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2012-02-16, 02:05 PM | [Ignore Me] #46 | ||
Brigadier General
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I haven't read the whole thread, but just wanted to drop my 2 cents.
As someone who loves and spends most of their time in a Reaver, I fully believe and support the idea that AA should trump air and be able to essentially create "no-fly zones". This makes air-to-ground combat much more tactical as well as balances aircraft. I hate using real life comparisons for a video game, buuut in real life, the first order of air strikes is to take out the enemy's anti-air capabilities because once you establish air superiorty, you have a major advantage. I like that concept for Planetside as well. |
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2012-02-16, 02:25 PM | [Ignore Me] #47 | |||
First Sergeant
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The problem a lot of people are having here I think is thinking of the Reaver and Mosi in PS2 as strictly fighters. They are meant to be more than that. They handle like fighters at high speeds, but can somewhat hover and behave like helicopters/VTOL at low speeds. They are meant to combine Air Superiority (one loadout) with Air Cavalry (a second loadout.) Air Cavalry is supposed to be a powerful anti-ground option, against vehicles as well as infantry. I'm of the opinion that infantry should be somewhat vulnerable to a friggin Apache gunship. Meaning, having to rely mostly (not entirely) on other aircraft or ground vehicles to fend the Air Cav off. This is the RPS aspect of PS2 I feel. However, stick a AA weapon on your lightning or Vanguard and it should be a pretty effective deterrent against air. There is nothing more satisfying that beating a skyguard in your Reaver. I want that challenge. Sorry about the WOT, lol. TL;DR: Aircraft are powerful, so have powerful counters, but not excessively so. |
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2012-02-23, 05:02 AM | [Ignore Me] #48 | ||
Colonel
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The power of single-person aircraft should be countered by equally powerful single-person AA vehicles.
If the AA vehicles require 2 people to be fully powerful, then the planes should also require a gunner and pilot to be fully powerful. Balance.
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Bagger 288 |
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2012-02-23, 07:43 AM | [Ignore Me] #49 | |||
Second Lieutenant
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FLARE SPAMMING
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-02-23, 09:46 AM | [Ignore Me] #50 | ||
Corporal
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I was very impressed by how well balanced air combat and air to ground interaction was in PS1. I can not imagine a better solution. PS1 gave all skill levels a role in that fight, and didn't make any other role obsolete.
Be careful with what you ask for, it'll be very difficult to improve on PS1 in this arena. |
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2012-03-02, 05:10 AM | [Ignore Me] #51 | ||
Colonel
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Yeah, if they make it a glass ceiling, then career women might feel uncomfortable playing.
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Bagger 288 |
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2012-03-02, 05:58 AM | [Ignore Me] #52 | ||
It will actually be amazingly easy to improve upon it and you can look at basically every other game on the planet which features multiplayer involving aircraft and infantry to see how it could be done better. I believe PS1's hilariously bad aircraft implementation was at least in part due to the fact that the engine was so limited, which meant they couldn't have anything really resembling enjoyable flight mechanics. As that won't be the case for PS2, they immediately change the game by making aircraft function vaguely like aircraft.
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2012-03-02, 07:42 AM | [Ignore Me] #53 | |||
First Sergeant
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If the battlefield games did Planetside air this is how it would go. #1 everyone has to be air, airs too overpowered not to be air so wait in line at the vehicle spawner to get air. #2 Airs so overpowered that if there is a long line to get air proceed to teamkill everyone in the line, the overpoweredness of the air is a fair exchange for all that grief. #3 learn to fly and keep your air in the sky, grats you just gained any and all "skill" you will ever need, oh, don't forget to press X to spam your flares for god mode should anything even try to take you out, pressing X takes a LOT of skill. #4 don't worry about dieing to anything anymore, you see you're in a fighter jet that has mach 3 speed, (faster then even a guns bullets in the game), but you also have the roles of not only a fighter jet but a bomber comboed into one. but don't worry, your bombs have the size of a whole PS1 base just in case you miss. #5 don't worry about effective AA, as there will never be effective AA in the game, ever. The pilots will also bullshit that flying takes skill and so will also bullshit that the air is not overpowered and so should be very hard to kill.
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Support Human's Intelligence over Monkey's Movement. say NO to twitch and YES to the Art of War. Last edited by Forsaken One; 2012-03-02 at 07:45 AM. |
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2012-03-02, 12:56 PM | [Ignore Me] #54 | |||
First Lieutenant
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Reference |
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2012-03-02, 01:03 PM | [Ignore Me] #55 | |||
First Lieutenant
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2. On your logic: Why are infantry so special that they deserve a place they can be immune to air fire? (Hint: Infantry can go indoors) |
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2012-03-02, 01:06 PM | [Ignore Me] #56 | ||
Corporal
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Aircraft ought to have the ability to take on Infantry effectively *if* equipped accordingly, but not both ground and air targets at the same time; role selection should be heavily enforced.
Regarding hovering aircraft, just make Infantry AT weapons highly effective verse aircraft that hover within range -- doorway camping problem solved. Regarding Infantry AA, a single Infantryman should *not* be able to take out aircraft with a single AA missile IMO, but a small group of Infantry equipped for AA who coordinate their AA attack verses a specific air target (volley fire) should be made highly effective. This would encourage more coordinated team play on the ground. |
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2012-03-02, 01:28 PM | [Ignore Me] #57 | ||
First Lieutenant
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If people are really worried about hover spam
You won't see too many pilots that will want to hover spam if you balance it right. Last edited by Eyeklops; 2012-03-02 at 01:30 PM. |
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2012-03-02, 05:18 PM | [Ignore Me] #59 | |||
First Sergeant
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Start giving every individual class and vehicle the ability to counter every single possible threat that it may encounter and you'll end up with homogenised roles and uninteresting gameplay. Different classes and vehicles each need to have their own, very obvious strengths, weaknesses and niche abilities. I'm frightened by over-customisation. Last edited by JHendy; 2012-03-02 at 05:20 PM. |
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2012-03-02, 05:38 PM | [Ignore Me] #60 | ||
The worry isn't that we can't think of a solution, the worry is that the developers won't view it as a problem requiring a solution. It would be an easy thing to fix, but if the PS1 developers thought a half-dozen aircraft camping doorways like a bunch of cats waiting outside a mouse hole was good gameplay, who's to say the PS2 developers don't see it the same way?
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