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View Full Version : SAAW Discusion-Your 2 cents-DICE PLZ CONTRIBUTE


PassTheChips
02-05-2007, 11:48 PM
As most of you know I am a devout SAAW supporter it was my first unlock weapon :). I might not have many kills with it (about 77 last time i checked) I still love the weapon. Most people do not think it is worth it because of what they heard about the bugs and it being situational and all.
If the people who actually heard these rumours would actually use the weapon for a couple rounds they would find it especialy useful with a friend :)

Now this thread was made to discuss the SAAW and its tree. Like maybe any ideas for a unlock above it. Not that Stupid SMG unlock that we never needed. I am so against a infantry weapon because our SMG is good enough as it is. For me i was hoping for some new toys or upgrade to my precious SAAW. But enough about that unlock rant.

Time for my 2 cents about the SAAW.

Well this weapon in my opinion was meant for squad play. Have one more person with you with the SAAW and a support guy to supply you and you have the skie clean where ever you are. Also when you see a transport or gunship let them hear your unlock tone and dont fire. Most pilots (even really good ones) will pop up there shields immediatly and leave the area or find the source of the noise. The beauty of the SAAW is that you can keep the lock even if they have exited your view.

A very useful tip is to remember how long a shield lasts. For instance take a gunship and activate it shield and count down the second ittake for it to wear off. Now when you have the SAAW and an enemy uses the shield countdown the seconds and mantain lock on, after time is up immediatly fire so you can get an optimum shot. Same with transports.

Oh speking about transports most of these post suggest you will almost never get a transport kill by yourself -___-. This thankfully is not true. There are those chances that the transport is damaged which is often the case. It might be from a mislanding a previous SAAW encounter, AA gun, whatever. Just always look at the ship for a second to see its health left (this is the affect of the engy netbat unlock which is so useful!).

Against Infantry this thing rules if you have a good shot. I dare you all to grab your SAAW and PDS-1 and defend a titan vent. Very effective!
Now my 2 cents on the -=NS=- unlocks

The SMG UNLOCK SUCKS

I mean really. A tree that has the only soldier mounted weapon to take out aircrafts now have an unlock engineers never wanted -_-.

My hopes (which were never acknowledged) were for a passive SAAW upgrade.

First it would give it a new skin (which is severly needed IMHO). But the magor change is how the ammo worked. Instead of having 2 shots per clip it would have 3. The missles still will kill a gunship in two shots, but would leave a transport exactly at 10 hp which would leave it critical and would still give the transport occupents enough time to bail before the ship exploded. Also the Missles each would have the effect of an EMP grenade and do like 10 damage each against a tank and the EMP would stop the ground vehicles ( This gives a SAAW user more options and not just run away blindly at the sight of a ground vehicle). The reload time of this weapon is increased though by maybe 2 or 3 seconds so they cant take advantage of EMP and lock the vehicle.

Another Idea somebody posted was a flak cannon mode that I would love as maybe a unlock attachment (like the PK-&$ Rockets or something)

I love both these ideas!

PLZ DICE READ THIS PART:

-How do you use the SAAW and do you use it often?
-Do you plan on changing any of the unlocks and maybe consider some players views like mine for instance?
-Will YOU FOR THE LOVE OF GOD MAKE A NEW SKIN FOR THIS WEAPON?
-When will the bugs be fixed? 2 months from now maybe?

Thank you for you time and please discuss (no flaming the SAAW PLZ!)

The_Eliminator
02-05-2007, 11:49 PM
The SAAW has been fixed in patch 1.20.

Theres my 2 cents :D

Wizrdwarts
02-06-2007, 12:09 AM
How much ammo does the SMG unlock add anyways?

TB-303
02-06-2007, 12:13 AM
I like it when it works...

Crisis
02-06-2007, 12:16 AM
ill have to give it a go in the unlock mod.

Biotech2142
02-06-2007, 01:33 AM
What the SAAW really needs is the Titan's AA guns shield piercing effect.

Less damaging SAAW rounds can be a compensation.

Xoir
02-06-2007, 01:44 AM
What the SAAW really needs is the Titan's AA guns shield piercing effect.

Less damaging SAAW rounds can be a compensation.

Not a bad idea, gives it some more unique value.

Deesies
02-06-2007, 02:26 AM
I believe the SAAW is fixed in 1.2 (It' sjust not documented)

However, I was hoping they would have an unlock that would allow 4 shots per clip as the SAAW loads four missiles, has four cylinders but can only use 2 =/

I've yet to shoot down a tansport with it though but the only time I tried, I hit with both my rockets :)

Wasp
02-06-2007, 04:21 AM
The problem with the SAAW isn't just the weapon itself but that there is so many tanks and APC's on most maps. I feel the need for an anti-tank weapon everytime I use the SAAW.

