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View Full Version : Anyone nostalgic about the lockon AA?


NewSith
2013-01-01, 08:37 PM
PlanetSide 2 Version:



NC (Albatros):
With hard hit doctrine, I think it should be different as compared to Sparrow.

Clip Size:
1 big mother****ing missile
Damage:
High
The way it works:
You lock on, you fire, you reload
Lockon Mechanic:
Fire and forget.
Missile speed:
Low
Upgrades:
Missile Speed
Lock-on time
Reload Speed
Flares reaction:
Wandering off



VS (Starfire)
Obviously... Minus the plasma burn effect.

Clip Size:
6 projectiles
Damage:
Moderate
The way it works:
You empty the clip, projectile after projectile.
Lockon Mechanic:
Lock-on maintainance
Missile speed:
Medium
Upgrades:
Clip Size
Lock-on time
Reload Speed
Flares reaction:
Wandering off, until lockon retainment



TR (Swarm)
With Burster being Common Pool, TR need a new weapon.

Clip Size:
9 small missiles
Damage:
Low
The way it works:
You hold your mouse button to quickly empty the clip
Lockon Mechanic:
Fire and forget.
Missile speed:
High
Upgrades:
Clip Size
Lock-on time
Reload Speed
Flares reaction:
All missiles explode by hitting each other at the flares.



Visuals:
Albatros:
Patriot Launch - YouTube (http://www.youtube.com/watch?v=JgclcQjRS3A)
Starfire:
Really?
Swarm:
Crysis 2 | SWARMER & JAW Gameplay (Campaign) - YouTube (http://www.youtube.com/watch?v=Os61DyDtRUI)

Methonius
2013-01-01, 08:42 PM
I like this idea we need more AA options in the game.

SixShooter
2013-01-01, 08:49 PM
I like it :thumbsup:
:cheers:

AThreatToYou
2013-01-01, 08:59 PM
The problem with lock-on weapons is their countermeasure is far too obvious...
Almost no point in using them because every ESF who doesn't have flares is worthless meat.

NewSith
2013-01-01, 09:07 PM
The problem with lock-on weapons is their countermeasure is far too obvious...
Almost no point in using them because every ESF who doesn't have flares is worthless meat.

The 2 latter of these (VS and TR) allow for continuous AA fire that allows to bypass flares somewhat, with the top one (NC) being rather OP to compensate for easy countermeasures... Besides the cooldown on the flares is rather high.

Not to even mention that many players will prefer lockon to precision aiming against aircraft if that option is available by default and has long enough range.

AThreatToYou
2013-01-01, 09:19 PM
The 2 latter of these (VS and TR) allow for continuous AA fire that allows to bypass flares somewhat, with the top one (NC) being rather OP to compensate for easy countermeasures... Besides the cooldown on the flares is rather high.

Not to even mention that many players will prefer lockon to precision aiming against aircraft if that option is available by default and has long enough range.

True, but effective on-contact response to aircraft is needed. I suppose we do already have Bursters and empire-specific MAX weaponry is sorely needed, hell, any more empire-specificity is needed.

If you're going to do anything with additional lock-on weaponry, I think at least some of the missiles in a salvo should remain in-air and follow any target you lock on to, even after you lose the target they were first fired at.

Come to think of it, it might be a good skillful addition to AA if you could fire without lock-on, and then lock-on to initiate guidance. This would make it a little harder for aircraft just to afterburn away from missiles.

Electrofreak
2013-01-01, 11:12 PM
Lock-on weaponry should be effective, but require the lock to be held until the missile hits the target. I think this is a key point PS2 is missing. If the pilot remains high in the open air, he's going to get F'd up. If he breaks line of sight with the infantry launching the missile however while the missile is in flight, the missile stops tracking.

This makes hover-spammers much more vulnerable than the pilots who actually fly.

SeraphC
2013-01-02, 04:53 AM
I like this idea we need more AA options in the game.

We really don't. Between the base turrets, constant patrols of A2A ESFs, AA MAXs everywhere and Skyguards becoming common sight you already have a hard enough time as an ESF.

