Rocket Technical zeroing

viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Rocket Technical zeroing

Post by viirusiiseli »

ComradeHX wrote:It's one-manned vehicle that has mobility and plenty of firepower, it could use a little worse accuracy.
Why nerf something that's already nearly useless? Think it through.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Rocket Technical zeroing

Post by ComradeHX »

viirusiiseli wrote:Why nerf something that's already nearly useless? Think it through.
You think it through.

Currently it's only "almost useless" due to difficulty of use.
Giving it a proper indicator for where the pod is pointed will make it a lot easier to hit stuff.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Rocket Technical zeroing

Post by Jacksonez__ »

ComradeHX wrote:You think it through.

Currently it's only "almost useless" due to difficulty of use.
Giving it a proper indicator for where the pod is pointed will make it a lot easier to hit stuff.
If you watched the screenshots Rhino posted, they have no indicators in real life. They fire the rockets randomly and hope they hit.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Rocket Technical zeroing

Post by ComradeHX »

Jacksonez__ wrote:If you watched the screenshots Rhino posted, they have no indicators in real life. They fire the rockets randomly and hope they hit.
Real life does not have mediocre texture quality for preventing crashes.

What's your point? If you wanted it to be "realistic" then it would be even less precise...
Last edited by ComradeHX on 2015-04-16 10:00, edited 2 times in total.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Rocket Technical zeroing

Post by Jacksonez__ »

ComradeHX wrote:Real life does not have mediocre texture quality for preventing crashes.

What's your point? If you wanted it to be "realistic" then it would be even less precise...
You can see the "pod indicator" when you press C and fire once. I don't get why it should get another indicator.

You want it to be less accurate but you want it to be accurate at the same time (=easier to hit targets?)? :roll:
It's one-manned vehicle that has mobility and plenty of firepower, it could use a little worse accuracy.
Giving it a proper indicator for where the pod is pointed will make it a lot easier to hit stuff.
It's hard to get the elevation right -> compensates the "accurate" rockets.
pretty much same result if you would make the aiming easier but rockets with huge spread
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Rocket Technical zeroing

Post by Rhino »

Ye, the current system rewards teamwork and communication where ComradeHX it seems your asking for it to be a better lone wolf tool since currently its kinda useless in that role?

I'm sorry but I haven't seen any good arguments for giving this any more angle indicators other than the rear view (which it currently has), or getting out and looking at the angle its pointing at, or having someone outside telling you how high its pointing, or best yet, having a spotter walk your shots in.

This asset was never meant to be a battle changing tool but in the right hands with spotters etc it can make a dent.
Image
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Rocket Technical zeroing

Post by Mongolian_dude »

Rhino is right. There haven't been any convincing arguments presented as to why the rocket techie should be more effective. It's an improvised weapons system that is wildly inaccurate but potentially lethal, just as it is IRL. If anything, the deviation could be increased by some degree to have it better resemble the RL version.
Military lawyers engaged in fierce legal action.

[INDENT][INDENT]Image[/INDENT][/INDENT]
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Rocket Technical zeroing

Post by ComradeHX »

Jacksonez__ wrote:You can see the "pod indicator" when you press C and fire once. I don't get why it should get another indicator.

You want it to be less accurate but you want it to be accurate at the same time (=easier to hit targets?)? :roll:
You don't understand the difference between accuracy and precision.

Currently it's more "precise" than IRL because IRL rockets go everywhere; but it's not accurate because it's hard to aim.

Simply making it much easier to aim will make it too overpowered for a one-manned vehicle.
Simply making it much less precise(like IRL) would make it useless.
Jacksonez__ wrote: It's hard to get the elevation right -> compensates the "accurate" rockets.
pretty much same result if you would make the aiming easier but rockets with huge spread
Not the same.

Having a way to get a better idea of where the FIRST shot will land will make it much better with spotters and rewards placing accurate markers on map.

By the time you "adjust" your fire onto the general vicinity of target, anyone not crippled would have moved.
[R-DEV]Rhino wrote:Ye, the current system rewards teamwork and communication where ComradeHX it seems your asking for it to be a better lone wolf tool since currently its kinda useless in that role?

No.

Currently, if you get lucky, you can spam all of its rockets at once and absolutely decimate an area(or a building 300m away shooting with LOS). I have done it; it's hilarious when it works, and sometimes it does work since you have no warmup time when switching to seat 2.

Having it less precise but more aim-able means that driving it by yourself and trying to hit stuff in closer range becomes less effective(lowering effectiveness of lonewolfing in it) while rewarding teamwork by allowing more accurate(but still skill-relevant) first barrage on reported(by teammates, thus teamwork) enemy position.

Lowering precision and increasing accuracy does not make it more effective; it just makes it more skill/teamwork-oriented.
Last edited by ComradeHX on 2015-04-16 12:26, edited 4 times in total.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: Rocket Technical zeroing

Post by Zeno »

One thing i noticed was that after firing the whole vehicle starts to slide to the right, so you have to readjust the entire vehicle after just 2-3 rockets. My suggestion would be to include a veeeeeery small right-left angle of adjustment to make it just a tad more enjoyable and effective. 5-10 degrees should be enough IMO :)
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Rocket Technical zeroing

Post by Rhino »

Zeno wrote:My suggestion would be to include a veeeeeery small right-left angle of adjustment to make it just a tad more enjoyable and effective. 5-10 degrees should be enough IMO :)
There is, controlled with the A and D keys, and you probably moved it to the side which resulted in your sideways slide when firing.
Image
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Rocket Technical zeroing

Post by fatalsushi83 »

Jacksonez__ wrote:Holy shit :D Those things actually exists? They look so absurd in game I couldn't imagine they are real.
Here's a video of a few different ones firing.

https://www.youtube.com/watch?v=bpu6lbskv3g

EDIT: This one's even better. I'm glad this doesn't happen in-game:

https://www.youtube.com/watch?v=Mvm-1gorCeQ
Last edited by fatalsushi83 on 2015-04-27 03:50, edited 1 time in total.
Post Reply

Return to “Vehicles”