View Full Version : Lets talk about the real boss:THE LIBERATOR
So i recently fell in love with this skybus and i would like some tip/thoughts/hates on the subject.
Sawboss
2012-11-22, 06:06 PM
Like everything in the game, if you've got the right situation the liberator is mindblowing...
30 kills in about 30 seconds earlier sitting in someones gunner seat :D
duomaxwl
2012-11-22, 06:25 PM
The Lib is boss. One of my outfitmates got the Zepher (I think that's the one) and I just plowed through people running in the open by an outpost.
Timealude
2012-11-22, 06:35 PM
The old rule, If 1 lib doesnt succeed.....try 5....if that doesnt work try 8.......
Sirisian
2012-11-22, 07:37 PM
I got lucky on the first day. Bought the rapid fire shell one and got a gunner and for 3 hours just owned everyone from above. Slowly as the day progressed more people had lock on rocket launchers and lightning AA began to appear so I slowly had to become more careful.
Semi-afraid that when I play next that everyone will have bought AA weapons.
Ghoest9
2012-11-22, 07:58 PM
My thought is the lib should be nerfed and nerfed again.
The only thing keeping them from utterly destroyong everyone is the super short view distance that has been imposed on everyone.
On the other Id always like to see galexies made tough and tougher.
thegreekboy
2012-11-22, 08:29 PM
The dalton is a monster against armor
DaBigCheese
2012-11-23, 12:42 AM
I finally got to try it with my buddy last night. After being shelled numerous times, I was surprised to find out that the default F2 gun sucks so hard, and now understand why people would say P2W (which it is not. Hold your fire guys, I'm cool with grinding 1k cert for ultimate weapons to own "later". No rushing)
Small bullet, small magazine, no zoom, limited angle, you name it.
If default fighter is flying pea-shooter, then default liberator is balloon pea-shooter.
Nevertheless, the last flight of the night ended fondly, even without the dead-raining uber guns.
My buddy flew and I manned the guns. We got ourselves above enemy ground forces and I started gunning them, with little effect thanks to the default pea-shooter. Soon it turned into air combat with 2 enemy flyers coming after us.
First one got swiss-cheesed by F3 seat gun, then he finished himself off by ramming into our lib's arse. How nice of him :)
Then we took more fire from, well, everywhere. As the lib heading down, I got angle on F2 and downed the other flyer. Then I realized we're still going down...crashed and burnt.
Now I would like to ask,
if I only have the default guns on the lib, should I bother using lib ?
What could I do with it ? Close air support for infantry ? Private squad transport ?
Could I do more with default fighter ?
Captain1nsaneo
2012-11-23, 02:25 AM
I use my trial time to unlock the big gunner weapons for the lib. As for the default miniguns, yeah, they're pretty bad at everything with one exception. They apparently stomp on other aircraft. But if you want AA as as lib, take the minigun nose cannon. If it hasn't been changed, it will pretty much instantly kill any other aircraft.
Gortha
2012-11-23, 05:11 AM
How can i trial use / test weapons?
Lieken
2012-11-23, 01:49 PM
146 kills in 10 minutes for my gunner, zepher is very overpowered.
I gotta say the Zepher seems pretty strong. Those poor purple and red ants :D
Sawboss
2012-11-23, 05:39 PM
I launched myself at a liberator in a heroic fashion earlier with a jump pad. Sadly it did not result in said lib plummeting from the sky, I became an unsightly smear on the cockpit.
I'm definately seeing way more liberators around than during beta, maybe due to there being less people with AA weapons unlocked.
Ailos
2012-11-23, 05:44 PM
Tips for making the lib more awesome:
1. Get the stealth mod as your first upgrade. It's a relatively cheap 30 certs, but makes you much harder to spot on radar. That means you can fly closer, slower, and lower without being noticed, and if they don't see you, they don't shoot you. This in turn means your gunners have an easier time hitting stuff, and you get more points.
2. Spend a few cert points to get your gunners some zoom - especially the belly gun (whatever gun you have equipped). This helps them be more effective in situations described in point 3.
3. The cure to AA Flak fire is speed and altitude. If there's a lot of ground based AA, try to fly in less predictable patterns, at least 500 meters away from them, generally by gaining altitude. They'll still hit you, but there is significant damage dropoff at range, so it'll take them longer to take you down. If your gunners have zoom available, that means there's a chance you'll be able to actually take on a skyguard lightning or a flak turret and win.
4. Braking is just as good as accelerating. Controlling your speed and trajectory makes you a harder target to hit for both AA flak and ESFs. Practice making sharp turns, and things like helix spirals and barrel rolls to avoid enemy bullets. When you get really good at this, you'll even be able to put both of you gunners in a position to kill enemy ESFs, and you'll find yourself running out of ammo quite often.
5. Don't be afraid to dogfight other liberators and galaxies - especially if there is little/no enemy ground AA or ESFs to shoot back at you. The standard liberator nosegun shreds through pretty much anything.
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