TheMofficer
02-06-2007, 04:43 AM
The problem with the SAAW isn't just the weapon itself but that there is so many tanks and APC's on most maps. I feel the need for an anti-tank weapon everytime I use the SAAW.

I would agree, unless your in a tank.

The SAAW is MADE for a dedicated tank crew. When i'm driving around in my tank I don't feel complete unless i've got my saaw.
Since your in a tank, you already have an anti-tank weapon as the primary tank weapon. As long as you hang back and stay alive you can keep your tank running and shooting at other tanks/mechs/apcs. The 1 problem with tanks is you can't shoot very high, so your a nice easy target for gunships. This is where the SAAW is PERFECT. A gunship will make a pass on your tank, you throw up the shields and as it passes overhead, you jump out, lock on with the saaw and blow it out of the sky. Since the gunship is flying away from you it gives the missiles a better chance to chase down and hit the target.

If you even want more all around ownage, get your buddy with a saaw to gun for your tank, and hope you have a decent commander to drop you supplies. The tank becomes an unkillable killing machine from medium to long range. Just dont let a walker get up close. Having 2 people with SAAWs means you can down any transport too, also very useful.

Another great use for the saaw is keeping the enemy UAV's from knowing your position. The SAAW locks on to enemy (and ally) UAVs and can be shot down with 2 shots. Useful if you've got a good squad and you want the enemy to stay blind as you advance.

I like my SAAW over my lambert, voss, clark, and zeller and sometimes even my pilum

And please for the love of god, reskin the SAAW

mikeon
02-06-2007, 05:13 AM
I don't wait for the shields to go all the way down. Estimate when to fire so that when the missile gets to the target, the shields will have worn off. This way the target will still be within visual range and lock on range.

RevRen|Sloth
02-06-2007, 05:48 AM
Dont you know DICE wont contribute.. Dont even bother saying that in the topic.

*FMJ*Power
02-06-2007, 05:51 AM
its the biggest disappointment in the game with all its non lock bugs but to be perfectly honest its a totally unneeded unlock anyway, theres little to no aircraft and an aa turret every 25 feet on any map. this is the future and its a nofly zone. its absolutely boring to go out aircraft hunting now, you might get 4 or 6 kills all round and wasted allot of time.

sumguyhavinfun
02-06-2007, 06:02 AM
they should make an optical guided AA missile(s) unlock, no tone for the aircraft, but it would be harder to hit them (reasonable trade-off).

Vreki
02-06-2007, 08:16 AM
The SAAW has been fixed in patch 1.20.

Theres my 2 cents :D

Here are two cents more, or what ever currency Sweden use. Some kind of fish I suspect :D

CKMC;254912']Load out saves is something we have listed to look at for future updates. It wont make it into 1.20.

The SAAW and gunship missiles are also on the list.

For the Motion Mine bait unlock. I honestly dont want to spoil the fun that can be had experimenting with this by saying "try doing X with it". Though I will ask you play around with it in different ways as its a pretty dynamic little toy when you play around with it.

Buttoneer
02-06-2007, 12:05 PM
its the biggest disappointment in the game with all its non lock bugs but to be perfectly honest its a totally unneeded unlock anyway, theres little to no aircraft and an aa turret every 25 feet on any map. this is the future and its a nofly zone. its absolutely boring to go out aircraft hunting now, you might get 4 or 6 kills all round and wasted allot of time.

This is a big problem only if the gunship pilot doesn't know where those AA guns are. Decent pilots will take out the enemey gunship, then take out AA guns then take out titan guns. Often leaves you with only SAAW wielders able to respond.

If I play commander on a Titan map I will sometimes take the SAAW and sit outside waiting for the gunship to come and hit the guns. They rarely expect that...

Regarding the OP's question though, I have only made the SAAW work effectively in a pair. Me and another engy were defending Minsk silo 2. We mined the approaches sneakily to take care of armour, and we were widely separated to ensure that when it came to necessary smg action one could spot while the other shot, and we both sat there waiting the inevitable gunships and transports.

The enemy eventually gave up coming over to us, which IMO is the mark of a successful operation.

Biotech2142
02-06-2007, 12:34 PM
Another fix could be.....more gunships = more targets to kill!

