Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
I should make a video to demostrate how I avoid the SAAW.
One of my methods of choice for avoiding SAAW is actually to fly as low to the ground as possible away from the firing point, dodging obstacles. Put something such as a building between yourself and the enemy who launched the missile, and 90% of the time it will lose track quickly. Only time this fails is if the enemy is in an elevated position (such as towers on suez) where they constantly have a view on you.
Alternatively, find another flying vehicle on your team and quickly fly past it Preferably an air transport because it will survive the damage better than the GS will.
My major annoyance with the SAAW though is how it seems to occassionally ignore how shields work. Sometimes I'll be flying, get locked on to, will switch views to time my shields correctly... and I'll still get hit with shields up irrespective of which gunship I use (in fact from my experience SAAW's penetrate the talons shields more) - still stems from the problem that the gunship hitbox seems to be outside of the shielded area half the time.
This, and I watched this happen twice today, and have seen it happen plenty of times before - SAAW missile hits EU gunship.... gunship pilot dies, gunship is still in one piece, gunner plummets to ground with gunship. My old clan-leader had a look at the model for the talon and turns out there is a small hole in it where given splash damage, the pilot/gunner can be killed. It's rare, but it's still silly.
The SAAW is a gun that helps your team more than anything. Just sit in the middle of the map and keep locking onto a gunship. He will usually disengage (good for your team) and do a bunch of loops and evasive maneuvers. When he realizes nothing is coming (you hold your fire) and he starts flying around normally again (usually like 20 to 40 seconds later) then you can shoot at him without worrying about active defense countermeasures. Then you get a nice kill and you helped your team stay alive longer.
I can kill infantry effectively using all of the engineer AV weapons. The SAAW is not an exception. It 1 hit kills infantry and is just as good as a shotgun at close range if not better. I do find the default AV weapons to be far better at range though. Also, I can take out a tank in two hits with the SAAW. Most gunships are easy to kill and you have to watch transports to see when they can be taken out by a SAAW.
From my perspective I worry a lot more about pilums and sudniks/mitchells than I do saaws. Saaws are more of a hindrance than a threat, unless they're in large numbers (more than 3 saaws in different areas of the map). I think that's the big key to the saaws effectiveness, setting up a wide area of coverage with lots of them. If you have a firing squad on the tower at 3 for example on Suez, a decent pilot is just going to avoid you and all your group has accomplished is trading the usefulness of a bunch of guys just to keep a gunship away from your one silo.
I disagree that saaws help your team win versus a good pilot, I think it's the exact opposite. I know when I see there are a whole bunch of saaws out they're probably not taking silos or doing anything useful, so they're just twiddling their thumbs. Granted they're going to lower the effectiveness of our gunships, but I think it's a worthwhile trade if our kill total gets dropped by 25% or so in trade for taking 3-4 guys off their team basically.
Anyways, I'm sure some people will disagree, just how I see things shape up when I'm playing.
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