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PSU: STOP THE INSANITY!!!
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2012-12-27, 11:17 PM | [Ignore Me] #106 | |||
Corporal
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More risk, more skill, potentially more reward.
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Last edited by NoXousX; 2012-12-27 at 11:19 PM. |
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2012-12-28, 01:12 PM | [Ignore Me] #107 | ||
Contributor Major
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When you have forty, rather than four or six, enemies shooting at you at once, lethality goes way up. We all understand that. The only instagib weapons in a massive multiple FPS should be (a) a bundle of RDX and (b) sniper headshots. Both take daring and skill.
Lobbing multiple hand grenades down hallways requires neither. And when you have multiple people with a pair of frags each, indoor combat becomes the instadeath spamfest it currently is. LOL GET FLACK ARMOR. I did -- all but one box ticked off. Makes no perceptible difference when you have grenades going off in the room/hallway/stairwell every two seconds. Go outside, and you get Liberated. It's the same dynamic on a Biblical scale, without the possibility of shooting back. LOL PULL A MOSSIE. I can't fly with mouse and keyboard. I've tried and died repeatedly, mostly from crashing. LOL PULL A BURSTER MAX. Does no good when you die as soon as you step outside, over and over and bloody fucking over. LOL LRN2PLAY NOOB, STOP GETTING FARMED LOL. How...? How do I arrange this miracle, exactly? Start refusing to fight except when victory is a foregone conclusion? Stop fighting as soon as the Liberators show up at my outpost? Go back to the main menu and switch sides and join the winners? Granted I'm not much of a gamer, and I've always been subpar at FPS's, but I'm content in a support role. I'm not whining for nerfs and I'm not dumb. I've tried every trick and every maneuver and every emplacement on most of Indar, which at least on Connery is the only place the TR stand a chance for the past week. Nothing works. High-explosive instadeath is now the norm. Those of us that persist in thinking this is a first-person shooter with bonus strategic wargame are walking bags of XP. And one by one, until it gets fixed, we're leaving... not in a fit of nerdrage, but in a sort of dull funk. I frankly see no fix without pulling the lollipop out of too many mouths. Base redesigns will help. Raising the TTK for infantry slightly across the board, and perhaps half again for anything that explodes, will help. I honestly cannot think of anything else, folks. I don't want nerfs or buffs. I want *change.* Because the status quo is not sustainable. And I feel badly for the current crop of gamers who will never get the awesome fix we did, being part of a self-organized swarm that made strategic decisions by consensus, ten years ago.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! Last edited by Rivenshield; 2012-12-28 at 01:18 PM. |
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2012-12-28, 01:50 PM | [Ignore Me] #108 | |||
Major
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Basically what you highlighted is that libs are OP if you have more libs then the enemy has AA. Which is a pretty duh statement. This is a numbers game. If you have more vehicles than they have forces to counter that vehicle then you will steamroll them. Pick your vehicle... any of them will make that statement true. If you don't have suffecient stopping power to kill tanks then tanks will steamroll you. If you don't have suffecient stopping power for air then air will steamroll you. If you have less forces than the enemy then the enemy will likely steamroll you. Hell, for shits and giggles get your whole outfit to roll sunderers with fury and bulldogs... steamroll the enemy because you have sunderers and they lack the AV to stop you. Last edited by Dragonskin; 2012-12-28 at 01:52 PM. |
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2012-12-28, 01:59 PM | [Ignore Me] #109 | ||||||||
Major
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FYI mouse and keyboard is the best way to fly in this game. Joystick sensibility in this game sucks. Besides how it it anyone else problem that you can't fly? There are allot of good piloted what can fly with mouse and keyboard in this game so it's just your own fault that you have not spent enough time training your own skills. And if you think you don't have the time to spend on the game thats no one else problem but your own either. As there are plenty of players with work and family that manage to pull that off.
I believe the the core fighting mech is good as they are right now. Only problem this game have is that there is no purpose to the fights other then to farm exp. They need to make the conquerer of land more viable. |
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2012-12-28, 02:45 PM | [Ignore Me] #110 | |||
Major
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So again.. your arguement is that 6 libs and 12 a2a scythes were able to overpower a small force. 8-10 maxes around 1 sunderer is bad placement... that isn't proof of anything being over powered. You have 12 a2a scythes denying the enemy of countering with air. Then you had 6 libs pounding the ground from max hieght. You simply overpowered the enemy with numbers. It's a numbers game. I don't know how people don't understand this. The SOE promo for the game even says SIZE. ALWAYS. MATTERS... that's a clue. Last edited by Dragonskin; 2012-12-28 at 02:57 PM. |
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2012-12-28, 08:44 PM | [Ignore Me] #111 | ||
Private
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Only read the title but:
AA maxes and infantry are invisible to a liberator and therefore cannot be touched, if that lib continues on an attack vector into the hail of flak and AA missiles he will never make it out Libs are fine until this supposed render distance fix comes in, until then I can only suggest getting better or getting in an ESF and attacking from above Probably the former if you're in an "outfit" Last edited by Lieken; 2012-12-28 at 08:46 PM. |
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2012-12-28, 10:21 PM | [Ignore Me] #112 | ||
Sergeant Major
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I'm going to go out on a limb and say there are hundreds of infantry and MAX units that have in fact... been touched by Liberators.
