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Can the Rocket Technical get some love?

Posted: 2016-07-31 12:17
by PeppeJ
The rocket technical is one of my favourite vehicles, but it's incredibly bad in pretty much every single way which makes it very bad compared to the other insurgency vehicles. The fact that there isn't proper way to aim aside from shoot and hope it hits doesn't help. So I wondering if it's possible that we can give it some love. Lets look at the downsides of this vehicle:

* No proper sighting system
* Extremely unintuitive to aim with, especially by PR standards.
* Fragile as hell
* The noobs of your team is a threat, they can hop in, drive away and waste it before any admin has a chance to respond.
* 20(!) minute respawn
* Long reload time between salvos
* Need to expend ammo to know where the rocket will impact, giving away element of suprise and damage potential.
* Vehicle sliding screws up the aim (can only go like -5 deg to +10 deg yaw)
* Uneven terrain makes you fire further/shorter, again screwing up the aim.
* High recoil, moving the car and aim as you fire.
* Trees, houses etc are often in the way preventing accurate fire or properly lining up safely.

The good things would probably be something like

* Very fast, easy to get away after a hit
* Agile, can go pretty much anywhere.
* Extremely high damage potential

So as far as I'm concerned it's INCREDIBLY bad, in pretty much every single way. The biggest pet peeve I have though is the 20 min respawn, which I feel should be a lot less considering how easy it is to lose it. 10 minutes should be enough (IMO). For being something quite advanced for an insurgent to operate, the people that operate it IRL probably know how to calculate the trajectory and where the rockets will impact. The current implementation is pretty much "Hey random guy in [RL insurgent faction], here's a cool weapon we mocked up, we're not going to tell you how to use it but it's very expensive and super hard to use, now go shoot some evil guys!"

The other issue which is one of the biggest ones is your own team. The noobs and retards see the big S-5 rocket pod on the back and think "Oh look, fast transport to the frontlines!" The problem lies in that it's so fucking fast that there's no way you can stop them from blazing of with it.
So how do they manage to hop in it in the first place? Simple, anyone can do it you don't need a squad or a kit to use it. Also since the best way to aim is to rapidly hop between driver and gunner seat, whenever you're shooting anyone can hop in and run off. (Good luck trying to aim with a driver and gunner lol)
So can we PLEASE get some way to stop the idiots from wasting it. I really don't want to wait 20 minutes because someone on my side decided it was a cool looking transport vehicle. (No, admins can't do anything about this the thing is too damn fast and admins are slow to respond.)

The 20 min respawn puts it in the same league as any Jet/AHeli/Tank. Just think about that for a second. Now what if someone hopped in to your jet or heli and instantly took of (no warmup, no warning, nothing). There's literally nothing you (or admins for that matter) can do against it and you can only hope they don't waste it. In the case of the rocket technical, it's always wasted. Also any other vehicle with a 20 minute respawn requires a kit, which causes anyone not properly equipped to be greeted with a black screen and die when they think vehicles are like vanilla BF2/3/4

The last thing is the sighting system, anything would help really. A simple text box that says the current elevation & yaw of the rocket pod would help immensly in sighting up targets. I have no idea what a complete UI would look like, but could we please get a tiny tiny something? The best way to use it at the moment is to have a dedicated spotter call in targets and where you hit, then adjust accordingly. But this is super slow and still very random due to the incredible spread from the rockets.


TL;DR Give rocket techi 10 min respawn instead of 20, make it only usable by crewman or similar, give us something to help aim.

Re: Can the Rocket Technical get some love?

Posted: 2016-08-01 14:38
by Hunt3r
Some of these suggestions make sense but if you look at real combat footage the rocket technicals are often just as primitive and often hit absolutely nothing of value. It is rare for them to be useful. These systems do not have a real FCS so unlike mortars there is no way you're going to compute a firing solution with the first shot.

With that said it does need to have a proper aiming system for the sake of making it somewhat usable. It's obviously not realistic to do it this way but I suspect that allowing the gunner to just preselect ranges for the rockets assuming 0 elevation difference would dramatically improve the effectiveness instead of just taking 1-2 people off of the front lines. It would allow for potentially accurate blind fire, but without a spotter to correct it wouldn't be all that effective.

Re: Can the Rocket Technical get some love?

Posted: 2016-08-01 16:56
by Outlawz7
PeppeJ wrote: * No proper sighting system
* Extremely unintuitive to aim with, especially by PR standards.
* Fragile as hell
* The noobs of your team is a threat, they can hop in, drive away and waste it before any admin has a chance to respond.
* 20(!) minute respawn
* Long reload time between salvos
* Need to expend ammo to know where the rocket will impact, giving away element of suprise and damage potential.
* Vehicle sliding screws up the aim (can only go like -5 deg to +10 deg yaw)
* Uneven terrain makes you fire further/shorter, again screwing up the aim.
* High recoil, moving the car and aim as you fire.
* Trees, houses etc are often in the way preventing accurate fire or properly lining up safely.
Features.

Except the noobs part.

Re: Can the Rocket Technical get some love?

Posted: 2016-08-01 17:37
by MaxTheSilva96
I see the rocket techi as more of a gimmick. The real life counterparts are extremely inacurate, like more most unguided Multiple Rocket Launchers. You hit by the volume of rockets fired, not by precision aiming.

Re: Can the Rocket Technical get some love?

Posted: 2016-08-01 19:46
by BlackGus
See the video :20 to 1:02 Rocket Tech + Civilian Sppoter = Area Attack


Re: Can the Rocket Technical get some love?

Posted: 2016-08-01 21:14
by PeppeJ
[R-DEV]Outlawz7 wrote:Features.

Except the noobs part.
I'm all for it being shit tbh, the noobs part is the worst thing about it though. So any chance you can somehow fix that? Crewman requirement or something?

Re: Can the Rocket Technical get some love?

Posted: 2016-08-02 03:52
by obpmgmua
PeppeJ wrote:I'm all for it being shit tbh, the noobs part is the worst thing about it though. So any chance you can somehow fix that? Crewman requirement or something?
I agree. I cant tell you how many times I've had my rocket techy stolen from as I was bombing enemy positions.

Infact, I believe that insurgents need to abandon the current pickup kit procurement system and have something similar to the ARF and/or taliban. Cause since 1.0 it's been a shitshow; it's unpleasant to be insurgent, so many people especially admins bluforwhore.