JK (maybe a bit serious)

Deesies
02-06-2007, 12:48 PM
I would like to see more gunships in titan mode. There are lots of helipads at uncaps that go unused :P

Doesn't help when none of the conquest only maps have any aircraft at all either :P

SilentSwift
02-06-2007, 01:00 PM
Just please make the Lock On work the way its supposed to be..

Buttoneer
02-06-2007, 01:04 PM
Isn't help when none of the conquest only maps have any aircraft at all either :P

Except Shuhia Taiba.

Oh and Sidi Power Plant.

Oh yes, and Suez Canal.

Badboris_uk
02-06-2007, 01:55 PM
if the saaw locks onto transports now I'll use it when i am commander - I'll go and sit up somewhere high and drop me a supply crate and give orders, and then just snipe at targets of opportunity with the missiles.

vbl
02-06-2007, 05:54 PM
Make the SAAW lock onto drop pods and/or anti-Titan missiles from the silos.

Snakeyezzz
02-06-2007, 06:01 PM
SAAW rules........if it's true they have got it fixed in 1.2.....LOOKOUT MOMMA...WHOHOO.........I have over a thousand kills using that baby.

and POWER.........what you say is not right my freind.....i've gotten over 25 kills a round many times with that weapon and plenty of aircraft to take down coming out of that Titan hangar.

SAAW TIP...........get into a position where you can see the enemy TITAN and pick em off when they first come out.

It's so frustrating that sometimes the lock-on doesn't work against transports so bide your time and just take out the gunships.NOw that the lock is fixed apparently against all aircraft..........ooooo it's gonna get real real messy baby!!!!!.......glory Hallelujah!!!!!

can you say.....SUPPLY CRATE!!!!!!!!!!

BUTTONEER:if you last that long in the air that is....wink!!!

Casper
02-06-2007, 06:02 PM
This is one of the most worthless unlocks. Smoke makes #1 but this is a close second. Speaking of smoke, it should be unlocked where the normal grenades are and for every kit. Who gives a flying nun about more pistol ammo?

B1zzo
02-06-2007, 08:35 PM
This is one of the most worthless unlocks. Smoke makes #1 but this is a close second. Speaking of smoke, it should be unlocked where the normal grenades are and for every kit. Who gives a flying nun about more pistol ammo?

Man, you complain about everything all the time. Gets old bro. Realize that other people may have a different playing style than you.

*FMJ*Power
02-06-2007, 08:44 PM
.
and POWER.........what you say is not right my freind.....i've gotten over 25 kills a round many times with that weapon and plenty of aircraft to take down coming out of that Titan hangar.

SAAW TIP...........get into a position where you can see the enemy TITAN and pick em off when they first come out.



i agree that works but heres the problem, its pretty cheap, your basically spawn killing since the saw can lock onto aircraft before they even get off the titan. i was referring to legitimately running around a map capturing flags or silos and carrying a saw, not spawn killing pilots the second they leave the titan.

BrokenPhoenix
02-06-2007, 08:47 PM
They should definitely improve the SAAW. I've never actually used it but on every forum I post on all I ever hear is how much it sucks and how worthless it is. There's always one oddball that likes it but usually it's almost unanimous that the SAAW blows.

It sounds like it could be awesome and is needed though. So it should be improved!

PassTheChips
02-06-2007, 08:54 PM
Please for the oddballs who still love this weapon keep posting:) . But people who are not please read the main post. I specifically asked for no flames and only useful info and tips you have for this weapon. So if you have nothing to contribute like Casper please dont post:hmm: . When people look at a thread it helps them when they dont have to filter through useless junk;) .

B1zzo
02-06-2007, 09:02 PM
Please for the oddballs who still love this weapon keep posting:) . But people who are not please read the main post. I specifically asked for no flames and only useful info and tips you have for this weapon. So if you have nothing to contribute like Casper please dont post:hmm: . When people look at a thread it helps them when they dont have to filter through useless junk;) .

Testify!

Casper
02-06-2007, 09:03 PM
Man, you complain about everything all the time. Gets old bro. Realize that other people may have a different playing style than you.

Sorry if I come off that way. I am just trying to provide feedback on the things that I feel could be improved.

I for the most part enjoy 2142. I like the teamwork, the maps, the customized kits, and the people on the servers tend to be great. I guess I need to respond in more threads about the things I love about 2142.

PassTheChips
02-06-2007, 09:07 PM
SAAW rules........if it's true they have got it fixed in 1.2.....LOOKOUT MOMMA...WHOHOO.........I have over a thousand kills using that baby.

and POWER.........what you say is not right my freind.....i've gotten over 25 kills a round many times with that weapon and plenty of aircraft to take down coming out of that Titan hangar.

