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Old 2012-12-26, 07:49 PM   [Ignore Me] #91
boogy
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
What wait a sec? 2 hours if the peek hours? MMO prime time is usually from 7PM to 1am. That's 6 hours. TBH the server are usually only have a way to low server pop during 3 am to 10 am.
.
That's not my experience. Servers and battles only get good around7-8 pm. battles and pops start getting imbalanced a couple hours later. 9-10. The rest of the day you find yourself having to really search for good scale balanced battles. Unless you think ghost capping or zerg rolling over scattered infantry and ground is a good balanced battle.
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Old 2012-12-26, 08:09 PM   [Ignore Me] #92
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Re: Liberators too strong?


Originally Posted by boogy View Post
That's not my experience. Servers and battles only get good around7-8 pm. battles and pops start getting imbalanced a couple hours later. 9-10. The rest of the day you find yourself having to really search for good scale balanced battles. Unless you think ghost capping or zerg rolling over scattered infantry and ground is a good balanced battle.
I thought we talked a bout server population. IE when players are loged in or not. Not what they do while there where online.

But I have found good large even battles that last for more then an hour between 3pm to 2am. Not every day at every hour during those times though. But I saying that large even battles only happens between 7pm-8pm is inaccurate. At least not on Miller.

Besides you can never force the community to spread out evenly on all 3 continents anyway... If you want to play a FPS games with even equal on each side all the time. Planetside is not the game for you.
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Old 2012-12-27, 01:00 PM   [Ignore Me] #93
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Re: Liberators too strong?


part of the reason why air isnt over powering as much on mattherson is because we have alot of big outfits on our server. They are all pretty well organized and they also have smaller outfits like the one im in run air denial about twice a week. There are times when my outfit will just sit by the TR at crater firing range and use 6 maxes and 5 engies and 1 medic and it takes them a full armor push just to stop use from that position.

Liberators arent too strong as per say, they just excel at doing what they were designed to do. They arent bombers anymore, they are gunships like the GG in ps1 and it just goes back to what a few people are saying about not having enough organization to take those out. Hell, enslave pulls about 20 libs every night and they only last a few minutes because they lack proper air support as well getting eaten up by our max blockades....
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Old 2012-12-27, 01:08 PM   [Ignore Me] #94
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Re: Liberators too strong?


My biggest issue with Liberators is not that they are OP it's just that they can sit at Max Range and still wtfpwn stuff on the ground. The AA can't touch them at max altitude. They need to at least have to come in to AA damage range to be effective. GGS were cracking in PS1 but they did have to come into range in order to be effective.
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Old 2012-12-27, 01:17 PM   [Ignore Me] #95
KaskaMatej
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
Nice really cool kill there.

Would have been easier if you just had flown over it and your gunner had killed it with the zepher though.
It wouldn't have looked nearly as cool and he didn't have a gunner anyway :P
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Old 2012-12-27, 02:32 PM   [Ignore Me] #96
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Re: Liberators too strong?


Sure they can nerf the Libs a bit just as long as they fix the render distance on the AA MAX. But that's like asking for PIGS to fly. :P
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Old 2012-12-27, 04:43 PM   [Ignore Me] #97
typhaon
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Re: Liberators too strong?


Crashing Galaxy into hovering Liberator = method I use when frustrated.
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Old 2012-12-27, 05:00 PM   [Ignore Me] #98
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Re: Liberators too strong?


I find it hilarious when people say the Liberators got stronger since Beta.

No they didn't. They removed the Zephyr as its default gun, they made it so the Zephyr does no damage to vehicles unless you score direct hits, and they gave all kinds of buffs to AA since then...

The only reason why Liberators seemed weak in Beta was because Rocket Pods were more powerful than Liberator guns in Beta, and since fighters were and are a really good counter to Liberators there was no reason for anyone to use one.
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Old 2012-12-27, 05:22 PM   [Ignore Me] #99
Fear The Amish
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Re: Liberators too strong?


Originally Posted by NoXousX View Post
No, Libs in PS2 aren't maneuverable enough. That is precisely why they are flying prot warriors. If they were more agile, responsive, and faster, they wouldn't need to do as much damage as they do now or have as much health.

