Jump to content

Streaks Leaving Launchers At Ridiculous Angles


102 replies to this topic

#101 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 04 March 2013 - 11:45 AM

View PostTrauglodyte, on 04 March 2013 - 11:31 AM, said:


Does that make better sense?



Does this make sense: Once you fire the missile. It hits no matter what. You can turn away, take a smoke break, not even pay attention, take your pipper off target. It hits. No skill required. Fire and Forget. I already know what you are stating and its a moot point.

You are going in circles here man, just like that diagram. If you want a better example. Play MW3.

#102 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 04 March 2013 - 11:47 AM

View PostGeneral Taskeen, on 04 March 2013 - 11:45 AM, said:



Does this make sense: Once you fire the missile. It hits no matter what. You can turn away, take a smoke break, not even pay attention, take your pipper off target. It hits. No skill required. Fire and Forget. I already know what you are stating and its a moot point.

You are going in circles here man, just like that diagram. If you want a better example. Play MW3.

100% isn’t what the issue is, it can hit 100%, but I’d like to see it within a certain range, under certain circumstances that forces the pilot to be a little more creative and tactful with how he approaches enemies.
What’s wrong with that???

Edited by MoonUnitBeta, 04 March 2013 - 11:59 AM.


#103 Volume

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,097 posts

Posted 04 March 2013 - 02:11 PM

Easiest answer for this is to make the Streak 'tracking' module only activate/arm after they fly out ~90m or so.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users