SAAW TIP...........get into a position where you can see the enemy TITAN and pick em off when they first come out.

It's so frustrating that sometimes the lock-on doesn't work against transports so bide your time and just take out the gunships.NOw that the lock is fixed apparently against all aircraft..........ooooo it's gonna get real real messy baby!!!!!.......glory Hallelujah!!!!!

can you say.....SUPPLY CRATE!!!!!!!!!!

BUTTONEER:if you last that long in the air that is....wink!!!

Sorry for the double post but this is the optimism I am looking for!:D ! Though It does have more of a feeling of sucsess if you snipe a gunship that knows your there and its gunner is trying to kill you.

I am going to have SAAW only rounds just because I love this weapon :). You people can join me! A 2 man team can take out any Transport O' Death with the SAAW! Oh and about the AA turret thing, Why carry a pilum when there are ussualy 2 rail guns at every silo:|: . You can ussualy kill the vehicle before he shoots you (at least from my personal experience at the center of Shuhia Tabia).

I think this weapon would be so much more attractive if it counted for the AA pin. I mean more points for SAAW users =YAY and gives it some argument against the point hoaring half of the BF2142 community. Maybe 5 Aircraft kills could equal 10 more points for us? People might say this would be unfair cause we would rack up so many points, but popular opinion suggests that the SAAW can get almost no kills sucks so :|: .

vbl
02-06-2007, 09:15 PM
Targeting bugs aside, the SAAW is just too specialized. As stated before, they need to expand its applicability by allowing it to lock-on to drop pods and/or anti-Titan silo missiles.

IZZ0
02-06-2007, 09:24 PM
I love the SAAW. I'll never camp the Titan waiting for ships as I figured out a long time ago that would be easy pickins....

I have ~200 kills with it and as I've said before the lock on bug goes both ways.....you'll hear tone and fire and the missiles will drop to the ground......and there'll be times where i've lined up a transport and heard nothing and fired, saw it track and i've brought it down for a few kills.

Those platforms on Suez nears silos 3,4 and 5 are pretty good for quasi-camping with it because it gives you a clear view of everything on the map and also some decent elevation...

I don't like using it on Minsk and Sidi but it's gold on Shooba Tooba, Suez and Verdun


I'd like to see the reload times reduced a tad.....for those quick moving transports.

Light_Wolf
02-06-2007, 09:54 PM
Perhaps the SAAW should get some sort of mini-railgun unlock. Would be less effective than the ordinary rockets, but would give the engineer some leverage against ground targets as tanks and such. Oh, and slow to reaload.

Col.Krust
02-06-2007, 10:54 PM
I have actually gone 27 and 12 using only the saaw....soooooo not that ineffective.

Snakeyezzz
02-07-2007, 03:00 AM
POWER.....darn tootin it's cheap but I have to get into the position to do it and avoid everyone while doing so.The only guys that come after me are the pilots I shoot down....rarely get killed by anyone else using the SAAW.I move around alot too not staying too long in one place whether it's by running or using a FAV.

In my humble opinion.....you rule the air.....then you rule the map.

nadicus
02-07-2007, 08:30 AM
This is one of the most worthless unlocks.


you just don't know how to use it and what maps to use it on.

Like someone said before, it is golden when used with a tank--let me tell you that from experience. Even if you by youself, you are a force to be reckoned with.

Defuser--because you will be in a tank so you can take care of MM; MM to keep walkers(and everything else) away as you long distance everything.

Argh...
02-07-2007, 09:03 AM
The SAAW has been fixed in patch 1.20.

Theres my 2 cents :D


Thank God i play conquest now :D

A working SAAW?? Bye bye air transports.

[dwg]MrFuri0us
02-07-2007, 05:06 PM
I have only used it as a field unlock and found it awesome! I did have the unlock issue with some transports but fired anyway and still got the two hits. The only beef I have is not having AT ability. As some of you have pointed out, when the SAAW reloads you can see four chambers and the muzzle has four holes, yet she shoots only two rockets. How about a select fire option to shoot the other two as AT rockets like from the mitchell that are guided?? That wouldn't make it unstoppable but at least give us a chance to hit tanks with it and keep them at bay or maybe pop a few. Just like being able to select single shot, or full auto on other rifles only this one fires the other rockets.

Whatdya say?