One thing PS1 did better was have liberator success determined by the skill of the pilot. While that is still the case, its not nearly as important as it was. There is a whole lot of rock/paper/scissors going on right now, and I believe kills should come due to skillful flying and skillful gunning; not broken mechanics.
love how a lib whore is telling me that they are easy to counter with his 10 K/D. But i think Lib shots need to be like Rockets and any other weapon in the game they only do max dmg at like 200 meters away then decline drastically. To help them stay alive make them faster. but to counter the speed less HP. I think this would change their roll from super high flying WTFfacePWNERS to high risk high reward bombers.

Last edited by Fear The Amish; 2012-12-27 at 05:25 PM.
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Old 2012-12-27, 06:24 PM   [Ignore Me] #100
Sunrock
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Re: Liberators too strong?


Originally Posted by Fear The Amish View Post
love how a lib whore is telling me that they are easy to counter with his 10 K/D. But i think Lib shots need to be like Rockets and any other weapon in the game they only do max dmg at like 200 meters away then decline drastically. To help them stay alive make them faster. but to counter the speed less HP. I think this would change their roll from super high flying WTFfacePWNERS to high risk high reward bombers.
You do know that you can't kill anything that have not rendered to you. So if you want to kill infantry with libs you need to fly relatively low. Only things you can kill at high altetude is vehicles. But as you can pull buster MAX'es that the lib cant see or kill, but the buster MAX'es can see and hit the libirtor. This is not an issue.

Only reason a liberator is able to farm infantry is that no one tries to attack it. I have seen that many times where you can get 50+ kill streaks as a gunner in the liberator because no one bather to even pull one buster max. That is the bottom line here.

Before you come here and say that liberators are OP learn to counter them. As there is nothing wrong with the stats of the liberator its just that too many players are to stupid to learn how to deal with them efficiently. I even seen medics fire at liberators thinking they can hurt them And no small arms fire can not hurt libs at all. Only ESF is vulnerable to that.
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Old 2012-12-27, 06:35 PM   [Ignore Me] #101
Fear The Amish
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
You do know that you can't kill anything that have not rendered to you. So if you want to kill infantry with libs you need to fly relatively low. Only things you can kill at high altetude is vehicles. But as you can pull buster MAX'es that the lib cant see or kill, but the buster MAX'es can see and hit the libirtor. This is not an issue.

Only reason a liberator is able to farm infantry is that no one tries to attack it. I have seen that many times where you can get 50+ kill streaks as a gunner in the liberator because no one bather to even pull one buster max. That is the bottom line here.

Before you come here and say that liberators are OP learn to counter them. As there is nothing wrong with the stats of the liberator its just that too many players are to stupid to learn how to deal with them efficiently. I even seen medics fire at liberators thinking they can hurt them And no small arms fire can not hurt libs at all. Only ESF is vulnerable to that.
BULL shit... so i decided to throw my outfit into libs we just sat at max height and removed vehicles. then we got a little lower and targeted the max's then we just stayed and farmed. Just get infared on the dalton and they stand out nicely and 2 dalton bombs and they are dead when you are circling at max render they barely can damage you anyways so 2-4 libs just devour any max's
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Old 2012-12-27, 06:51 PM   [Ignore Me] #102
Sunrock
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Re: Liberators too strong?


Originally Posted by Fear The Amish View Post
BULL shit... so i decided to throw my outfit into libs we just sat at max height and removed vehicles. then we got a little lower and targeted the max's then we just stayed and farmed. Just get infared on the dalton and they stand out nicely and 2 dalton bombs and they are dead when you are circling at max render they barely can damage you anyways so 2-4 libs just devour any max's
Ok how many libs where there and how many maxes? You're saying a platoon of libs so I would guess around 10 libs. So it had nothing to do with now many you where? At least 10 Buster maxes to take down 4 libs and they need to focus fire too.

Max rendering for infantry is around 300 meters. If they can't hit you from that distance is because they suck at aiming.

But I never sad that ground AA was the best or should be the best counter to Libs. If you red what I sad earlier in this thread ESF is the best counter to libs.

Or are you saying that Libs should be nerfed to to the point that they are useless. Because if you make them more vulnerable to damage then they are now or nerf there weapons no one will use them because they will be useless against anyone who is not a noob.

PS: But this is not a card game where X always beats Y and Z always beat X and so on.. There are so many more factors that play in too. Numbers of players involved in the fight on each side, skill and experience of the players, are they organized and so on. So you can never say that if you pull X of this and encounter Y of that you will always have the same outcome.

