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View Poll Results: Which type of anti-air do you prefer? | |||
Air Superiority Fighters | 76 | 56.72% | |
Anti-air vehicles/MAXs | 70 | 52.24% | |
Personal anti-air weapons | 24 | 17.91% | |
Base/Deployable turrets | 42 | 31.34% | |
Multiple Choice Poll. Voters: 134. You may not vote on this poll |
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2012-05-30, 09:57 AM | [Ignore Me] #46 | |||
Lieutenant General
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Like the Burster. |
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2012-05-30, 10:09 AM | [Ignore Me] #47 | |||
Corporal
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The targeting system does suck with rockets, there should be free fire mode, where you don't need to lock on, like striker missiles. Last edited by ZeroOneZero; 2012-05-30 at 10:10 AM. |
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2012-05-30, 12:06 PM | [Ignore Me] #49 | ||
Sergeant Major
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Planetside Air combat has always been one thing I think has been lacking. At first the Air combat was more reminicate of WW2 only the planes could stop in mid air. I mean there was no A2A missiles which has become a staple of Air Combat doctrine was for the longest nowhere to be found. The flight ceeling was verry low. The Lib Sguard mini expansion was needed when it was discovered that the Reaver has verry little stopping powere against ground zerg. THe Skyguard just made sure the lib didn't become overpowered, and added some mobile anti aircraft firepower that the MAXs couldn't provide.
The Wasp which was released turned out to be a verry weak aircraft. The Mossie which was the weakest aircraft had a faster standard speed the longer burn on the after burners helped it catch up with the wasp, and the wasp's low armor ment that the Mossie had way lower TTK against the Wasp thant the Wasp had against the Mossie. The Flacklet which was the Rocklet with frag grenades(trying to improve this ammo type usefulness) was way too little to scare away a mossie. It took 1 and a half clips to bring one down. Also the rapid discharge only emptied half the clip (it should have been the whole clip). Not to mention forcing a reload. Upgraded base turrets was a needed adition but the upgraded turrets were only valuible durring a defence action and worthless if no one was there to man it. It should have been able to switch from the default gun to the upgraded gun depending on the target. For example a flack gun will switch to flack when shooting at aircraft and a cannon would switch to shooting the cannon at ground targets. The cerebus turrets were a better base defence than the upgradded wall turrets. The galaxy gunship is cool however there is no ground counter for it. Sure it s a big target but unless there is a 2 squads of AA MAXs, Sguards, and Anti Vehicle aiming at the air it can rule with little to know fear. They should have made some sort of ground defence that can target slower moving aircraft but doo more damage, however lacks the ability to track the more manuverible faster moving aircraft. |
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2012-05-30, 03:58 PM | [Ignore Me] #51 | ||||
Lieutenant General
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EDIT: Ik vind dat lock-on geen punt mag zijn als je er mooie ontwijk maneuvres en flares voor terug krijgt. DAN hebben we het pas over skill. Ben het met piloten eens dat de Wasp te makkelijk was, voornamelijk in bereik (lock-on is moeilijker vast te houden op korte afstand bij bewegelijke doelen). Last edited by Figment; 2012-05-30 at 04:02 PM. |
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2012-05-30, 04:17 PM | [Ignore Me] #53 | |||
Lieutenant General
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Or as a Brit friend of mine says whenever us dutch and flemish talk dutch on TS whenever he's away... "OHMAIGOTT TEH FOREIGN! STOP TALKIN' TEH FOREIGN AN' SPIEK AH PROPURR LANGUICH!". |
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2012-05-30, 04:21 PM | [Ignore Me] #54 | ||
First Lieutenant
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I hope will get of those option and all of them should be effective except maybe personal AA which should be used more as a last resort or ambush then 1-on-1 method of engaging aircraft.
I myself personally will however most likely use either stationary or tank mounted AA turrets. |
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2012-05-30, 05:11 PM | [Ignore Me] #55 | ||
First Sergeant
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From the gameplay footage we've seen the air battles seem relatively close to the ground. I'd imagine that Galaxies and Liberators would still be effective at higher altitudes, at which point it would give AA on the ground a harder time.
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2012-05-30, 05:45 PM | [Ignore Me] #56 | ||
Private
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Personally, I'm looking for an awesome engineer AA possibility (constructible turret) that provides a clearly marked area that's dangerous to the lighter aircraft and a mild annoyance to the galaxy or liberator, just enough so that sustained presence in the area is ill-advised, but passing through has only little effect. The more the two spheres of combat interact, the better IMO.
GtA Tanks, GtA MAXs and AtA fighters should be the ones doing the actual anti-air combat of course, but the engineer's solution would make for an excellent stopgap until the reinforcements arrive. It'd also be fun to send in the ground forces/ a team of infiltrators to take out the AA turrets so you can bring in the AtG fighter-bombers. As for my thoughts on the other options: GtA tanks: should be the be-all end-all in terms of damage to aircraft, simply because they're so much larger than the other options. GtA MAXs: should be good, but do less damage, because they are more difficult to target and can move through terrain with relative impunity (compared to a tank anyhow.) AtA fighters: should be the best option not because they do the most damage, but rather because they can follow other air targets with impunity, which the other options can't do, and similarly escape from GtA or AtA threats with relative ease, while tanks and MAX's are SOL if targeted by anti vehicle or anti infantry weapons. |
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