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Old 2012-12-31, 07:56 AM   [Ignore Me] #121
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Re: Liberators too strong?


Originally Posted by Whiteagle View Post

...Is the Liberator itself too strong?
Not really in my own opinion, in PROPER fighting conditions it's perfectly balanced for its role as an Air-to-Ground platform...

...But when you are hurting for cover overhead as SOON as you leave a spawn shack, it just IS NOT FAIR!
What to do when pined down in the spawn room? Redeploy to organize a counter attack.

So it's not the game design of the liberator that is out of balance but the players incapability to thinking outside the box. Or should I say thinking outside the closest spawn point...
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Old 2012-12-31, 08:54 AM   [Ignore Me] #122
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
What to do when pined down in the spawn room? Redeploy to organize a counter attack.

So it's not the game design of the liberator that is out of balance but the players incapability to thinking outside the box. Or should I say thinking outside the closest spawn point...
This is arguable. IMO, the game should not revolve around thinking too much, otherwise it gets too professional. And, seriously, who makes a cybersport type of game out of a 2000 per map shooter?
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-12-31 at 09:00 AM.
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Old 2012-12-31, 10:07 AM   [Ignore Me] #123
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Re: Liberators too strong?


Originally Posted by NewSith View Post
This is arguable. IMO, the game should not revolve around thinking too much, otherwise it gets too professional. And, seriously, who makes a cybersport type of game out of a 2000 per map shooter?
Are you serious? Thinking too mush? OMG!

But yea this is defiantly not a e-sport game as you can't control who fights who.
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Old 2012-12-31, 10:41 AM   [Ignore Me] #124
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
Are you serious? Thinking too mush? OMG!
Let me elaborate:

Sequence:
I fight for an outpost. I get a decent fight with mostly enemy infantry and friendly infantry engaging each other all over place. My level of potential individual contribution to the fight is rather high. A suddenly appearing HE Liberator gets in range and starts pounding. Instantly the level of potential individual contribution drops to a very low degree.


How so?
  • With a stable fight I can microcontrol what is happening - respond to an armored threat, defend the point, attack enemy footsoldiers, relay info.
  • Following the appearance of the Liberator I am now LOCKED into 1 particular activity - taking that Liberator down.


It should never EVER be like that in a game that pretends to be casual and not an e-sport.



This issue is not only valid for Liberators, it is also valid for MBT spam and MAX crashes. It is just that ATM, the community is busy making a scapegoat out of a Liberator.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-12-31 at 10:48 AM.
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Old 2012-12-31, 10:52 AM   [Ignore Me] #125
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Re: Liberators too strong?


Originally Posted by NewSith View Post


It should never EVER be like that in a game that pretends to be casual and not an e-sport.



This issue is not only valid for Liberators, it is also valid for MBT spam and MAX crashes. It is just that ATM, the community is busy making a scapegoat out of a Liberator.
Who in the hell have sad this game is casual? Anyone with a brain cell left after the holidays have to understand that a game that revolve around playing more then 4 players as a team can never be purely casual. And in any game where you mix casual and hardcore the hardcore will always rule. In the same way that professional athletes will always dominate in sports over amateurs, they just train allot more.

And yes this game never ever pretended to be a infantry only FPS game. If you want that go and play some other game.
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Old 2012-12-31, 11:08 AM   [Ignore Me] #126
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
go and play some other game.
I give up. Seriously. This particular line made me ignore the whole body of your post.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-12-31, 12:17 PM   [Ignore Me] #127
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Re: Liberators too strong?


Originally Posted by NewSith View Post
I give up. Seriously. This particular line made me ignore the whole body of your post.
yeah Sunrock was the type of guy who thought BFR's were great in PS1 and told everyone to play something else.... well they did... and they are doing that to PS2 now.
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Old 2012-12-31, 02:08 PM   [Ignore Me] #128
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
What to do when pined down in the spawn room? Redeploy to organize a counter attack.

So it's not the game design of the liberator that is out of balance but the players incapability to thinking outside the box. Or should I say thinking outside the closest spawn point...
Yes, because when the closest spawnpoint is a five minute SPRINT away, that's a REALLY valid option...

