they increased the lock on range of the launchers but forgot about the range that they do damage, or something like that.

I think the benefit is mostly that you're a small target and you can still do other things at the same time (since you still have your gun), which in my mind justifies HA AA launchers only being deterrents. I personally think AA launchers are in a good place (aside from the bug).

Obviously you aren't going to get a lot of cert gain from it because most of your XP is going to be assists, but I don't mind so much. I usually pair it with my Warden and switch between AA and counter-sniping/mid-long range covering fire, both of which are mostly assist-bearing roles (as opposed to kill-bearing), so overall it's not so bad on the XP front.

I suppose you have a point there. I'm not locked into an AA role as HA.

belch
2012-12-18, 11:39 AM
How often would you say that happens per a day? It seems as though very few use them on my server.

Not all too often to be honest. Maybe once or twice every 6-8 hours of flying. Of course, it's situational...as I try to be somewhat conscientious about what I am engaging, and where. If I get locked, and I don't have anyone in pursuit, I'll dump flares and gtfo of there with haste. Just about every time I've been nailed by an HA running G2A, I was stuck dogfighting it out over a spot where the enemy had a strong air defense set up, via turrets, MAXbursters and G2A rockets.

I've even been brought down by sundies in those types of situations. I usually chalk it up to a poor decision on my part...allowing myself to become decisively engaged in the air, over a heavily occupied position is bound to end disastrously.

Aaron
2012-12-18, 11:45 AM
Question for pilots:

Which makes you run more readily, and keeps you off the battle field for a longer period? G2A or flak Maxes?

belch
2012-12-18, 11:50 AM
Look here broski...I'm not trying to make your job any easier... :p

MAX...as they really sound like hell when they start smacking my 'skeeter all over the place. Even so...I nose gunned one down with an M18 Rotary last night... :)

But, that doesn't mean I can be careless to an HA running the G2A rockets...you're just going to have a harder time focusing on me if I am supporting a ground assault.

Aaron
2012-12-18, 11:56 AM
:lol: Aight, well I'll just try and spam as many rockets as I can. And hopefully that bug is fixed very soon.

belch
2012-12-18, 12:01 PM
I've thought about certing them for my HA...been plenty of times when I wished there was something to take out the A2G rocket spamming Scythes and Reavers, and of course, the ubiquitous Libs. Hell, even as a deterrent, seems like it's worth it.

Storn
2012-12-18, 12:05 PM
Question for pilots:

Which makes you run more readily, and keeps you off the battle field for a longer period? G2A or flak Maxes?

Max's for one reason: Most times there is more than one Max unit and three of them will take you down in short order. :(

Boomzor
2012-12-18, 12:15 PM
A few days ago I was standing at the pad of Jaegers Crossing on Esamir warding off all sorts of VS air zerg with a Hawk and yes, barely a third of the shots connected (if that even).
Some of them were flared and others were skilfully dodged so the rocket crashed into the ground or other obstacles, but a worrying amount just stopped tracking mid flight.

Not sure if it has something to do with the drawing distance or what it is, but something is definitely off.

Fear The Amish
2012-12-18, 12:19 PM
yeah AA max is the way to go but your kinda useless for everything else besides being a bullet sponge.

bjorntju1
2012-12-18, 12:26 PM
Question for pilots:

Which makes you run more readily, and keeps you off the battle field for a longer period? G2A or flak Maxes?

Maxes by far. When I get locked on I have a few moments before a rocket is fired. And when it is, I just use my flares, hang around for a few seconds before flying to safety.

The bursters are unavoidable though (with the condition that the player that is using them is a little capable) so when I get hit with them I usually fly away as fast as possible, but when possible I do try to finish my run.

Aaron
2012-12-18, 12:37 PM
So, you'd say the max flak excels in both damage and deterring?

If that is the case, does anyone think that the G2A rockets should have less lock on time?

Haaken
2012-12-18, 01:09 PM
So, you'd say the max flak excels in both damage and deterring?

If that is the case, does anyone think that the G2A rockets should have less lock on time?

No..

Tell your buddy to pull a double burster max and do the same yourself....
Watch ESF's drop from the skies.
The ones that are smart enough to get out of there, watch them fly back and forth doing nothing but repairing.


HA is not meant to single handedly take down any and all enemies.. It's meant to be a solid class that can deal with them.. If you want to take down tanks / air, work with your buddies.

Aaron
2012-12-18, 01:36 PM
No..

Tell your buddy to pull a double burster max and do the same yourself....
Watch ESF's drop from the skies.
The ones that are smart enough to get out of there, watch them fly back and forth doing nothing but repairing.


HA is not meant to single handedly take down any and all enemies.. It's meant to be a solid class that can deal with them.. If you want to take down tanks / air, work with your buddies.

Lol, I wasn't suggesting that HAs should "single handedly take down any and all enemies". I wasn't even suggesting HA was an underpowered class. What are you getting at?

RykerStruvian
2012-12-18, 01:38 PM
How do you dodge missile lock-ons when you're flying the Reaver? I don't have any sort of counter measures except vehicle stealth tier 1. I'm not a bad pilot either, I'm actually pretty decent. But whenever I have a lock on me I tend to freak out and fly away otherwise there goes more than half of my hull integrity.

How do you dodge missiles without the use of counter measures?

ShadetheDruid
2012-12-18, 01:41 PM
How do you dodge missiles without the use of counter measures?

