Missile Launcher Dynamic


T72B3  Member 14 Jun 25 at 2:30pm
#1
FULL RP Name(s):
A: R&D T-5 Senior Technician Sparks / NPU SENTRY 09 1153

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A: f35a

Steam ID:
A: STEAM_0:1:241768918

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What is your suggestion?
A: Rework the dynamic between the LVS missile launcher, either by giving aircraft flares or nerfing it's tracking capability. It's absurdly oppressive against air vehicles, and no amount of pilot skill can overcome a missile doing loopings around your aircraft.

How would this benefit the server?
A: Right now, air vehicles are at the complete mercy of the missile. If you get locked, which you cannot even hear as neither the pilot nor the RPG wielder, you are guaranteed to take a hit with no counterplay being possible. It is incredibly difficult to dodge the missile, and even if you do, it tends to come back. Several times. Also, the tracking mechanic is very unwieldy for the person trying to use it aswell. We got LVS with all these brand-new features, which I am grateful for, but it feels like the finer details were rushed. 
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qShad  Certified Gamemaster 14 Jun 25 at 3:07pm
#2
(14 Jun 25 at 2:30pm)T72B3 Wrote: It's absurdly oppressive against air vehicles, and no amount of pilot skill can overcome a missile doing loopings around your aircraft.

Just want to say that this part isn't true. Its possible to maneuver out of the way of the missile multiple times to cause it to miss and explode away from the heli, its just VERY hard to do.

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You probably know me as: Dpt. Chief of R&D Jaccob Coltman
T72B3  Member 14 Jun 25 at 3:17pm
#3
Yes, and that's exactly the issue. I am not saying it should be easy to dodge a missile, but it shouldn't be near impossible either.
Persistence  VIP 14 Jun 25 at 4:20pm
#4
Yeah, the lock-on sound should definitely be louder, and the lock-on for the RPG wielder is really finicky (less forgiving than LFS, but it makes up for it with the tracking being way better)
I think its tracking capability is fine, maybe the rocket should run out of fuel (explode) in a shorter time to avoid the loopings (they look really funny from down below). Still, don't expect to stay in the air for too long if you don't have anyone hunting ballistas and heavies
T72B3  Member 15 Jun 25 at 3:43am
#5
(14 Jun 25 at 4:20pm)Persistence Wrote: Yeah, the lock-on sound should definitely be louder, and the lock-on for the RPG wielder is really finicky (less forgiving than LFS, but it makes up for it with the tracking being way better)
I think its tracking capability is fine, maybe the rocket should run out of fuel (explode) in a shorter time to avoid the loopings (they look really funny from down below). Still, don't expect to stay in the air for too long if you don't have anyone hunting ballistas and heavies

The tracking capability is this good because LVS is intended to be used with countermeasures, like flares for example. Practically every air vehicle on the workship that is on the LVS base has them.
B E E S  Certified Gamemaster 19 Jun 25 at 2:26pm
#6
I disagree with more RPG changes, as Heavy MJR I don't see the need to change the RPG anymore, its been altered so many times that changing it again will just cause a repeat of what has been happening with people wanting RPG nerfs/buffs. In reality RPGs are only effective if you have infantry supporting you, and the same is for vehicles. RPGs seem more effective against air vehicles since most of the time you fly into areas that don't have combine troops ready to deal with heavies(from my experience as a foxtrot). I remember when I first started on CvR a big thing during transport drops(or just anytime) was that if an RPG was spotted it was top priority in the same way we target medics before the person they are healing. Now most people never even ride transports so I think the real update should be to vehicles, flares, louder lock on noise, plus incentives for other troops to ride along so you can have the troops available to counter heavies(make OVA and OTA do stuff together again)
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