But I see every day how liberators are effectively shut down. Both experiencing it as a pilot my self getting shut down but also killing liberators allot of myself both in MAX suit and with a ESF. And yes using a liberator to kill other liberators is a viable tactic as well.

Yes the Libirator is a thing you can't leave unchecked. It has to always be #1 on anyones kill priority list because you can't leave one unchecked. But that does not make them OP. No one is QQ'ing tha MBT need a nerf because they are stronger then lightnings, so way cry over this?

Last edited by Sunrock; 2012-12-27 at 07:11 PM.
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Old 2012-12-27, 07:02 PM   [Ignore Me] #103
Fear The Amish
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Re: Liberators too strong?


Originally Posted by Sunrock View Post
Ok how many libs where there and how many maxes? You're saying a platoon of libs so I would guess around 10 libs. So it had nothing to do with now many you where? At least 10 Buster maxes to take down 4 libs and they need to focus fire too.

Max rendering for infantry is around 300 meters. If they can't hit you from that distance is because they suck at aiming.

But I never sad that ground AA was the best or should be the best counter to Libs. If you red what I sad earlier in this thread ESF is the best counter to libs.

Or are you saying that Libs should be nerfed to to the point that they are useless. Because if you make them more vulnerable to damage then they are now or nerf there weapons no one will use them because they will be useless against anyone who is not a noob.
Read the thing you quoted previously i want them to be more of fast agile bombers instead of big lumbering air tanks. and it was 6 libs with 2 in each and maybe 12 A2A scythes and a gal full of infantry. Libs and scythes would go in and nuke everything with scythes providing cover then infantry would get hotdroped. we ran into an AA battery of 8-10 max's with a sundie so they libs just sat at the ceiling and nuked the sundie then came down to 600-500 meters (they render above 300....) we lost 1 and 4 had to repair and come back back. so those 8-10 max's got 1 kill....
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Old 2012-12-27, 07:26 PM   [Ignore Me] #104
Sunrock
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Re: Liberators too strong?


Originally Posted by Fear The Amish View Post
Read the thing you quoted previously i want them to be more of fast agile bombers instead of big lumbering air tanks. and it was 6 libs with 2 in each and maybe 12 A2A scythes and a gal full of infantry. Libs and scythes would go in and nuke everything with scythes providing cover then infantry would get hotdroped. we ran into an AA battery of 8-10 max's with a sundie so they libs just sat at the ceiling and nuked the sundie then came down to 600-500 meters (they render above 300....) we lost 1 and 4 had to repair and come back back. so those 8-10 max's got 1 kill....
I meant 300 meters between the target and the lib, not what the hight meter tells you in the liberator as the hight meter in the liberator does not show you how close you are to the ground but how hight above "sea level", or lowest point of the map. So if the base is high up in some mountains infantry would of course render before the meter shows 300 meters.

Anyway it sounds like it should be. You showed up in forced and crushed an enemy that was weaker then you. I can't see the scenario you describe as something that would prove the liberator would be too strong in any way. After all you used 12 men that have spent in total 1800 resources against 10 men that spent 1000 resources. Not to mention the 12 ESF.... IMO the nose A2A machine gun is a really good anti infantry weapon... in some situations even better then rocket pods.

If you had sad that you had only a group of 1 or 2 lib and 2 A2A ESF encountering 10 maxes sported by medics and engineers with a sundy. But then I would have questioned if the enemy you encountered where not a bush of retarded noobs.

PS: What your enemy should have done to counter you was to send up 20-25 ESF to hunt you down.

Last edited by Sunrock; 2012-12-27 at 07:37 PM.
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Old 2012-12-27, 08:32 PM   [Ignore Me] #105
Timealude
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Re: Liberators too strong?


Originally Posted by Fear The Amish View Post
Read the thing you quoted previously i want them to be more of fast agile bombers instead of big lumbering air tanks. and it was 6 libs with 2 in each and maybe 12 A2A scythes and a gal full of infantry. Libs and scythes would go in and nuke everything with scythes providing cover then infantry would get hotdroped. we ran into an AA battery of 8-10 max's with a sundie so they libs just sat at the ceiling and nuked the sundie then came down to 600-500 meters (they render above 300....) we lost 1 and 4 had to repair and come back back. so those 8-10 max's got 1 kill....
if they were turned into bombers with the current problems with rendering, wouldnt they be more op then now?.. they could just go up to high limit and let bombs just go over and over till they ran out.

Last edited by Timealude; 2012-12-27 at 08:45 PM.
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