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2012-11-29, 01:03 PM | [Ignore Me] #46 | |||
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2012-11-29, 01:20 PM | [Ignore Me] #47 | ||||
Lieutenant General
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I still don't understand why ESF get to be the counter to everything while requiring 0 teamwork and it boggles my mind that people think it should take a coordinated squad to take one out.
That's pretty strawmanish because I only see people complaining about ESFs and not Liberators or Galaxies. This is currently the problem: ESF can hover spam, or fly very close to ground targets while spamming rockets, and unless they're terrible pilots or more than 2 - 3 sources of AA are shooting at them, they can get away with it - nothing else in the game can get away with playing this badly. Any infantry or vehicle would be destroyed before it can get away, but air doesn't because it's so fast and strong. Something needs to give. Last edited by Bags; 2012-11-29 at 01:34 PM. |
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2012-11-29, 01:30 PM | [Ignore Me] #48 | |||
Major
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Ok well if this was true then why follow it up with... "A few coordinated ESF's with 1-2 libs, can decimate all AA that's trying to kill it, almost no matter how many they are." So now it went from one ESF being a 1 man army to actually having a coordinated group decimating everything... so clearly one ESF is not a one man army at all. "Also, the only people doing the AA job, are those that are in serious outfits. No casual player would be in AA, as they would simply not gain any xp and levels, while the pilots would still rake in 1000+ xp per mag of rocket pods." I don't understand this statement. No one does AA because there is no exp in it? Unless you are in a burster max then you would have other options for getting exp because you could use your main gun to kill other things. If you were in a skyguard or turret then you can just get out to kill people. Even if you did focus on just AA there is enough air around heavy battles to get decent exp not to meantion you would help your faction actually cap the territory instead of being pushed out so that you could get the capturing exp. I would also love to know how you get 1,000+ exp per mag of rocket pods. I can see that if you get lucky killing a fully loaded Galaxy or Sundy, but that is not the norm because Galaxies have AA turrets and competent gunners will kill you and Sundies have people inside that usually carry AA rockets. So it's by no means a regular event to make 1,000 exp per mag. Actually I think you have to be a pretty ballsy pilot to try to take on a galaxy solo. Most solo pilots will leave them alone because the ESF is not a one man army and 4 AA turrets are deadly. |
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2012-11-29, 01:34 PM | [Ignore Me] #49 | |||
Lieutenant General
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2012-11-29, 01:36 PM | [Ignore Me] #50 | ||
Staff Sergeant
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A deterrent?
Why should I be deterred? They can't kill me. Thus I have little to fear. They can annoy me. At best interrupt me killing with impunity. Alas, I am many many times more agile than a max or skyguard when it comes to adjusting my angle of approach. I may just turn that angle on whom ever made me mad. I am the reaver pilot. I have my breaker rockets and I can kill EVERYTHING on the field. Except for my fellow fighter pilots in wrong colours, but I have my nose gun for that. I dare you to bring me anything I cannot handle. Oh, you bring numbers? *I* bring numbers. -------------------- Now, I'm not the best of pilots, I admit that. But I am skilled enough to find it pretty damn easy mode. I don't think AA really needs a buff (perhaps a *slight* increase in effective range) as much as breaker rockets need a nerf against anything but armoured targets. If flak gets buffed by much more, liberators and galaxies will suffer because they're flying tubs and fridges. |
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2012-11-29, 01:37 PM | [Ignore Me] #51 | |||
Major
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Yet 1 Skygaurd can kill a ESF and 1 ESF with A2G rockets can kill a non-skygaurd lightning. Both are 1 man vehicles. |
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2012-11-29, 01:38 PM | [Ignore Me] #52 | |||
Lieutenant General
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2012-11-29, 01:41 PM | [Ignore Me] #53 | |||
Major
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Using zerglings to defend your statement is kinda pointless... zerglings are called that for a reason. They are fodder usually. |
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2012-11-29, 01:41 PM | [Ignore Me] #54 | |||
Major
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That isn't you taking the piss, thats you bitching in a smug fashion. Its always interesting watching people trying to change the meaning of their previous posts, after someone points out they're acting like a brat. You're not very good at it though. Oh and by the way, I didn't lose my composure. If you need to compose yourself to post on some forums I suggest you go outside, or get a job. I actually agree with the points you've made. I just don't agree with you acting like a cunt while you make them. Last edited by Xaine; 2012-11-29 at 01:45 PM. |
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2012-11-29, 01:41 PM | [Ignore Me] #55 | ||
Sergeant
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I think the real issue is that infantry have no defense against air. Because of flak damage, infantry can not duck behind cover, and that feeling of being completely powerless to avoid instant death is what causes this imbalance imho. I also play air so I see how powerful AA can be. AA is not underpowered. Infantry just needs to be able to survive better rather than shoot air out quicker. Certing into the highest FLAK armor shourld completely make infantry invulnerable to air and tank unless hit point blank. Crates and wall should actually protect infantry.
