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Doppler
2003-09-13, 11:02 PM
With the nerf on the Decimator (lets call a apple an apple for a minuete). The new vehicle shielding. (Great idea lets make AMS's more of a plow), Vehicle repairs and rearms without leaving the cockpit (great convenience for the reaver newbs how nice.) And the shitty physics engine/hit detection whatever. It's just not safe to be on foot anymore. Also i really dont want to hear about mines because it takes upwards of 8 mines to kill an ams with full shields god forbid a magrider). My question is, why did they take a known problem and applify it. Now i know what people are going to say, the majority of battle occurs in doors, but since you need to cross from your respawn point to the place your fighting your going to get run over a lot unless your in a vehicle.

But because I like to post solutions here is what I propes.

Return the Decimator to normal, this was the grunts (especialy the NC grunt) only answer to MAX's and other hard targets.

Increase the reaver and liberator timers to 10 mins. Which is cut in half if you have a dropship center.

Remove the autorepair ability of dropship centers and especialy airtowers. Find a difrent ability (maybe a sort of in continent hart perhaps?). Give the ability for all vehicle drivers to make favorite inventory loadouts at all bases reguardless.

Implement a AV mine. Visible at all times, not set off by infantry. Two iis enough to take out a heavy tank.

Make all AV weapons common pool.

Anything lighter then a tank (and the ams) should slow down whenever it hits someone, the heavier the armor, the bigger the slowdown.

Make the magmower make noise. Self eplanatory. Also if you want to make it a hovercraft make it act like a hovercraft, they cant strafe or spin on a dime.

Ejecting from an aircraft should take 3 seconds.

Pilots of aircraft other then the gal and lib should have to do so in standard armor.

There i'm done

WritheNC
2003-09-13, 11:21 PM
Make the magmower make noise. Self eplanatory. Also if you want to make it a hovercraft make it act like a hovercraft, they cant strafe or spin on a dime.

Not letting it be able to climb a 45 degree steep hill and still have the speed to run over and kill infantry would be nice.

Sorry, but hover technology doesn't really help 30 tons of steel trying to climb and incline, unless you're on Auraxis.

IronWolf
2003-09-13, 11:24 PM
You have some good ideads, dout SOE will even blink but you bring up points, The AMS gets on my nerves ALOT so i understand but my idead was to make the undeployed version have alot less armor but having the same armor when deyployed.What you said about the NC needing the decimator...i've been killed by a phonix many times well i coudent even see where it was coming from, as for the magmower....TO SOLVE ALL VEHICLE PROMBLMES JSUT MAKE IT SO WHEN YOU DO RUN SOMEONE OVER YOU TAKE ALOT MORE DAMAGE, i mean hitting a anchored MAX at full speed is like hitting a wall.Suicide is like saying to god"You can't fire me!" "I quit!" http://stats.planetsidegaming.com/16/411055/stats.png

00AgentDuck
2003-09-14, 12:23 AM
i mean hitting a anchored MAX at full speed is like hitting a wall.

If you mean hitting a wall with a wrecking ball then yeah. When you think about how much that tank weighs and the weight of the max the tank wins in mass. And traveling at about 60kph times it's mass, that's a whole lot of force. Also you say it's anchored but I don't think those spikes sink to deep into the ground, maybe a few feet but not enough to stop a tank.

And making AV mines makeing a heavy tank die from two mines, that's to powerful I think. A tank driver wouldn't last a minute at a base. And when you think about tanks, you normally think of a huge, very heavy, hunk of metal with guns, not some pea shooter or a vechicle made out of cardboard.

Everyone has complaints about the tanks, mine happens to be with the vanguards one hit kill 150mm ammo. Also the vanguard is very silent and I get run over by it about as many times as I get run over by a magrider. And when you think about it, VS is based on mobilty, and when it climbs the 45 degree angle, you only goign about 10 kph, since I drive a magrider.