PassTheChips
02-07-2007, 08:39 PM
That is a brilliant idea actually. But that would be a little bit unfair because the SAAW was strictly for AA. Making it have the ability to have an AT would give us advantage over pilum users. This is why I suggested adding EMP to the missles so you could at least run away from vehicle users safetly or you could stun the vehicle so a pilumer could come up and shoot it for you. Also I mean it would make the SAAW down those transport ship much more effectivly :). I would like haveing the lower slots shoot EMP or make the SAAW missles have an EMP Grenade affect. I mean AA turrets have EMP why cant we? Think about it the Pilum is the exact same thing as a rail gun but it just does not need to charge up before the shot.

I wish dice would at least contribute there views on the SAAW. I mean it has the potential to be a nice weapon. All dice has to do is listen to player ideas:|: . I think I am going to rant about the unlocks in the NS Forums soon.....:rolleyes:

Buttoneer
02-08-2007, 11:59 AM
I think it's fair to say that their silence is contribution enough. They have acknowledged that the SAAW needs a fix but other than that they must consider the kit balanced otherwise it would have been different.

viper1431
02-08-2007, 01:34 PM
Would be good if the saaw could lock on and destroy the enemy titan guns, would make the saaw much more usefull for the team and give you something to do whilst waiting for a gunship to turn up every now and again.

WarGimp
02-08-2007, 03:36 PM
I'm a little worried about the impact working SAAWs will have on gunships.

They're already an endangered species.
I enjoy flying 'em, but already on some maps there's just too damned much AA and ground stuff that can kill ya fast.

Gunships might need a buff.

Diagonal
02-08-2007, 03:52 PM
Except Shuhia Taiba.

Oh and Sidi Power Plant.

Oh yes, and Suez Canal.

he said Conquest only as in regards to Belgrade, Fall of Berlin, Tunis etc. the ones you've listed are Titan/Conquest.

RangerXML
02-08-2007, 04:27 PM
Stop the nerfing, we need buffs:D

I really wanna hear from EA/DICE on this one, for some reason the SAAW/Gunship lock-on problem just sounds hauntingly like the J10 problem from BF2. Something having to do with the hit box detection, all n all bad ju ju.

Buttoneer
02-08-2007, 05:25 PM
I'm a little worried about the impact working SAAWs will have on gunships.

They're already an endangered species.
I enjoy flying 'em, but already on some maps there's just too damned much AA and ground stuff that can kill ya fast.

Gunships might need a buff.

They already work OK with gunships though. Are suggesting that with more potential targets there will be more users and therefore a greater exposure to risk?

My view is that SAAW impact will not change a whole lot because it is nowhere near as generally useful as the other engie weapons, and the users will be limited by lack of targets. So if a gunship starts to pwn, expect a few users to magically appear, but otherwise people will stick with the pilum for the most part.

Anyway, I'd much rather see less AA emplacements on the maps so that the Titan guns can really wreak havoc on the battlefield below. makes the whole game much more interesting.

RavenRealms
02-08-2007, 05:50 PM
Anyway, I'd much rather see less AA emplacements on the maps so that the Titan guns can really wreak havoc on the battlefield below. makes the whole game much more interesting.

No way.

I'm sick of those cowardly players up in the titan guns firing down at silos. That's why i never attack silos that i see an enemy titan flying over. It's just suicide. Also sick of friendlies killing me with their damned titan guns.

Buttoneer
02-09-2007, 11:44 AM
I relish the challenge of taking a silo despite the gunners. It is much harder to do, much harder to defend, and way more satisfying as a result. 100k tons of steel death machine? Bring it on!

mafia_boy
02-09-2007, 12:08 PM
Ive just unlocked the SAAW as my final weapon unlock and used it for the 1st time last night and i have to say that "it does exactly what it says on the tin" (pardon the pun) i was pleasantly surprised but the SMG sucks big time! I hope dice improve this weapon in the new patch? Its the only thing letting the enngy kit down IMO.

Vreki
02-09-2007, 01:48 PM
No way.

I'm sick of those cowardly players up in the titan guns firing down at silos. That's why i never attack silos that i see an enemy titan flying over. It's just suicide. Also sick of friendlies killing me with their damned titan guns.

I agree, what is "Interesting" about being killed by a player that isn't even on the battlefield, but just have to point and click to rain death on the enemy at no risk to himself?

It just breaks up the interesting fire fights that is the goal of this game.

I hate the artillery too, but at least that is more infrequent so it can be tolerated.

The Titan guns in the Beta where much better, they where mostly useful against vehicles.

AlphaNut
02-09-2007, 03:41 PM
the SMG sucks big time! I hope dice improve this weapon in the new patch? Its the only thing letting the engy kit down IMO.

