FYI: Rocket Launchers: Skipped shots and Not Shooting Where Aimed

Captain Jack

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Issue #1: When Auto Use Tool is toggled and you switch from one item to the Rocket Launcher, as in the case of a fap back to the rocket when hunting, the rocket launcher skips a shot but forces the full reload before actually firing a shot with the next cycle of fire. This bug has been going on for over a year now and is really overdue for fixing.

Issue #2: The max range of rocket launchers well exceeds 100m. However, ever since the camera overhaul VU, the max effective range of rocket launchers has been significantly less (usually within 20m it seems). This is because when shooting the rocket outside of a nearly immediate circle, the rocket tends to fly in a random direction - not where it was aimed. This significantly reduces the weapon's capabilities and essentially turns it into a glorified melee weapon.

Issue #3: Splash damage. It appears that splash damage from rockets divides by blast radius but only moves out linearly, and therefor the damage only hits the mobs directly in a straight line of sight from the blast radius with zero damage inflicted upon the others in that group. This results in a tremendous amount of waste, since it often results in a weapon that would have hit over 400 hitting a lot of 3s and 4s on less than 10 mobs.

Please fix these two issues as soon as possible to restore rocket launchers to their former functionality.

Very respectfully,

Captain Jack
 
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mastermesh

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also fix the issue where if you don't aim at a a particular mob, even if a handful are in range it may not damage any of them.... think this may be tied to Issue #1 in some way. (mobs don't evade, etc., but you still lose the explosive ammo)

Also, make mobs that are in instances show up faster, especially if instances have waves... In the past I used the NGL grenade launcher in the Bar Instance on Rocktropia (right around the block from the bank) and that instance's slow loading mobs caused you to use shots before the mobs were technically there. You can see them but the system doesn't recognize the hit on the mob unless you wait long enough. Happens at every wave, not just the first one with the countdown thing. Also make mobs smarter in that blasted instance and every instance really... stupid that they go unreachable when they are in range since they cannot figure out how to walk around a table.
 
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Captain Jack

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also fix the issue where if you don't aim at a a particular mob, even if a handful are in range it may not damage any of them.... think this may be tied to Issue #1 in some way. (mobs don't evade, etc., but you still lose the explosive ammo)

...
Added as issue #3.
 
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