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Javelins
Posted: Tue May 14, 2013 12:50 pm
by SnappingTurtle
These things are annoying to set up. It takes a while for them to lock down which is fine, but when they are it seems like the enemy all target the main guy and when he dies the squad isn't set up any more. It's like having an MG unpack whenever a guy in the crew dies.
Re: Javelins
Posted: Tue May 14, 2013 12:52 pm
by Wingflier
SnappingTurtle wrote:These things are annoying to set up. It takes a while for them to lock down which is fine, but when they are it seems like the enemy all target the main guy and when he dies the squad isn't set up any more. It's like having an MG unpack whenever a guy in the crew dies.
I agree this could be coded better.
Correct me if I'm wrong, but I think it even undeploys them when you are reinforcing them. Pretty annoying.
Re: Javelins
Posted: Tue May 14, 2013 2:17 pm
by Campaigner
Javelins have great advantages compared to RPG Troopers and Anti-tank guns and thus have to have some disadvantages.
Re: Javelins
Posted: Tue May 14, 2013 4:50 pm
by Darkbladecr
The weapon is not like an AT gun, where it is always setup. It is setup for one unit and when that unit is killed then the new javelin user has to re-setup. I don't think there is anything we can do on our side to fix this.
Re: Javelins
Posted: Tue May 14, 2013 4:58 pm
by SnappingTurtle
Campaigner wrote:Javelins have great advantages compared to RPG Troopers and Anti-tank guns and thus some have to have some disadvantages.
Agreed but this is more of a glitch, like an MG that constantly packs itself up for no reason. I think the expense and rate of fire make up for the power and range of the shots.
But if it's a limitation of the engine then I'll have to live with it.
Re: Javelins
Posted: Wed May 15, 2013 12:58 pm
by I_am_a_Spoon
There's nothing we could do other than remove that setup time completely. Which would make the first indirect missile almost instantaneous. No delay whatsoever.
Unless we reduce the delay, but the reset between squad-members would still be there..
Re: Javelins
Posted: Sun May 19, 2013 7:16 am
by Firesparkz
The issue with javelin breaking out of its top attack mode when a gunner die have been looked into. Barring unforeseen problem, this issue should be fixed in the next patch.
there will still be a delay before firing when the gunner die, similar to how it takes a short moment before a new gunner start firing an atg or mg. However, the squad should still remain in top attack mode as the next squad member pick up the javelin.
Re: Javelins
Posted: Sun May 19, 2013 8:18 am
by SnowBlaZeR2
SnappingTurtle wrote:Agreed but this is more of a glitch, like an MG that constantly packs itself up for no reason. I think the expense and rate of fire make up for the power and range of the shots.
But if it's a limitation of the engine then I'll have to live with it.
Stationary weapons and the Javelin are not the same thing, and should not act the same. If the operator goes down, the other guy can't just hop on it and squeeze a trigger like you could on a crew MG. I think it does a nice job simulating that. Solution, protect your Javelin teams better.
Re: Javelins
Posted: Sun May 19, 2013 6:58 pm
by spartasmaximus
Eh... I dont agree. I mean the next guy can't just hop and use it, but a delay is most likely. getting blood of the equipment or lifting it and sitting down again.