Decimator still does very good damage, and in groups tanks don't stand a chance, or maxes. Those sheilds don't add veyr much more sheilding, considering one minor crash in my magrider with a sheild takes it down to about 4/5ths sheilding. The repair station is just as good as a engineer, just not mobile.

CraZy
2003-09-14, 01:08 AM
thats silly....
lol why 10 min for Reaver? tired of getting killed by the rockets? noise? as you know the most common thing in tanks that makes noise is: engine and his movement but the Mag has hovering ability so there is no sound as for engine its from Vanu....
overall ideas are dumm

Caspertoo
2003-09-14, 01:42 AM
Ok ok i just have to laugh for a second, an NC complaining about about reavers!?! Hello sparrow, I'll tell you what, I'll support your idea on the reaver if you get rid of the fire and forget AND machine gun rate of fire on the sparrow. You have the absolute best AA platform in the game and he's complaining about reavers. Uh also remember the sparrow can hit libs at 400m top of the ceiling, the burster can't.

Ok so onto the rest, I actually totally agree with the decimator points. I personally didn't think it needed any changing, I don't remember anyone complaining about it either. But your point about the NC needing the decimator is hogwash, you have the JH, and the phoenix does kick ass. Has the longest reach of any sniper rifle, beyond horizon shot capability, plus its like 2x the damage that the striker does. How many times have i been at a vehicle term only to have half my health wiped away by a phoenix shooter that is beyond visual range and even LOS.

I'd continue but it won't really matter, SOE won't care. I really don't know where they get their feedback but I don't think its from here.

SandTrout
2003-09-14, 02:42 AM
Originally posted by Caspertoo
...machine gun rate of fire on the sparrow....But your point about the NC needing the decimator is hogwash, you have the JH, and the phoenix does kick ass. [The phoenix] Has [as long of] reach [as] any sniper rifle, beyond horizon shot capability, plus its like 2x the damage that the striker does. How many times have i been at a vehicle term only to have half my health wiped away by a phoenix shooter that is beyond visual range and even LOS. I didn't feel like makeing 2 separate quotes, so I used the standard fomat that journalists use. I also took the liberty of changeing a few things so that they make sence.

Your statements are ignorant and wildly inacurate.

First off, have you ever used a sparrow? It fires about as fast as a Sweeper, maybe slower. It definately has a slower ROF than the falcon. Should I also point out that the Burster is widely used as an anti-infantry artilery platform? But thats besides the point.

Secondly, the NC most definately need the decimator for killing MAXes indoors. The JH takes all 16 AP rounds to kill a MAX, and that takes a while to unload, especialy in a hot battle zone. The phoenix is useless indoors, as it has no dumbfire mode and only 1 round capacity, which means 2 things: A) you're not moveing for a split second while the missile is in flight, and B)You have a LONG reload time before you can fire your next shot. This is not to mention that you have no idea if you're being hit while guideing the missile outdoors. The only things that can't outrun or dodge a phoenix are infantry and MAXes, and you still have to wait for detonation before you can BEGIN the reload procedure.

Also, the Phoenix is not nearly twice as powerful as the striker. It takes a striker a little more than 3 missles to kill a MAX(any battle damage, and the MAX is dead in 3 shots) which at worst means you have to deal with 1 reload, and the Phoenix takes 3 missles to kill a MAX, which means you have to reload 3 times in addition to the missile travel time to its target. With the striker you can fire all 3 missles, THEN gain a lock and the missiles will head to your target, which means a LOT of damage very quickly to any aircraft or vehicles.

About you being at half health and a phoenix killing you, that is absolute BULLSHIT unless you were in a stealth suit, in which case you're an idiot for not being stealthed. Against infantry, the Phoenix does 25 health damage per shot except infil, which I'm guessing does 50ish health damage(this is based mainly on damage values of weapons on agile vs infil with other weapons).