I have to heavily disagree with you on this.
The SMG is very, very effective in close combat IMO.
In the right hands it is capable of taking it up with any other class in a close proximity fight. You can destroy multiple enemies that are too close together.
And it sucks being killed by an SMG :D
The engineer is not intended to have any long-distance weaponry - except for his primary AT and AA rockets and rail gun.

PassTheChips
02-12-2007, 12:43 PM
Just a new idea so I can keep this post running. Well I have not been playing Bf2142 recently but i was just logging in. So i jump in a transport and tell the pilot ill be its SAAW protector and i shoot down a gunship. Just a tip to drivers keep the ship still so I can shoot cause I never seem to hit the missles if the ship completly does a 180 degree turn.... Well back to the point I was just sitting in the transport enjoying the metal carnage that tanks were causing below me ( that I was helping by lobbing mines down) when I noticed an enemy UAV ( I can tell if it is an enemies or not just by look at the chat screen) So i take the time to shoot it down with my SAAW annoying the enemy commander a lot more :). So then it hit me. Why dont people who take down an enemy UAV,or orbital, etc with the Anti-Air System get points. This would give the SAAW another way to get points and be a more attractive team tool. I mean imagine if you were playing Suez conquest and an orbital comes raining down from afar. You find the cause and shoot it down before more missles of death come raining down on your teammates. This pisses off the enemy and saves lots of tickets for your team + it gives you a point :).

What do you people think of this idea?:rolleyes:

Vreki
02-12-2007, 01:02 PM
This would give the SAAW another way to get points and be a more attractive team tool. I mean imagine if you were playing Suez conquest and an orbital comes raining down from afar. You find the cause and shoot it down before more missles of death come raining down on your teammates. This pisses off the enemy and saves lots of tickets for your team + it gives you a point :).

What do you people think of this idea?:rolleyes:

I think you will have a hard time hitting the source of an orbital strike with an anti air weapon :D

But seriously destroying the UAV doesn't involve any risk or special skills if it can be done with the SAAW. It is no more deserving of a point than destroying a SLSB.

PassTheChips
02-12-2007, 02:17 PM
True it would make sense if the orbital strike was more orbital then in just low in the sky... but oh well. Actually sometimes it is diffucult to spot it and sometimes you cant even tell if it is your or not. And about no special risk thing. How bout if you were in a certain range of the UAV, Orbital, etc to get points from it. SLSB dont give points because it is a player unlock and can be found consistenly. I mean also a recon gets points for destroying an immobile object that is very easy to find and to actually get to. While with a SAAW you actualy have to find the drone, plane thing or whatever it is that drops the UAV, Orbital, etc and shoot it down getting no points and waisting your ammo but helping your team. I always take the time to shoot an enemy drone plane thing just to piss off the enemy commander :)

Vreki
02-12-2007, 02:35 PM
True it would make sense if the orbital strike was more orbital then in just low in the sky... but oh well. Actually sometimes it is diffucult to spot it and sometimes you cant even tell if it is your or not. And about no special risk thing. How bout if you were in a certain range of the UAV, Orbital, etc to get points from it. SLSB dont give points because it is a player unlock and can be found consistenly. I mean also a recon gets points for destroying an immobile object that is very easy to find and to actually get to. While with a SAAW you actualy have to find the drone, plane thing or whatever it is that drops the UAV, Orbital, etc and shoot it down getting no points and waisting your ammo but helping your team. I always take the time to shoot an enemy drone plane thing just to piss off the enemy commander :)

The commander assets that recon can blow up is in the enemy's main base, they shouldn't be that easy to get to.

And I encounter UAVīs more often that I see enemy SLSBīs, they are rather visible.

But I am a bit confused about the plane you mention, I have never seen the UAV, orbital strike or EMP actually come from something?

Col.Krust
02-12-2007, 02:41 PM
the smg is one of the few weapons that can easily kill 3 or more enemy in one clip in close range. the others being the voss and the lambert. its weakness is limited range and limited mag supply. typically these are avoided by using vehicles at range, or the pilum, or your nades and getting the mag increase unlock.

dumbo
02-12-2007, 02:47 PM
I'm an engineer that has "never" carried the SAAW - I've only once felt the need to, and I hopped in an AA position instead... but anyway...

I don't agree with the upgrade above the SAAW being SAAW/AA related...
- a lot of maps (gibraltar, cerebere, tunis, berlin) don't even have aircraft. The engineer is already a bit underwhelming on those maps anyway, but now you'd have another completely worthless upgrade? (and possibly become overpowered vs aircraft on maps that do have aircraft?).