Jeez Sunrock, you are the type of person who can't even defend a continent without a 10% population advantage, because you are constantly loosing ground so you can redeploy to the Warpgate to counter spam vehicles!

Originally Posted by Fear The Amish View Post
yeah Sunrock was the type of guy who thought BFR's were great in PS1 and told everyone to play something else.... well they did... and they are doing that to PS2 now.
Why do you think I smacked Stumpy for agreeing with him?

Idiots like him can't see beyond their own self-intrest, and are thus incapable of understanding any logistics outside of "Lurn2planob".

He reminds me of an idiot last night who couldn't understand why pushing Kwahtee Amp and the VS Warpgate was stupid... when Hayoka was being backhacked by NC!
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Old 2012-12-31, 04:14 PM   [Ignore Me] #129
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Re: Liberators too strong?


Originally Posted by Whiteagle View Post
Yes, because when the closest spawnpoint is a five minute SPRINT away, that's a REALLY valid option...

Jeez Sunrock, you are the type of person who can't even defend a continent without a 10% population advantage, because you are constantly loosing ground so you can redeploy to the Warpgate to counter spam vehicles
Yes because it's imposible to use sundies, flash, MBT or any air.... Idiot
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Old 2012-12-31, 04:30 PM   [Ignore Me] #130
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Re: Liberators too strong?


Originally Posted by Whiteagle View Post


Why do you think I smacked Stumpy for agreeing with him?

Idiots like him can't see beyond their own self-intrest, and are thus incapable of understanding any logistics outside of "Lurn2planob".

He reminds me of an idiot last night who couldn't understand why pushing Kwahtee Amp and the VS Warpgate was stupid... when Hayoka was being backhacked by NC!
Talk about your self. You if any can't see beyond your own self interests. I bet you won't be happy until the only weapon you can use in this game is a knife.

And yes players that want to change the game to something it is not needs to learn to play or get the fuck out. If I want to play COD I go play COD not QQ on the forums to the game I play become some other game I want to play.

You're the idiot here if any one is.
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Old 2012-12-31, 05:02 PM   [Ignore Me] #131
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Re: Liberators too strong?


Having done a fair bit of skeeter-jockey time, I am often surprised at how few are focused on A2A. There's a guy that is a really good pilot, fairly well known, that looks at A2A as disdainful. Personally, I like running Libs off of the objective. Even better when I can take them down, and get away. But, I have to say, most ESF'ers on my server are focused on rocket podding the piss out of infantry.

I guess what I am getting at is...IMO no, the Lib's are not too strong. They actually have a good counter in the air, if anyone cares to take on the role. Combine decent A2A with ground based AA and the Lib's usually run.
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Old 2012-12-31, 05:24 PM   [Ignore Me] #132
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
Yes because it's imposible to use sundies, flash, MBT or any air.... Idiot
Well YES...

Liberator filled Air means Ground Transports are just bundles of XP waiting to be shot, and they more then likely HAVE Air-to-Air support in order to have gained Air Dominance in the first place...

Originally Posted by Sunrock View Post
Talk about your self. You if any can't see beyond your own self interests. I bet you won't be happy until the only weapon you can use in this game is a knife.
Fuck off, ask anyone on this forum what needs to happen, and 9 times out of ten it will be Base Redesigns.

There isn't anywhere in this game for Infantry to actually ACT as Infantry, we just capture points for our Vehicle swarms or make a minor nuisance of ourselves for the enemies'.

Originally Posted by Sunrock View Post
And yes players that want to change the game to something it is not needs to learn to play or get the fuck out. If I want to play COD I go play COD not QQ on the forums to the game I play become some other game I want to play.
Then go play CoD you CoDdie, this is suppose to be PLANETSIDE!

While I'm not expecting a carbon copy of the Original, I'd at least like to see all this awesome shit the vets keep telling us about.

Originally Posted by Sunrock View Post
You're the idiot here if any one is.
*Double post to reply to two different halfs of one of mine, calls me an Idiot...*
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Old 2012-12-31, 05:34 PM   [Ignore Me] #133
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Re: Liberators too strong?


Originally Posted by Whiteagle View Post
Do you ever stop and ask yourself why people call this game "Airside 2"
This game is called ___side 2 depending on what thread you are in on a specific forum. I actually thought it was just Vehicleside 2... since you guys have literally complained about every single vehicle in the game being OP except the Flash.