However, I will agree that the range on the burster probably does need an increase to deal with those pesky liberators. My possition on reavers is that they need an armor nerf(they have more armor than a light tank for fuck's sake!)

dscytherulez
2003-09-14, 03:35 AM
Nice post SandTrout i was gonna do something similar but u saved me some time ;) One thing i dont agree with is the burster as anti infantry...the burster cant hit anything closer than 10 meters, therefore indoors its almost useless, but i remember when i had my sparrow it held its own in indoor battles.

But everything else is detailed and accurate imo, nice work

Doppler
2003-09-14, 04:55 AM
I think trout was referring to from distances, it's not uncommon to see a locked down burster max on top of a tower or the courtyard of a base engaging distant targets infantry max and planes.

Crazy. Have you ever been near a hovercraft of any type? They make a lot of noise, anything that generates a large magnetic field (Magrider, think about it) generates a lot of noise.

My god you get A) A tank with a foreward and main gun B) direct fire so aiming is much eisier aiming C) both weapons can engage low flying aircraft and troops on walls. Yet you want to bitch about making it non silent. Fuck a wraith and and basalisk makes more noise then a mag and you dont find it a little bit odd.

Peacemaker
2003-09-14, 09:32 AM
Im still laughing about the guy on the first post saying make the airpads not auto repair. Well then all the guy has to do is land, jump out, walk to an equip term, reload his engy rifle, get back in, and fly away. P.S The phnx has probly the LOWEST range of any of the AV weapons in the game. If you think it can fly for ever your wrong its got a 5 second time limit. Striker goes futher, lancer goes MUCH further.

Exano
2003-09-14, 09:49 AM
so much aircraft h8 :(

Besides, remember, this is a game set way in the future, we cant really compare "reality" to it, because the time hasent been set upon us yet

Doppler
2003-09-14, 10:44 AM
Originally posted by Peacemaker
Im still laughing about the guy on the first post saying make the airpads not auto repair. Well then all the guy has to do is land, jump out, walk to an equip term, reload his engy rifle, get back in, and fly away. P.S The phnx has probly the LOWEST range of any of the AV weapons in the game. If you think it can fly for ever your wrong its got a 5 second time limit. Striker goes futher, lancer goes MUCH further.

Right but at least that way they have to A) Get the engy cert B) Land their vehicle.

Is it really justifiable that it takes your average grunt say, 8 cert points. (reinf + med assault + AV) to have a chance of even hitting an air vehicle? Then to top it off give enemy air a way to repair without the engineer cert, a way to reload without getting out of their plane. (which was the time you had the best chance of taking them out)

Exano, the future argument does not work because the weapons tech shown in planetside, and the combat doctrine especialy represents a step back rather then a step foreward.

SandTrout
2003-09-14, 12:59 PM
May I point out that in Opperation: Iraqi Freedom(Note: I'm only presenting this on it's military merit, not any political basis) featured MASSIVE use of vehicles both in combat and movement. The infantry devisions moveing in from the south were all in vehicles, and a major part of the assault was from aircraft bombing enemy targets.

Maybe Planetside isn't useing enough vehicles as would realy be required in this type of war. Vehicles for fighting outdoors, Grunts and MAXes for fighting indoors.

Doppler
2003-09-14, 03:56 PM
Trout,

The problem with your analagy is planetside fails to take into account guns versus butter. Nor does it take into account maintenance and other functions that limit the application of vehicles.

For example for every one sortie flown a F-16 requires upwards of 100 manhours of maintenance.

My other problem with your analagy is that infantry in planetside lack the ways to deal with vehicles that real world troops do. Claymores, AV mines, artilery, airstrikes and advanced RPG's. (Do not use the fact that an RPG will not scartch an abrams, I know difrently, the iraqis just dont have enough of em and dont hav eht eproper training.)

Planetside really doesnt have enough ground in it to properly encompass a vehicle heavy war. Planetside thinks in kilometers, vehicle war thinks in 100 and 1k kilometer incriments.