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2012-11-29, 01:42 PM | [Ignore Me] #56 | |||
Lieutenant General
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I was under the assumption that you could have A2G rockets and a strong nose gun too. Are they limited to one? Plus, a2g rockets can be easily used against Liberators and Galaxies to good effect. >It's no different than tanks. 1 infantry soldier is probably not going to kill a competent lightning either. Yet I don't see you complaining about that. You should hear me on voice. In all seriousness, the difference here is a lightning can't take out MBTs, groups of infantry, and air with impunity like ESFs can. Sure you can drive into a group of infantry and get a few kills, but you're going to die - not so much as an ESF, from my experience. I'm generally dead from a few rockets before I get a lock on, even with my shield up. |
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2012-11-29, 01:44 PM | [Ignore Me] #57 | ||
Master Sergeant
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I hate to dredge up PS1 as an example, but let's compare PS1 AA MAXs and PS2 Burster anyway.
PS1 AA MAXs -- VS Starfire: Lock-on missles that required you to maintain the lock for them to track. MAX had jumpjets and could jump a full rocket pod salvo. One clip (about 8 shots I think) was enough to kill a reaver. NC (Falcon?): Lock-on missles that were fire-and-forget. MAX had a shield that you could activate to eat a salvo of rockets without dying (couldn't fire while shield was active). One clip was enough to kill a reaver. TR Burster: Flak fire with no warning. Required you to aim, but countered by the ability to lockdown and significantly increase the firing rate. Very difficult to hit libs at flight ceiling, but reavers were not much trouble. One clip was enough to kill a reaver. PS2 AA MAX: Burster: Both arms required in order to kill a plane before it flies away to repair. Flak has small AoE and is like hitting the plane with a regular bullet. Fighters are many times more maneuverable than PS1 reavers, making flight paths unpredictable. The farther the plane is away, the more likely they will dodge in some unanticipated direction, meaning that hitting anything beyond about 150m is nothing but luck. Basically, hitting a regular fighter at 150m is like trying to hit a lib at flight ceiling in PS1. In PS1, pilots couldn't even slow down without getting blown up, let alone hover. Pilots had to hide behind mountains and trees, and only pop up to quickly fire their rocket salvo before going back to hiding. Pilots had to plan their attack and come from odd or unexpected angles/directions to sneak up on AA and kill them. In PS2, if no air AA is present, pilots often just hover out in the open without a care in the world. They do not hide behind trees or mountains. If a ground AA threat is noticed, they turn and head straight for it head-on and blow it up instead of dashing behind a mountain to escape. They do not plan any attacks and merely see target, shoot target. Any amount of sneakiness (for instance, the simple action of not coming in for a second strafing run the same direction that you left the first one) makes fighter able to at least kill whatever it was strafing before it dies, but often can still survive and easily repair/rearm at the nearest tower to continue to oppress anything on the ground. |
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2012-11-29, 01:44 PM | [Ignore Me] #58 | |||
Lieutenant General
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It's not like those single airborne players got halo's somewhere along. :/ Mind, with everyone and their dog in the future having G2A missiles, 3 rockets to kill is okay. But till then it's going to be a bit of a mess. And all that just because everyone has access to every basic unit in game... We're not the ones with the vision that create balance issues... |
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2012-11-29, 01:49 PM | [Ignore Me] #59 | |||
Corporal
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The Skyguard is hopeless at its one role. If AA is a deterrent then SOE need to stop with the ridiculous money-grab prices that they charge for AA MAX and Skyguard. It's not like you can even upgrade the things to make them more potent. All you can do is buy childish skull masks for the MAX and make it look like a short stumpy giraffe. Oh, and you can get "Go Faster" stripes for your Lightning as well. For real world money of course. It's pathetic. The cert prices and Station Cash prices are obnoxiously high for AA weapons. SOE needs to rewrite their descriptions for AA so that people know not to buy them. At the moment the whole thing is a complete rip-off to unsuspecting customers. Who on earth would knowingly pay real money for a deterrent in a PvP game that is all about killing suff and gaining XP? Drop the resource cost completely. Halve the timer and revisit the outrageous cert cost and make it more realistic for what it is. |
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2012-11-29, 02:01 PM | [Ignore Me] #60 | ||
Lieutenant General
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The whole "deterent" argument is nonsense.
It is propagated by those people that feel entitled because they either invested some certs (who cares) or resources (who cares) and don't apply the same logic on themselves, since they perceive themselves as outright killing machines. Anything that might kill them must at most scare them off. Unless of course, that which kills them is the exact equivalent to themselves. I have no problem with air having safeish zones at high altitude for dogfighting if at that range they can't effectively fight ground targets due to inaccurate projectile dispersion at that range. But if they can kill something on the ground, they sure as hell should be taking a heavy risk of being fired upon and should not be able to afford any loitering, but use high speed strafing runs to attempt to hit something. Rocket pods for instance would be fine with a smaller clip, slightly lower rate of fire and a dispersion where they're made to fire at large objects. They should not be accurate enough or have enough splash damage to hit 10 pixel size infantry with supreme ease, while nobody is to kill them in the process, just chase them off after doing so... If it can kill tanks in one or one and a half volley of rocket pods, it's not very well balanced. If it can kill a moving, zig zagging Flash at full speed with even 20% accuracy, it's probably too accurate as it's then able to hit needles in haystacks, rather than being a weapon to target Sunderers and tanks with. (And remember, I'm against solo MBTs, so don't give me the crap that MBTs are one player tanks - I know, I hate it). |
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