I think the flight mechanics are too easy... Libs shouldn't be able to be armored, hovering, AOE platforms - they should require a substantial forward speed or they should fall out of the sky. Perhaps very stripped down (ie. unarmored Liberators) should be more hoverable... but then there would be a tradeoffs. |
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2012-12-29, 12:13 AM | [Ignore Me] #113 | ||
Captain
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liberators need an accuracy and damage decrease, but i think they need to keep the high armor for survivability.
if aa damage is higher than deterrant air will be unplayable. the only way is to decrease the damage of air itself. the answer is not to increase aa dmg, but to decrease air dmg. if air is not a hard counter to ground, but a deterrant to ground, it will be balanced. Last edited by moosepoop; 2012-12-29 at 12:15 AM. |
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2012-12-30, 08:18 AM | [Ignore Me] #114 | |||
Major
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Thinks are just fine as they are. Learn to play the game instead of cry rivers on the forums until the game get nerfed to your skill level like a fucking noob. |
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2012-12-30, 02:22 PM | [Ignore Me] #115 | ||
I paid for 6 months subscription at release, I wish I hadn't after the way its turned into a game for OP liberators.
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Euro teamplayers: Section7 |
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2012-12-30, 05:25 PM | [Ignore Me] #116 | |||
Second Lieutenant
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YES! What Sunrock said here.
I'm in an outfit which is "air cav" suppression-and-support oriented. We don't get our hands dirty with the whole "base capture indoor fighting" part of the game but we will suppress spawn rooms and supply sunderers. This way the zerg can focus on zerging and we provide them with secondary and tertiary spawn points while keeping the enemy spawn points pinned down and the pressure off the people on cap. I regularly end the night with 150kills and 5 deaths. That's being a pilot half the time and a gunner the other half. I have spent several thousand certs in liberator, and my outfit has been together in one form or another for 15 years so we know what we're doing. Good communication and all that stuff. Taking all of this into account, it still boggles me that nobody can think to come up with a counter to liberators. It's hilarious. I'll let you in on a secret... The Dalton takes 4 seconds to fire. So, you get two bait runners and everyone else in AA maxes. Wait till they're ready then the bait run out of both spawn room doors as fast as they can. 5 seconds later, all the maxes pour out and start shooting. The result is 1 or 2 dead bait and a dead liberator. That frees up that spawn room so that everyone who spawns in the next 20 minutes (or so) can't be killed by that liberator team. But of course... the bait's KDR will suffer. So nobody wants to be bait. So that means they will all be slaughtered because nobody's willing to take one for the team. Last edited by StumpyTheOzzie; 2012-12-30 at 05:28 PM. |
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2012-12-30, 05:31 PM | [Ignore Me] #117 | ||
Major
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Just too many of them.
Like all vehicles, a few in a battle makes things well-rounded, a ton if them just breaks battles completely. Late last night, I watched one lib hold down ten people at an outpost while one person capped. Ten people, desperately trying to get to the control point, getting instantly vaporized the minute they stepped outside. First, I was upset because I couldn't get any tank kills, but then I just watched in awe. These players at the outpost, were mostly newbies. I would bet more than half of them stop playing if they experience something like this again. That's why the population never grows and continues to shrink. The population will eventually stabilize around vehicle people. Last edited by Beerbeer; 2012-12-30 at 05:39 PM. |
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2012-12-30, 06:09 PM | [Ignore Me] #118 | |||
Major
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You don't see a problem here, do you? "Pff, noobs, why aren't they a highly coordinated squad/PLATOON with perfect communication and timing so they can take out my single three man Liberator?!" ...That's what you sound like, because you are an arrogant kill-whoring ass who doesn't see what the problem is. You should NEVER be capable of suppressing the Spawn Room with Air Superiority... The MOST you should be able to point at those spawn doors is a Tank Cannon, if that! Do you ever stop and ask yourself why people call this game "Airside 2"? It's because Air Superiority is the ONLY deciding factor in the game right now due to HORRID base designs. Hell, at least Armor spam is limited by terrain, so Amerish's mountains allow Infantry to fight against that... ...But why bother with Infantry when a SINGLE LIB, let alone the four or five that are actually going to be hovering overhead, can shut down a base by its lonesome? ...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! ...God damn, I'd have hated for you jerks to get your hands on "Bunker Busting" bombs... |
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2012-12-30, 06:11 PM | [Ignore Me] #119 | |||
First Sergeant
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2012-12-30, 11:21 PM | [Ignore Me] #120 | ||
Private
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The other day I pulled a dual burster max to scare off a lib, the lib just landed in front of me and all 3 crew got out and repaired while I was STILL shooting at the lib.... Then took off and shot at the guys around me, rinsed and repeated about 5 times. With me still shooting at them the whole time. I gave up and deconned my sundy.
'Nuff said. |
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