No branch of the military has a unarmed vehicle designed to run people over. This is A) Unpractical B) Hard on your troops minds.

noxious
2003-09-14, 04:49 PM
Originally posted by Doppler
Is it really justifiable that it takes your average grunt say, 8 cert points. (reinf + med assault + AV) to have a chance of even hitting an air vehicle? Then to top it off give enemy air a way to repair without the engineer cert, a way to reload without getting out of their plane. (which was the time you had the best chance of taking them out).

This is because no one is supposed to be self-sufficient. The most self-sufficient build you can have at br20 is probably ma/ha/av/rexo/med/engie/ams and any other 3 cert certification of your choice. Even then, there are still times when you could use something different. While the average grunt can't engage that reaver, if you've got an AA max working with your group, that reaver will not pose a threat. All AA maxes (while not always able to make the kill) ARE able to force enemy aircraft to run away, often without allowing them a single kill.

Happy lil Elf
2003-09-14, 07:14 PM
1. It wasn't a nerf it was a fix, and a needed one at that. As a Lightning pilot I could be hit by a Deci and literally have no chance to flee before the second one would hit me. The Pounder aside I also don't see it being a big issue with the ability to kill MAXs.

2. In my opinion the rearm pads/terminals are fine. On most continents (or maybe all, I forget) there is only one dropship center. That means only one side is going to have them. It also doesn't repair vehicles very fast. It's actually seems faster to get out and use a glue gun form what I've seen. It also doesn't help offense very much. It does give an advantage for defense but I'm more than ok with that. I've always thought there wasn't enough advantage given to defenders. And, again, you only get that advantage only if you have the dropship center for the continent you're on.

3. Why increase the Lib and Reaver timers? I have yet to see any problem with Liberators and reavers are definately not the threat they once were, especially if you have a couple people who are crusing around in a Skyguard. This just doesn't seem to be related to your main issues at all. It seems you're more concerned about the Deci fix and the running over of ground troops, neither of which are issues that affect air vehicles much.

4. Your AV mine idea I would have absolutely no problem with, in fact in your entire post I think it's the only thing I think I can totally agree with you on. As long as it is visible at all times I think it'd be a great idea.

5. Making all AV weapons common pool would certainly fix the balance issues, but I'd hate to see it happen. From my rather extensive experience as a Mosq, Lightning and Vanguard pilot there seems to be only a few issues with AV weaponry that hopefully will be addressed in the upcoming balance sweep. I won't go into them here because AV balance isn't the main issue but if you want to discuss them in another thread I'm all for it.

6. Most things lighter than a tank do slow down when they hit something. Hell running someone over in a harraser can be considered suicide in many cases. Even my Lightning loses a decent chuck of speed if I hit someone and there there's always the odd case where you try to the them over and end up flipping instead :p. I do however see many people using AMSs as battering rams and I agree it's kind of stupid, but screwiing with all vehicles seems a poor fix for that.

7. The Magrider being louder would be nice I do agree, but honestly it's not going to help with it mowing people down, especially if the driver is on a moderate to bad connection (300+ ping). Until data transfer on the web is nearly instantaneous or they change the hit detection to not be client-side Magriders will always be the bane of ground troops along with, to a lesser degree of course, the other Medium tanks and AMSs.

Also the Magrider most definately can not spin on a dime, not unless it's at a full stop in which case running people over isn't an issue (obviously :p ). It's strafing ability is also overrated. It doesn't really strafe all that fast. That said neither of those really matter when you're talking about it's ability to run people down. It isn't all that hard to line up infantry for any vehicle, especially if they don't see you coming.

8. Why should ejecting from an aircraft should take 3 seconds? In most cases this would totally nullify the usefullness of the ability to eject. Considering how low vehicles in PS fly if it took 3 full seconds to eject once you lose control there's almost no way you'd have a chance to eject before impact. Not only that but what problem this would be addressing?

