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PSU: A frag and a half.
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2012-12-12, 08:52 AM | [Ignore Me] #1 | ||
Private
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Now we wont be able to dumb fire AA rockets without a lock on. So what happens exactly, does the trigger simply disappear without a lock on? They could've implemented many other changes (decreased dumbfire damage) than this wholly illogical one.
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2012-12-12, 09:00 AM | [Ignore Me] #2 | |||
Major
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The AA rocket change was needed in my opinion because you could pick it up and be just as effective as having the default against infantry/vehicles and still lock-on to air. I keep suggesting that SOE change the AV rocket launcher to more like a Javelin out of Battlefield 3. Tanks already have IR smoke.. make it break the lock and the Javelins still lock-on and hit angle will help better ensure the AV rockets usefulness. |
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2012-12-12, 09:21 AM | [Ignore Me] #5 | ||
First Lieutenant
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I think the change is great.
For reference, I picked up the AA launcher the other day knowing full well that this change was coming (I got it to shoot aircraft anyway, not to abuse the mechanics against vehicles). After a few days of using the launcher, I can totally see why they decided it needed fixing. It's just way too effective against ground targets when it shouldn't be, because of the speed of the missile. |
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2012-12-12, 09:23 AM | [Ignore Me] #6 | |||
Private
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2012-12-12, 09:25 AM | [Ignore Me] #7 | ||
First Lieutenant
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How does the same missile magically doing less damage without a lock on make more sense?
It's not even about the "trigger disappearing" at all, this is a lock on launcher after all. It probably has a complex computer system inside that refuses to trigger the firing mechanism if it doesn't detect and lock a target. Last edited by ShadetheDruid; 2012-12-12 at 09:27 AM. |
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2012-12-12, 09:26 AM | [Ignore Me] #8 | ||
Sergeant Major
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Make dumb fire a cert, problem solved. It is a bit more realistic as in reallife most a2g launchers don't dumb fire.
The major downside is now no one will run crows except when needed, it makes the 14 dollars i spent a crap load less useful |
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2012-12-12, 09:35 AM | [Ignore Me] #10 | |||
Major
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QQ MOAR! |
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2012-12-12, 09:40 AM | [Ignore Me] #11 | |||
Private
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2012-12-12, 09:46 AM | [Ignore Me] #12 | |||
Major
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What IF you are just wrong? |
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2012-12-12, 09:55 AM | [Ignore Me] #13 | |||
Private
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2012-12-12, 10:11 AM | [Ignore Me] #15 | |||
Private
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What exactly would you want to do with a rocket that you CAN fire, but only does exactly 1 Damage on Vehicles and Infantry if not locked?... It isn't even THAT illogical IMHO. As someone said: The intelligent rockets need a target, so that they can bury themself into their target before exploding, to maximize damage. To not waste them and prevent Friendly Fire, you can't dumbfire them accidentally onto friendly Vehicles or when you didn't want to. I don't really see the problem in accepting that logic, once you realize we have Nanites Rebuilding Bodies and Turrets infinitely with your Medic/Engy Gun, Teleportation, infinite Fueled Aircraft etc. And I don't really see a problem gameplay-wise either... if the damage indeed was cut by 90% if not locked...what would you do with it? Gathering 50 HAs to focus on one tank with AA Missiles, to bring him down after 150 Rockets? Not the best plan |
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