I'd prefer to see:
- an upgrade that replaces the pilum/SAAW with an assault-rifle... The engineer would still have the mines/PDS/repair tool, but would be far more viable on infantry dominated maps. (rather than 'respawn as engineer, kill the enemy walker, die and respawn as a more useful class').
- another funky gadget. Maybe something that improves vehicle performance "somehow"? or the ability to drop a repair crate?

PassTheChips
02-12-2007, 03:09 PM
The commander assets that recon can blow up is in the enemy's main base, they shouldn't be that easy to get to.

And I encounter UAVīs more often that I see enemy SLSBīs, they are rather visible.

But I am a bit confused about the plane you mention, I have never seen the UAV, orbital strike or EMP actually come from something?

You have never seen that plane looking thing that is hoveing around when a UAV or orbital commences? Never? That the thing that is deployed when a commander issues an order and it "deploys" the UAV, Orbital, etc.

If you destroy the plane while it is UAVing and the such the effect it had will instantly stop. I am pretty sure at least.

Vreki
02-12-2007, 03:25 PM
You have never seen that plane looking thing that is hoveing around when a UAV or orbital commences? Never? That the thing that is deployed when a commander issues an order and it "deploys" the UAV, Orbital, etc.

If you destroy the plane while it is UAVing and the such the effect it had will instantly stop. I am pretty sure at least.

Just to be sure that we are talking about the same:

The UAV is not a radar scan, but an Unmanned Aerial Vehicle, in this game it looks like a triangular flying wing.

I have often seen it circling above me.


But I have never seen a plane deploy it, or anything else for that matter.

Durutti
02-12-2007, 03:55 PM
The UAV is a small wing but orbital strikes come from space there is no plane overhead when they are used. The commander assets are way in the back of the base vs. UAV which can be anywhere. So it is worthy of a point when you destroy commander assets as it takes skill and stealth. I still destroy enemy UAVs when I can but I don't really think a point for it is necessary.

Buttoneer
02-12-2007, 05:22 PM
I'd prefer to see:
- an upgrade that replaces the pilum/SAAW with an assault-rifle... The engineer would still have the mines/PDS/repair tool, but would be far more viable on infantry dominated maps. (rather than 'respawn as engineer, kill the enemy walker, die and respawn as a more useful class').
- another funky gadget. Maybe something that improves vehicle performance "somehow"? or the ability to drop a repair crate?

These are good ideas. I suggested a while back that the new unlocks should be buffs for the original AT weaponry. Perhaps halve the reload rate for the AT missiles to make them equally attractive to engies as the pilum and give us a real choice in the game. I think the clip size is a very poor option. I've yet to try the mine bait but there are a few tactical possibilities.

I wonder whether sitting in the back of a FAV at Camp Gib beachside, have a mate run the minefield, and chuck the bait out to the left into the crates as you bomb past. How many times you found a whole Platoon hiding there behind the containers eh? I'm also wondering how useful it might be in clearing out a camped Titan core room.

Vreki
02-12-2007, 05:58 PM
I'm also wondering how useful it might be in clearing out a camped Titan core room.

It sucks :(
I did some tests, but when I deployed them inside the Titan the Motion Mines either fell through the floor or self-destructed.

Buttoneer
02-12-2007, 07:37 PM
Good grief that's just appalling. Titan=vehicle => detonate perhaps?

Vreki
02-12-2007, 07:46 PM
Good grief that's just appalling. Titan=vehicle => detonate perhaps?

It would make sense, but I never have problems placing them on the outside.

PassTheChips
02-12-2007, 08:36 PM
The UAV is a small wing but orbital strikes come from space there is no plane overhead when they are used. The commander assets are way in the back of the base vs. UAV which can be anywhere. So it is worthy of a point when you destroy commander assets as it takes skill and stealth. I still destroy enemy UAVs when I can but I don't really think a point for it is necessary.

That is what I meant by plane ;) sorry for the confusion. But anyways you might see those offently because two teams use the exact same "plane" and you can not determine which though. This idea is just of course an idea but I find it nice. I mean it should be worth 1 point because you are saving your teammate from the glaring eyes of the enemy commander who will most likely spot you. OH NOEZ!!!! Does this "plane" do anything else than make a UAV? Cause I hav deifently seen it durring EMP Strikes.

Also about the assets the commander uses.

MY ARSE IT TAKES SKILL. I mean a noob with camo can just stick along the sides of the battlefield creep up to the base with no one noticing him. Place a beacon down for his squad and destroy the enemy assets. They are so easy to destroy and locate. As a bonus the commander will probably repair them and the guy with RDX can constantly blow them up.