9. I really don't see why only Standard armor should be able to fly air vehicles. I guess in this case as well I have to ask what problem would this be addressing?'

In closing I'm going to have to say I disagree with you on almost everything you've said, Doppler. It just seems to me the majority of the changes you suggested don't address any major problems with the game that I've seen or experienced. I honestly don't think a lone troop should have a very good chance of defeating any vehicle Lighting or bigger without some real thought going into his/her tactics. Mostly because vehicles are harder to get than any infantry weapon. I do think that 2-3 people should be able to engage vehicles without too much trouble assuming they have the correct certifications but I don't see a huge problem with that as it is.

Setari
2003-09-14, 09:16 PM
This thread is turnin into the political debate forum if ya think about it...so many different arguments...my eyes hurt :P

noxious
2003-09-14, 09:53 PM
Conversation flows, espically online where hundreds of different opinions can be voiced. You pretty much have to expect a thread to change. A lot of things are worth being said but in a new thread would be totally out of context (if that's even possible :p).

shadowseed
2003-09-15, 06:43 AM
Originally posted by Doppler
Return the Decimator to normal, this was the grunts (especialy the NC grunt) only answer to MAX's and other hard targets.


Hell yeah.


Increase the reaver and liberator timers to 10 mins. Which is cut in half if you have a dropship center.


Errr.. why ?, i thought your problem was being run over ?. Would it make more sence to keep it the same... I know a lot more people are using aircraft. But then again, a lot more people use anti-air...


Remove the autorepair ability of dropship centers and especialy airtowers. Find a difrent ability (maybe a sort of in continent hart perhaps?). Give the ability for all vehicle drivers to make favorite inventory loadouts at all bases reguardless.


Hmm... im tempted to agree, as the moment you get a target lock on a reaver/moscito, it runs for the nearers repair-pad....


Implement a AV mine. Visible at all times, not set off by infantry. Two iis enough to take out a heavy tank.


Hmmm.. yes, we need something that can kill tanks a lot eaisier, but im thinking 4 mines to wipe out a H.tank


Make all AV weapons common pool.


No.... dont agree. But i do think the turrets need AV/AA locking rocklets, in a ALT-fire mode, dont have to be too powerful, just enough to make MAG's and AMS's think twice about lapping the base to mow down people...


Anything lighter then a tank (and the ams) should slow down whenever it hits someone, the heavier the armor, the bigger the slowdown.


A definate yes...


Make the magmower make noise. Self eplanatory. Also if you want to make it a hovercraft make it act like a hovercraft, they cant strafe or spin on a dime.


Naa.. dont agree. I hate the MagMowers, but i think they should be allowed to keep there abilitys. And hovercraft can spin and strafe.


Ejecting from an aircraft should take 3 seconds.


"What, like real aircraft!!!". Dont be silly. The whole point of an eject is to get out of your plane in an emergancy.


Pilots of aircraft other then the gal and lib should have to do so in standard armor.


errr... you mean not be allowed to pilot in agile armor. No dont agree there. I think its enough to stop people being allowed to pilot in H armor.

----------------------------------------------

A lot of good points, but i think you want to Nerf aircraft and vechcals too much that your swinging to the other end of the scale.

I DO agree that devs need to give grunts a better chance against Vechicals and aircraft, and they need to put a hinderance to all the joyrider type people runnign around, but i also maintain that ou should be able to use vechicals reliably.

nonentity
2003-09-15, 08:08 AM
I was going to make a nice long post detailing why I disagree with nearly all your points, but Elf already said pretty much what I was going to say.


On the subject of vehicles running people over, just make the vehicles do less damage to people (say 25 health lost if hit at full speed). Having the vehicles take more damage would just be stupid (I have no wish to clip a guy when driving around and then explode).


And the AV mine is a good, but I'd suggest that each mine takes a 4x4 slot in the inventory (maybe with a 3x3 dispensor). Just because if it came out of an ACE, an infil could take out two tanks without having to even restock, which is silly.

