Rocket Technical zeroing

Fir3w411
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Rocket Technical zeroing

Post by Fir3w411 »

I was wondering why doesn't the rocket technical in PR for the Insurgents have a way to measure the angle on the pod.

Like a mortar, why not the ability to find what angle you are shooting at? I think it's rather annoying having to readjust for an old target every single time you move the W/S keys, when you could have remembered the angle on it (with things like spotter being in a different location, the amount of time it takes to zero it correctly, etc). Just angles that represent the pod's adjustment?

Is it possible for the rocket technical to have this added?
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ComradeHX
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Re: Rocket Technical zeroing

Post by ComradeHX »

Because it's a ghetto mod, best you can do is figure out the angle and calculate range from velocity.

So it's nice to have angle indicator, but nothing more.
Rhino
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Re: Rocket Technical zeroing

Post by Rhino »

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I've yet to see one with a decent aiming system on it and they aren't known for that accuracy :p
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fatalsushi83
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Re: Rocket Technical zeroing

Post by fatalsushi83 »

Those rockets are going all over the place! The one in PR is way more accurate. BTW, you do know that you can press the "change view" key to look behind you and check the angle of the pod, right? Not that it provides an accurate measurement or anything but still...

I love that rocket techie. Just like the SPG you need skill and coordination to use it but when it works well, it's sooo satisfying!
Jacksonez__
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Re: Rocket Technical zeroing

Post by Jacksonez__ »

Holy shit :D Those things actually exists? They look so absurd in game I couldn't imagine they are real.

Are those launchers ripped from attack helicopters? The rocket techi needs 2-3 crew to be used effectively. Spotter is good to have.
Rhino
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Re: Rocket Technical zeroing

Post by Rhino »

Yes, they where particularly common in the Libyan conflict a few years back but also seen quite a bit in other conflicts. And yes, they are just Helicopter/Jet Rocket Pods that have just need slapped on the back of a pickup :p
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Navo
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Re: Rocket Technical zeroing

Post by Navo »

Well I understand they don't have aiming systems, surely measuring the angle wouldn't be too much?

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BroCop
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Re: Rocket Technical zeroing

Post by BroCop »

The rocket techie is way too accurate as it is in game. If anything, not only should it not have any further aiming assistance, it deviation should be drastically increased.
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Jacksonez__
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Re: Rocket Technical zeroing

Post by Jacksonez__ »

BroCop wrote:The rocket techie is way too accurate as it is in game. If anything, not only should it not have any further aiming assistance, it deviation should be drastically increased.
Its accuracy can be questioned :roll: . The techie has pretty large "recoil" so you need to find very good surface to launch the rockets. Otherwise you'll miss. Big time.

It's good in Falluja if you have some forward observer (civi perhaps). I haven't seen anyone using it in Black Gold insurgency. It has pretty uneven ground and too far distances.

edit: if you find the "spot", then it is accurate. But calibrating the elevation takes some time.
Rhino
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Re: Rocket Technical zeroing

Post by Rhino »

Indeed, its hard to get the rockets on target since it takes a lot of trial and error and teamwork/communication, but once on target they are pretty accurate ingame. We could possibly look at increasing the deviation a bit since as you can see from the pics in r/l, the rockets go pretty much everywhere when used in this way :p

But we don't want to nurf it to the point where there is basically no reward for using this thing properly.
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Ason
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Re: Rocket Technical zeroing

Post by Ason »

I think some kind of transparent angle measurement-thing should be added when you jump into the gunner seat, like jets and choppers sight/elevation thing, just showing the angle of the pod, not the measurement like mortars.
Something like this (but on the gunner seat):
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Murkey
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Re: Rocket Technical zeroing

Post by Murkey »

Maybe someone can correct me but we did a bit of a structured practice session with this and found the following:

- As was mentioned, press C to change view to see the pod, if that's your thing.
- You can change the angle and move the whole setup left and right from the gunners seat with WASD
-If you don't change the angle, the range should be about 450m (*From memory, if someone knows better that would be great)
- If you're on a slope or a firing rockets in quick succession that will alter the range.
- The best method is probably to use a spotter, or as a minimum, have a marker to get the vehicle facing in precisely the right direction.
- Lastly, if you are brave or reckless, you can lower the rocket angle to engage targets closer more like a regular techie, but you'll probably not last long that way.

With a bit of practice we have had some success with this (so I'd be in favour of leaving it as it is).

Cheers, Murkey.
viirusiiseli
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Re: Rocket Technical zeroing

Post by viirusiiseli »

Murkey wrote: With a bit of practice we have had some success with this (so I'd be in favour of leaving it as it is). .
This, I don't see a point to nerfing it. Haven't exactly seen anyone go and get several dozen of kills with it without dying no matter the tactic :D It's more of an annoyance to blufor rather than a really big threat. Most of the times you just see the rockets whizzing over your head rather than hit you.
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Mats391
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Re: Rocket Technical zeroing

Post by Mats391 »

The techi is already getting a rather big buff/bugfix in the next patch. Currently the rockets do not reach the ground on max range setting, this has been fixed. With that + spotter + bit of practice you will be able to shoot this thing cross map on fallujah and bring death to the yankees.
ComradeHX
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Re: Rocket Technical zeroing

Post by ComradeHX »

[R-DEV]Rhino wrote: But we don't want to nurf it to the point where there is basically no reward for using this thing properly.
It's basically a one/two-man mortar squad that can move fast and reload in main; it needs nerf(power-wise) and possibly make it easier to use (such as having a precise elevation indicator).
Fir3w411
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Re: Rocket Technical zeroing

Post by Fir3w411 »

Why would it need a nerf?

It'd pretty inaccurate and rarely ever gets any kills! I have yet to see someone on the rocket technical get more than a dozen kills in a match. I don't know about you guys though. And that is even accounting for clans working together with spotter and experience.

I think it is good personally, just it's a complete hassle to operate properly for the little you get out of it (partly because blufor is always on the move)
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Fir3w411
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Re: Rocket Technical zeroing

Post by Fir3w411 »

Double post
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"Sometimes you just gotta use torture tactics."
ComradeHX
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Re: Rocket Technical zeroing

Post by ComradeHX »

Fir3w411 wrote:Why would it need a nerf?

It'd pretty inaccurate and rarely ever gets any kills! I have yet to see someone on the rocket technical get more than a dozen kills in a match. I don't know about you guys though. And that is even accounting for clans working together with spotter and experience.

I think it is good personally, just it's a complete hassle to operate properly for the little you get out of it (partly because blufor is always on the move)
It's one-manned vehicle that has mobility and plenty of firepower, it could use a little worse accuracy.

The goal is to make it easier to get accurate shots, but less precise so as to make it less powerful than mortar.

It's hard to use currently unless you are lucky enough to get accuratw barrages immediately.

Lowering accuracy but adding an elevation indicator will let it be easier to use but not devastating like area attack/mortar.

Imo, it will be better overall.
Rhino
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Re: Rocket Technical zeroing

Post by Rhino »

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dysin
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Re: Rocket Technical zeroing

Post by dysin »

[R-DEV]Mats391 wrote:The techi is already getting a rather big buff/bugfix in the next patch. Currently the rockets do not reach the ground on max range setting, this has been fixed. With that + spotter + bit of practice you will be able to shoot this thing cross map on fallujah and bring death to the yankees.
alright good fix. great for archer
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