But...This is beside the point of why I made this thread.

Now does anyone have any tips about the SAAW or any suggestions on how to make it more attractive or any new unlock ideas related to engineer other than the fuking DAO-12 ( I oppose giving the Engineer an Infantry weapon because the SMG is fine without the unlock and Engineers were never meant to face infantry in the first place though it would be nice if Engy was a bit more useful on urban maps). And plz dont be a smart arse and SAY FIX THE BUG. We know that already:|: .

Just a question. Has anyone done any testing with the bait? I mean can it really blow up player if they are near it? Becase it takes a long time for the mines to explode. In my opinion this grenade should be like the sticky RDX and the grenade would stick to any vehicle (or wall) it came in contact to. This would mean the bait would stick to vehicles and track them. Also I think the strength of the bait should be increased. Meaning the signal it gives will be a lot stronger and the motion mines will go follow it faster. I think these adjustment would make it a very fun and useful tool.

Just a fun thing to try throw down a MM and throw the bait directy above you.


That is it. Thank you for your constant supply of posts :)

Also if this post did not make any sense ill varify anything you want me to :)

GatorShawn
02-13-2007, 12:00 AM
Ever since I bailed out of a burning gunship spun in the air and killed my pursuer with two well placed SAAW shots, I never fly withot my SAAW.

As a frequent gunship pilot, one soldier on the battlefield with a SAAW poses a HUGE problem. It's the only weapon in the game that I think is effective even if not used.

Knowing there's a guy with an equipped SAAW totally changes my tactics and strategy.

mikeon
02-13-2007, 03:07 AM
Yes there is a very big distinction between "hrm what's that? I'm being locked on? No one behind me or around me, must be that silly guy sitting in the AA turret, aw well time to turn a bit and watch the emp missiles fly by" and "ZOMG WTF THAT'S NO EMP MISSILE! EVADE EVADE!"

Buttoneer
02-13-2007, 12:49 PM
Knowing there's a guy with an equipped SAAW totally changes my tactics and strategy.

Good info. I played about with the SAAW last night and got a few kills - but it was few. I can see now that it probably has a very different effect to the one I hoped and that maybe I should not expect kills.

Col.Krust
02-13-2007, 04:47 PM
The saaw totally changes things for a gunship pilot. 1-2 persistent saaw users hiding on the map = really annoying. Like most things in this game it probably doesn't get you alot of points...just like defending the silo instead of running around to cap each silo in a round robin. But it helps the team win.

the next thing will probably be a shotgun of sorts for the engy.

or a jet pack.

PassTheChips
02-15-2007, 12:51 PM
This is true about the SAAW but seriously. The engy still my opinion does not need a shotgun it has a deadly SMG -_-.

I had some new Ideas for some Engy unlocks

You know how the Goliath has repair cells all over its body? Why not give the engineer a mini repair cell that they can lob on a tank and go! It would not give any points for reapiring though to stop point whores.

A mobile turret or railgun that folds in your pack and that takes 10 seconds to assemble! You can have your own personal railgun but the delay of setting it up prevents you from using it in the middle of battle. This also could not be used anywhere on or in the titan.

^^^^^
Lol i wish i had this >.>

The SAAW link up system. If you are 5 yards within a Air turret your Missles would get an EMP effect and if your near a railgun you i think could have a staright firing missle like the pilum.

^^^

Not sure about this one

The EMP Flak Cannon. An active unlock for the SAAW like the RDX shotty.
Basicly your SAAW rounds will be replaced by flak rounds with Emp infused in them. They fire in a cone motion but like a pilum. It basicly will mess up all vehicle systems hit by this and they will be EMPed for 5 seconds like the EMP mines. Plus if u fire at the ground it will leave Flak rounds which will lose the EMP effect but the rounds will puntcure enemy moving stystem and slow vehicles down. This can also be used like a shotty in close range.
^^^
This is useful for infantry while still being great for slowing down vehicles!
I will love this if it came out@!@!@!:) :p :cool: :evil:

Buttoneer
02-15-2007, 12:59 PM
I like the remote unit. Great idea. Plonk it on your favourite Rorsch and go hide nearby. Maybe the Rorsch would lose it's health automatically over time to compensate for this.

I also like the mobile regen shield. It puzzles me that the engy gets no real benefit over other classes when using armour considering that using it ought to be the aim of the engy. Any tanker just needs to have an engy nearby for repairs.