NoSurrender
2003-09-15, 09:08 AM
Phoenixs are a pain to use indoors. I used to play with sand and he can tell you im a expert with the phoenix. The phoenix is hard 2 kill something in doors because of how slow the reload time is. I can get one rocket off for sure but then getting a second is a near miracle. While with a Striker its just point lock fire run back fire run back fire and boom no more max.

Valcron
2003-09-15, 10:17 AM
Doppler

Why not just come out and say "I suck in planetside, please make vehicles easier for me to kill."

Biggest crybaby post in the history of all posts. You make some of my crybaby posts look like fodder.

Nawchoz
2003-09-16, 02:18 AM
I agree that something definatly needs to be done about vehicles running over footsoldiers with wreckless abandon. Has anyone ever seen a car hit a deer? The car usually sustains moderate damage itself, but the real supprise is when the deer winds up in the front seat, often killing the passengers. I suggest that the pilots of the lighter vehicles take sizeable physical damage when they run someone over. This will greatly cut down on the hit n runs, because as it stands, there is very little penalty for running someone over.

Another issue is the fact that in real life, you can dodge out of the way of a speeding car or whatever is barreling down your way. You can cover the width of even the widest vehicle in a heartbeat, yet in planetside, even as the grill of doom is barreling down on you, you can't seem to muster more than your usual plodding pace. Perhaps a quick dodge function that would take a chunk of your stamina but get you out of the way in time. That is, once they finally do away with client-side hit detection (cough) because we all love getting mashed by a tank that looks 20ft away.

Happy lil Elf
2003-09-16, 10:28 AM
1. A car is not a futuristic combat vehicle. The issue at hand is not buggies or smaller vehicles running people down. It's Mediium tanks and AMSs being used as plows.

2. A "quick dodge" feature would not help. If the driver sees you going under his bumper on his screen, you die. Even though you just saw yourself jump out of the way, you still die.

Doppler
2003-09-17, 06:07 PM
Pardon me for resurecting a decaying post but i cant stand to miss a chance to argue with Elf.

[QUOTE]Originally posted by Happy lil' Elf
[B]1. It wasn't a nerf it was a fix, and a needed one at that. As a Lightning pilot I could be hit by a Deci and literally have no chance to flee before the second one would hit me. The Pounder aside I also don't see it being a big issue with the ability to kill MAXs.

First off, this is a problem with the lightning, not a problem with the the deci. I mean it just kills me personaly that a reaver can take signifigantly more damage then a lightning can. In fact other then the extra cert cost i see no reason to take lightning over reavers ever in the current state. Secondly if your moving at all the deci is almost guaranteed to miss. Anything standing still other then a med tank is most likely deserving to die.

2. In my opinion the rearm pads/terminals are fine. On most continents (or maybe all, I forget) there is only one dropship center. That means only one side is going to have them. It also doesn't repair vehicles very fast. It's actually seems faster to get out and use a glue gun form what I've seen. It also doesn't help offense very much. It does give an advantage for defense but I'm more than ok with that. I've always thought there wasn't enough advantage given to defenders. And, again, you only get that advantage only if you have the dropship center for the continent you're on.
I just dont think it's right that vehicle drivers need any more help. Lets face it usualy this will be utilized for air vehicles (with the exception of the favorites/reloading which i think should be at every base reguardless) I also question how much help this is to defenders as in a hot base battle can you afford to sit still long enough to be repaired.

3. Why increase the Lib and Reaver timers? I have yet to see any problem with Liberators and reavers are definately not the threat they once were, especially if you have a couple people who are crusing around in a Skyguard. This just doesn't seem to be related to your main issues at all. It seems you're more concerned about the Deci fix and the running over of ground troops, neither of which are issues that affect air vehicles much.

