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  • "JSLICE20" started this thread

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1

Monday, December 19th 2016, 6:36pm

Rocket Gun (and other Assault Class Equipment)

It seems that this topic is an item of concern in the Symthic community as witnessed in a recent Quick Questions and Answers thread. I figured a dedicated locale would prove more fruitful for discussion rather than hijack a separate matter.

The Rocket Gun is without a doubt one of the most vital tools to an anti-armor arsenal. It is the only ranged gadget that the Assault class possesses to inflict damage on armored vehicles (as Anti-Tank grenades require the user to be within the throwing distance of that gadget and Dynamite forces one to be within 5 meters to utilize the explosive).

It can be argued either way that the device functions well as it stands or that it could use an upgrade to it effectiveness. The debate against its current implementation relies on this factor: the vulnerability of the operator. It can be inferred that an Assault player with a Rocket Gun must become vulnerable for a short period of time in order to fire the projectile as he must locate a surface to deploy the device's bi-pod to enter a firing stance.

I do not find an issue with this mechanic, however one cannot move while aimed with a supported Rocket Gun which I find peculiar since rifle based bi-pods allow free aimed down sight movement along supported surfaces. While not a drastic improvement, incorporating this feature to the Rocket Gun would slightly reduce the overall susceptibility of the user.

While I'd prefer to introduce technical data into the discussion, the BF1 Data Browser is significantly more challenging to comprehend than in previous titles. So for those of you who are capable of locating the correct files for certain aspects of the Rocket Gun it would be appreciated.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

This post has been edited 1 times, last edit by "JSLICE20" (Dec 22nd 2016, 12:57am)


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2

Monday, December 19th 2016, 8:02pm

however one cannot move while aimed with a supported Rocket Gun which I find peculiar

if anyone can correct me, wasn't this possible in the alpha and beta?
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Monday, December 19th 2016, 9:52pm

I can't recall from the beta. But I would welcome that change. I've used the bipodded scuttle to peek with other weapons many times and was always annoyed I couldn't do that with the AT rocket. I'd almost be willing to call it a bug, but it may have been designed that way on purpose to make assault even more exposed, so when you see an assault pop up, you know you have about one second before the bipod is deployed before they can fire, whether they just dove prone on a hill or popped up over a low wall. Whenever I'm fighting tanks, I feel they're OP. Whenever I'm in a tank, it tends to feel a bit squishy (mostly due to shitty drivers, I think, who love to charge headfirst into enemy AT fire). So I'm not sure what way the balance should go on that. It does bug me when I seem to be the only person paying attention to tanks and trying to nail them, putting 4 rockets into a heavy tank just to have him duck behind a hill because nobody else was shooting. I also haven't noticed that position on a tank, such as shooting it in the ass particularly matters anymore in this game. It's all about getting the right angle for whatever surface you can on that particular shot. Feels like a head on shot does maybe 16 damage with the AT rocket but a rear shot might do like 18-19. I can't be sure. I also can't figure out what the point of disabling a tank is. In BF3/4, disabling a tank made it move much much slower. Now they seem to still run away at top speed even while disabled. Even track disables don't seem to slow them down much to allow teammates to get in follow up shots (if they're even aware the tank is there).

  • "JSLICE20" started this thread

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4

Monday, December 19th 2016, 10:20pm

Now they seem to still run away at top speed even while disabled. Even track disables don't seem to slow them down much to allow teammates to get in follow up shots (if they're even aware the tank is there).

The culprit here seems to be the various repair functions outside of the standard repair ability. Track and Emergency Repairs supply additional health and restore control from a disable if the tank operator has one of those functions at full charge enabling them to retreat behind cover and initiate the 'hold (insert key/button here) to repair" mechanic.

There are two distinct repair abilities (the exact names are eluding me at the moment), a repair one and a track repair one. I believe they both clear disables and give health, but I think that's what needs to be looked at. The standard repair ability should give health but not clear any disables, while the track repair should clear all disables, but give no health.

Emergency Repair that gives you 20 HP back instantly AND clears disables, Mobility restore which instantly fixes disables and gives you a couple of HP.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

This post has been edited 1 times, last edit by "JSLICE20" (Dec 19th 2016, 10:25pm)


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5

Tuesday, December 20th 2016, 12:31am

The rocket gun should definitely get generic bipod mechanics. Quality of life thing really.

Damage output is fine and it's also really easy to aim.

Burning artifacts have nothing to do with mobility. You can have a tank burning in all sorts of places and with knocked out secondaries if you repair it via Emergency only or a teammate fixes you but it'll actually be at 100%. Actual disables break your tracks and totally immobilize you. It's all or nothing.

Emergency repair is balanced out by the fact that tanks are slow as hell, you have to repair internally and that can be interrupted and you don't have the APS or ERA get out of jail free card from BF3/BF4. IMO emergecy repair is well balanced vis a vis other "life extensions" in other games. ERA in BF3 was absurd, especially since you could smurf it to use the rear pannel to protect your front, and then double pillar to bounce the next two hits off your sides.

Everything except the RPG and CG/SMAW had high exposures for engineers in prior titles. I typically used cannister specifically for counterfire against SRAW/Javelin users. Hell Sabot did the job fine too. You don't need splash damage when you can plant the shell into the guys face.

Field guns are also really under-used for reasons I don't understand.

This post has been edited 1 times, last edit by "tankmayvin" (Dec 20th 2016, 12:39am)


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Tuesday, December 20th 2016, 1:22am

On an unrelated note: YOU CAME BACK :thumbup:

Everybody's Favourite Worthless Support and LMG Fan! :thumbsup:



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Tuesday, December 20th 2016, 1:28am

Field guns are also really under-used for reasons I don't understand.


Also, IIRC they don't take that much damage from tank shells, provided the tank hits gun rather than the user. Which should happen if you're actually facing the tank.
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Tuesday, December 20th 2016, 2:40am

If you use HE shell you should aim for the feet of the user, if you use AT go for the Field gun directly. AT shells 2 shots kill a Field gun but HE is 3 shots kill, so it's better to go for a splash damage kill against the user.

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Tuesday, December 20th 2016, 3:58pm

On an unrelated note: YOU CAME BACK :thumbup:

:love: :D

And to the discussion:

What might the general consensus be for the Rocket Gun to instakill Fighter and Attack Planes? While not necessarily comparable to the RPG or SMAW of BF3 and BF4, the shoulder-fired straight line trajectory launchers encompassed the capability of immediately destroying aircraft with one impact. This is also a puzzling decision for inhibiting the Rocket Gun's potential lethality against strafing runs.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

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    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


Posts: 25

Date of registration
: Feb 26th 2012

Platform: PS4

Location: East

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10

Tuesday, December 20th 2016, 4:02pm

Are there specific weak points on the vehicles? Once in a while I will hit a tank and it will some absurd amount of damage relative to regular shots