Any problem with air can be brought back to a) lack of cover to attack from b) spawn camping bombers. Basically the same problems we have with tanks. Except of course that libs have fewer counters.

Edit: In fact, no matter what they add: unless you don't have to stick your head out to use it, it's not going to change anything.

Rago
2013-01-02, 07:29 AM
We really don't. Between the base turrets, constant patrols of A2A ESFs, AA MAXs everywhere and Skyguards becoming common sight you already have a hard enough time as an ESF.

Any problem with air can be brought back to a) lack of cover to attack from b) spawn camping bombers. Basically the same problems we have with tanks. Except of course that libs have fewer counters.

Edit: In fact, no matter what they add: unless you don't have to stick your head out to use it, it's not going to change anything.

This !

I have one Lock on Launcher for AA (there is this second NS thingy which i don´t buy) 2 Burster Arms for a Max and a lot of AA Turrent´s in Bases.

3 Burster Maxes bring down a Lib pretty Fast.

For all Ground V. i use the Deci, who needs a Lock on ? :P

However ppl often Complain Air to Ground ist to Strong, this is in Fact NOT TRUE.

We dont need more AA, we need Bugfixes for the Game.Beginnger Tutorials and so on.

PredatorFour
2013-01-02, 07:40 AM
What about giving the skyguard ( lightning even) another AA weapon to equip so it has 2 options?? Like so its more customizable like the devs have banged on about in beta.

My proposal is like your first nc max weapon description. Give it a massive fire and forget missile on its back, make it a scud launcher for the skies only. Give people the option of flack / missile. We need more ground to air rockets for sure. I like all your ideas on these too.

Stanis
2013-01-02, 08:31 AM
Come to think of it, it might be a good skillful addition to AA if you could fire without lock-on, and then lock-on to initiate guidance. This would make it a little harder for aircraft just to afterburn away from missiles.

This was one of the features of the skillfire in PS1, that earnt its name.
You fired the projectiles. You locked onto a close target.
They instahit.

Bad idea.

Reacquiring lock is just as bad.
Target distant vehicle. Fill sky.
Reacquire on closer target.
Instakill.

Also a bad idea.


However, a lock on AA max weapon seems like a logical step.
I believe we had soemthing like this at the end of beta for a very short time.
I tried the VS version at end of tech test. 3 shots, 15 ammo total. It was dumbfire, slow to reload, the VS version looked like lasher/comet orbs.
They fixed the AV/AA lock-on code with the Annihilator.
Make that lock-on and we have a decent AA option.

NewSith
2013-01-02, 08:38 AM
This was one of the features of the skillfire in PS1, that earnt its name.
You fired the projectiles. You locked onto a close target.
They instahit.

Bad idea.

Reacquiring lock is just as bad.

I still propose Starfire for VS because of 2 reasons:
A. Aliens and their smart plasma balls.
B. Flares both distract missiles AND prevent lockons, so the Starfire mechanism may work in this new environment.

EDIT:
C. In PS2 missiles can no longer 180 instantly.

Hmr85
2013-01-02, 08:48 AM
I want my Phoenix Rocket Launcher back. :(

Phreec
2013-01-02, 08:51 AM
No please, no more lock-on weapons. You can't properly balance stuff that takes no skill to use. I'd much rather see them implement portable player guided MANPADS like the AT4 from Bad Company 2.

Bad Company 2 M136 AT4 - YouTube

This thing should have minimal splash if none at all but be able to one-shot ESF's and do some serious damage to other aircraft. It actually requiring effort and mastering to use would balance it against the point-n-click lock-on weapons.
It could turn out to be a bit too effective against ground vehicles if it does the same damage so make it only effective against air and just blame it on nanites or something. ;)

HiroshiChugi
2013-01-02, 10:20 AM
I like the initial thought of this thread... those weapons actually could be a great addition to this game.

Biohazard
2013-01-02, 07:35 PM
Air will not be an issue after I get my lancer... hopefully...

Soothsayer
2013-01-02, 09:10 PM
Sure, I'd love to see some more of that type of customization and specialization.