Why extend the timers? Well lets just chaulk it up to the fac that there is no guns vs butter in this system. So having someone be able to pump out a reaver, which requires a techplant and flies, at the same rate as a skyguard, which has less armor does not fly (big air doesnt count) and less firepower makes no military sense other then the fact that one can be driven in reinforced and the other does not.
4. Your AV mine idea I would have absolutely no problem with, in fact in your entire post I think it's the only thing I think I can totally agree with you on. As long as it is visible at all times I think it'd be a great idea.

5. Making all AV weapons common pool would certainly fix the balance issues, but I'd hate to see it happen. From my rather extensive experience as a Mosq, Lightning and Vanguard pilot there seems to be only a few issues with AV weaponry that hopefully will be addressed in the upcoming balance sweep. I won't go into them here because AV balance isn't the main issue but if you want to discuss them in another thread I'm all for it.

I wont go into it either other then to say I whould as a counter purposal like to see the striker get made a CP antivehicle weapon and the TR given some other form of goody.

6. Most things lighter than a tank do slow down when they hit something. Hell running someone over in a harraser can be considered suicide in many cases. Even my Lightning loses a decent chuck of speed if I hit someone and there there's always the odd case where you try to the them over and end up flipping instead :p. I do however see many people using AMSs as battering rams and I agree it's kind of stupid, but screwiing with all vehicles seems a poor fix for that.

Cant say, when i hit people with skyguard or my deliverer i hardly ever see a slowdown and then i j can usualy accelrate fast enough it doesnt matter.

7. The Magrider being louder would be nice I do agree, but honestly it's not going to help with it mowing people down, especially if the driver is on a moderate to bad connection (300+ ping). Until data transfer on the web is nearly instantaneous or they change the hit detection to not be client-side Magriders will always be the bane of ground troops along with, to a lesser degree of course, the other Medium tanks and AMSs.

Whould anyone else like to go back to the day before the devs decided that all med tanks had to have the same armor class.
personaly i think it should go from low - high Mag Van Prowler. But thats just me.

Also the Magrider most definately can not spin on a dime, not unless it's at a full stop in which case running people over isn't an issue (obviously :p ). It's strafing ability is also overrated. It doesn't really strafe all that fast. That said neither of those really matter when you're talking about it's ability to run people down. It isn't all that hard to line up infantry for any vehicle, especially if they don't see you coming.

Their ability to run people over while strafing and out turn a lightning has always been m primary irritant but that's neither here nor there.

8. Why should ejecting from an aircraft should take 3 seconds? In most cases this would totally nullify the usefullness of the ability to eject. Considering how low vehicles in PS fly if it took 3 full seconds to eject once you lose control there's almost no way you'd have a chance to eject before impact. Not only that but what problem this would be addressing?

9. I really don't see why only Standard armor should be able to fly air vehicles. I guess in this case as well I have to ask what problem would this be addressing?'

Both of these fall into the same catagory. Personaly I've seen what personal effects/gear pilots of modern aircraft (especialy fighter aircraft) can take with them, and it's not much at all, i dont see why planetside should be all that difrent and am constantly irritated by if i manage to shoot someone down they just bail out.

Better question though, if i can bail out of any aircraft in the game so quick why can i not get out of an even slightly moving sunderer.


In closing I'm going to have to say I disagree with you on almost everything you've said, Doppler. It just seems to me the majority of the changes you suggested don't address any major problems with the game that I've seen or experienced. I honestly don't think a lone troop should have a very good chance of defeating any vehicle Lighting or bigger without some real thought going into his/her tactics. Mostly because vehicles are harder to get than any infantry weapon. I do think that 2-3 people should be able to engage vehicles without too much trouble assuming they have the correct certifications but I don't see a huge problem with that as it is.
I disagree with you here because i dont feel that vehicles are all that hard to get, especialy the advanced mobile plow. The fact of the matter is, it generaly will take 6 guys or the equivalent with enough time to take that many shots with SA or AV to kill a medium tank. This to me is unaceptable.