Granted, my experience here is only from watching people do it rather than doing it myself, but it seems like tight turns really screws with them. I've seen people do a tight backwards loop (or a few quick turns) and throw off missiles.

belch
2012-12-18, 01:50 PM
How do you dodge missile lock-ons when you're flying the Reaver? I don't have any sort of counter measures except vehicle stealth tier 1. I'm not a bad pilot either, I'm actually pretty decent. But whenever I have a lock on me I tend to freak out and fly away otherwise there goes more than half of my hull integrity.

How do you dodge missiles without the use of counter measures?

Put something in between you, and that incoming rocket...so fly into a pit/around a mountain or facility...getting low. The rocket is going to head straight towards your signature, and it won't dodge the obstacle you've just put in its way.

Also, I have dodged them by flying directly in one direction and then pulling hard in another. It isn't a certainty you'll dodge it that way, but you would be surprised how often it works.

Juryrig
2012-12-18, 02:25 PM
Granted, my experience here is only from watching people do it rather than doing it myself, but it seems like tight turns really screws with them. I've seen people do a tight backwards loop (or a few quick turns) and throw off missiles.

I've seen people do this to dodge missiles I've fired. I've also tried to do the same whilst flying, and failed.

To be fair, I have successfully evaded a couple of times - I think it's much harder to evade if the missile's been fired by another ESF rather than a ground unit.

I'm actually reasonably happy that my G2A launcher does do a job of disrupting and suppressing enemy air, even if it isn't killing them. It's certainly distracting them from hover-spamming A2G rockets, and forcing them to manoeuvre/withdraw and repair.

It's just...not much fun, to be honest, and something I end up doing when there's a significant enemy air presence because I think it's necessary, but that never really gives me any sense of achievement. Partly that's down to not having the co-ordination that would come from running with an outfit.

But I wonder if you'd get the same level of 'deterrence' of air, but with it being more fun for the player, if the launcher fired less often, or had much less ammo, or had a really long reload time......BUT hit more often and did more damage when it did.

You could tweak the numbers so the same number of ground units would have the same 'rate of attrition' against air units as now, but by having less frequent but more significant hits. That might increase the fun factor, for me at least.

Mileage, as always, will vary.

Haaken
2012-12-18, 02:40 PM
Lol, I wasn't suggesting that HAs should "single handedly take down any and all enemies". I wasn't even suggesting HA was an underpowered class. What are you getting at?



You were suggesting shortening lock on timer (buffing HA)

BattleWagon
2012-12-18, 04:50 PM
i agree with the original poster in that my hit % with these missiles is ~30%.

partly due to flares, okay, air can counter my counter.

the other parts are skilled pilots who can dodge/evade/cause wrongful missile collision onto building/ground. (that is fine, even though i don't like it.)

but the missiles will at some point (usually when the Air is flying as far away from me as possible) the missile will simply stop following with no explosion... this is what needs fixing. this g2a missile bug is really annoying.

[aside... assists and deterrents are good enough for me and my team to capture the zone.]

VaderDSL
2012-12-18, 05:20 PM
I don't bother firing at ESFs anymore, I just get a lock to scare them then move onto a Liberator and try and nail one of those instead, at leas the rockets can hit them :)

Aaron
2012-12-18, 05:24 PM
I don't bother firing at ESFs anymore, I just get a lock to scare them then move onto a Liberator and try and nail one of those instead, at leas the rockets can hit them :)

You know, that's not a bad technique. The hit rate for ESFs is so low I should probably save them for slower targets. I can save some ammo that way.

Juryrig
2012-12-18, 06:59 PM
You know, that's not a bad technique. The hit rate for ESFs is so low I should probably save them for slower targets. I can save some ammo that way.

I just killed a Mossie with my G2A Launcher!!!!

That this is a sufficiently infrequent occurrence that my first response was to come on here and post about it, tells you something.... :lol:

ShadetheDruid
2012-12-18, 07:04 PM
I assure you guys that it does work rather nicely.. when it's not broken. :p

Saintlycow
2012-12-18, 07:22 PM
The problem with G2A is that it's not viable xp and cert wise. Sure, you might get the xp for destroying a vehicle, but most pilots simply bail when they get in trouble.

This also ruins dog fights.

seanman
2012-12-18, 08:09 PM
g2a seems to be a support??
i never hit directly to esf..
i used so tricky, waiting the pilot got panicked and i shoot it, or when enemy's esf got dogfight i just support my friend?
g2a it's not a killer it's just a support.

Ghost Runner
2012-12-18, 10:55 PM
lol they usually fly off on me before the lock finishes deterrent it is killer it is not.

Whiteagle
2012-12-19, 02:52 AM
Would be nice if the two Lock-on launchers were rolled into one Lock-on Anti-Vehicle launcher that did less damage but whose rockets fly faster.

The Messenger
2012-12-22, 12:16 AM
At close range, the decimator seems more effective at taking out ESF. I've already taken down more ESF and libs with that than the G2A. I suspect the projectile size for the deci is larger so hitting a slow or stationary target is a lot easier.

The G2A has horrible turn radius, once a fighter dodges, the missile isn't coming back. It's the A2A that act like sidewinders. I've had some circle my aircraft before impacting.

Whiteagle
2012-12-22, 04:49 AM
At close range, the decimator seems more effective at taking out ESF. I've already taken down more ESF and libs with that than the G2A. I suspect the projectile size for the deci is larger so hitting a slow or stationary target is a lot easier.

The G2A has horrible turn radius, once a fighter dodges, the missile isn't coming back. It's the A2A that act like sidewinders. I've had some circle my aircraft before impacting.
Hmmm... wonder if they should switch the A2A missiles with the G2A ones?

It'd buff G2A AA and make the A2A option actually require skill, killing two birds with one stone!

MaxDamage
2012-12-22, 08:20 AM
G2A air rockets are pathetic and broken.