Seriously... there is a thread saying each vehicle is OP. Just do a search... lightnings with HE rounds, MBTs with HE rounds, Magriders specifically, hell there was a thread saying that SUNDERERS were OP.

Not just pointing at you Whiteagle, but you guys literally complain about everything. I really don't see why you continue to play. Do you like causing yourselves stress?
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Old 2012-12-31, 05:41 PM   [Ignore Me] #134
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
Talk about your self. You if any can't see beyond your own self interests. I bet you won't be happy until the only weapon you can use in this game is a knife.

And yes players that want to change the game to something it is not needs to learn to play or get the fuck out. If I want to play COD I go play COD not QQ on the forums to the game I play become some other game I want to play.

You're the idiot here if any one is.
I fly a Shredder Liberator and I do that "like a pro" and my gunners have lots of Liberator/ESF kills to brag about, aswell as infantry and, less, but still, tanks. I don't need to get better. However...

I mount an AA MAX once the enemy Liberator makes one pass. And it ALWAYS makes that first pass, unless you already have a team of Bursters waiting for a POTENTIAL aircraft appearance. I tried doing that once - to stand on unpopulated point in a scat+burster, waiting for an attack on that point that could never happen. You know how many enemies I killed or EXP I gained? Zero. Of course I scarred off a couple ESFs and maybe 1 or 2 Libs, but I still got maybe 1 or 2 kill assists. But the funny thing is - just the second I left the outpost, it got some enemies on it and the ticketbar started its count.

You seem to be misunderstanding the depth of the problem. For you it's QQ, because it killed me. Problem is - Why should I do what I just described? Who obliges me to take care about OTHER people, while they don't care about me? It is the mentality of almost any player, independently of him being a solo or a teamplayer, a killwhore or a support fella. In reality, most of the "issues" we see in the game come from the fact that the game forces you to teamplay way too often then it should. Your mentality of "go play some other game" is wrong, because without zerg PlanetSide is not PlanetSide.

And if you want the game to succeed on a very basic level, you need to either make something like that guard duty as beneficial as possible (buffing AA) or comply with the zerg needs (Dalton and Zephyr nerfs, but to be honest I would rather just move those onto a Galaxy and put a bomb bay onto Lib instead)

But whatever I say you will just ignore, that's the feeling I got from reading your posts so far.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-12-31 at 05:47 PM.
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Old 2012-12-31, 06:08 PM   [Ignore Me] #135
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Re: Liberators too strong?


Originally Posted by Dragonskin View Post
This game is called ___side 2 depending on what thread you are in on a specific forum. I actually thought it was just Vehicleside 2... since you guys have literally complained about every single vehicle in the game being OP except the Flash.
Your getting sloppy, you haven't found the "NURF FLASH" threads...

Originally Posted by Dragonskin View Post
Seriously... there is a thread saying each vehicle is OP. Just do a search... lightnings with HE rounds, MBTs with HE rounds, Magriders specifically, hell there was a thread saying that SUNDERERS were OP.
Notice a trend there?
High Explosive rounds, High Explosive Rounds... High Explosive rounds on a Tank that moves all around better then Infantry?

Yeah, the same problem that created "Tankside 2" is the same at play here, poor bases not designed with Zerged Vehicle combat in mind.

Like I said before, I don't think the Liberator itself is overpowered, it's just shotty base design that gives it something to exploit.

I found Amerish an improvement over Esamir because care was taken in not allowing Armor to just roll up to the Spawn Shack, but then the Zerg's focus shifted to Air to exploit those attack vectors.

Once the Rocket Pods got a Splash Nerf, all that was left to farm with were the Lib Cannons...

Originally Posted by Dragonskin View Post
Not just pointing at you Whiteagle, but you guys literally complain about everything. I really don't see why you continue to play. Do you like causing yourselves stress?
We complain because we CARE!
We WANT THIS GAME TO SUCCEED!!!

We cause ourselves so much stress because we want this shit to be the most awesome thing on the block, not a rehash on bigger maps.
It is human nature to find fault, be it real or imagined, and when you find yourself spending less and less time each day playing this game, even though you LITERALLY have nothing better to do, you get the feeling that YES, there is a problem.
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