Doppler
2003-09-17, 06:09 PM
The 3 second rule on ejection whould not apply to the galaxy as it's assumed that troops riding it in are ready to drop.

SandTrout
2003-09-17, 08:28 PM
I dont see the purpose of a 3-second ejection either. Most people that bail get blown to hell by their plains anyways. Plus you can get ready to shoot the bastard when he lands if you're quick enough.

Happy lil Elf
2003-09-17, 09:08 PM
Ugh, not digging through that post. Too lazy to separate statments right now, that and Spybot and adaware are done now so I can go back to Jedi Knight Academy....now if only the second mission would load :p

Searo
2003-09-17, 09:29 PM
Aircraft eject in real life by detonating a bomb, ripping a hole in the plane, and shooting the pilot out at several Gs.
Three seconds is not required to get all this done.
Also, when you're laggy, you have to eject way before critical damage or you really DO have a three second delay. Trust me, I learned it the hard way.

How are you going to blow a hole in the top of a Sunderer and shoot a guy out through that? That's like, 5 inches of armor there.

Nerf Reaver armor? Well, I'm extremely laggy when flying a Reaver so I had to drop it (sniff) and I haven't flown since the patch. I died a lot, because of lag, because of inexperience, because of stupidity, etc...

The Mines are good, I say they are a rifle sized mine that are clearly visible, and take up a good inventory chunk, and take three to kill a Heavy Tank.

Common Pool AV? What's the point of seperate empires again?

Decimator could be boosted, don't know anything about that, never fired one, never use decimator attracting certs. Although if I'm driving my Lightning in a nice straight line sometimes people throw a few my way.

Bismarck
2003-09-17, 10:06 PM
Originally posted by Doppler
Trout,

The problem with your analagy is planetside fails to take into account guns versus butter. Nor does it take into account maintenance and other functions that limit the application of vehicles.

For example for every one sortie flown a F-16 requires upwards of 100 manhours of maintenance.

My other problem with your analagy is that infantry in planetside lack the ways to deal with vehicles that real world troops do. Claymores, AV mines, artilery, airstrikes and advanced RPG's. (Do not use the fact that an RPG will not scartch an abrams, I know difrently, the iraqis just dont have enough of em and dont hav eht eproper training.)

Planetside really doesnt have enough ground in it to properly encompass a vehicle heavy war. Planetside thinks in kilometers, vehicle war thinks in 100 and 1k kilometer incriments.

No branch of the military has a unarmed vehicle designed to run people over. This is A) Unpractical B) Hard on your troops minds.


Hey Genius, the AMS ISNT DESIGNED TO RUN PEOPLE OVER. It's designed to be an Advanced Mobile Spawn and equip term. Its ability to run people over is just a side effect of its speed and armor, both necessary in a very important vehicle with no offensive or defnesive abilities.

BTW: Its a freaking common pool vehicle that costs 2 points. Just buy your own

Yoda says: "shut up the fuck, you must"

Nimbus
2003-09-18, 01:19 PM
Originally posted by Doppler
Crazy. Have you ever been near a hovercraft of any type? They make a lot of noise, anything that generates a large magnetic field (Magrider, think about it) generates a lot of noise.

My god you get A) A tank with a foreward and main gun B) direct fire so aiming is much eisier aiming C) both weapons can engage low flying aircraft and troops on walls. Yet you want to bitch about making it non silent. Fuck a wraith and and basalisk makes more noise then a mag and you dont find it a little bit odd.

The Magrider is a futuristic hovercraft using reverse engineered vanu technology. Last I checked modern hovercrafts use combustion engines and fans, yes, very noisy.
Magrider could use a large magnetic field, but I haven't seen any information providing that it would. Besides, it is vanu technology. If the Mag's engine WAS noisy the technology most likely included sound damping. In the reports of UFO sightings you don't hear a lot about how they rev the engine and backfire as the land in the backyard.