Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: I love the smell of plasma grenades in the morning.
Forums | Chat | News | Contact Us | Register | PSU Social |
2013-06-21, 12:45 PM | [Ignore Me] #32 | ||
Sergeant Major
|
lol. it sounds like "Hey if you cant beat me just get 3-4 of your friends then." How is that fair?
As Whiteagle pointed out, if the skyguard was a worthy option, it wouldn't be a problem. If you dont like having a buff skyguard, why dont you get some of your team mates on the ground to help take them out :P |
||
|
2013-06-21, 01:04 PM | [Ignore Me] #33 | |||
The two parties are playing different games - indeed, the two parties want different games in the first place. It doesn't matter. The game will evolve how it will evolve. The people who like it will stay and play with the people who like it. The people who don't will leave. If the thought of an air monoculture is appealing to you, however, I ask a simple question - why in Crom's name would you choose to play this? |
||||
|
2013-06-21, 01:19 PM | [Ignore Me] #34 | |||
Major
|
Thing is, Air shouldn't have a lot of endurance, but they don't (yet) have the lateral space to strategically make use of their mobility to avoid damage. Thus the Devs nerf their primary ground threats to hell just to give them an arena, but end up shitting over the rest of the game because now we have a HIGHLY durable, highly MOBILE burst damage rape machine. |
|||
|
2013-06-21, 01:24 PM | [Ignore Me] #35 | ||
Master Sergeant
|
Bursters are not as weak as you guys are saying. I shot down 3 reavers yesterday in the limited time I burster MAXed. You just have to control your fire, and yes, you can't solo ESFs at range anymore (and that's a good thing).
AA MAXes instantly denying airspace to all air vehicles is not balanced, it never was, and the people wanting that to be how things work isn't going to cut it for now. Sorry but infantry troops shouldn't, and now thankfully don't, have an auto win instantly pullable and relivable ultimate counter to all air units at extreme ranges. Now organized outfits will start using air again and not rightfully disregard it as useless. Maybe player numbers will drop and revenue will fall since alot more people are unwilling to play air then are willing to pull it. If keeping a sizable % of the playerbase satisfied requires killing the air game again for money reasons, well I can see the devs crushing air again, but for now you can assume the devs want a balanced game where players who choose to pull air can actually have an impact at decent sized battles. That said I do think it would be a good idea to look into reimplenting direct impacts. I do think Bursters are too week within 200m, and giving them a skill based damage bonus for direct impacts is a way to improve that. With effective burster range being what it is now, and given their role is to support and protect infantry from enemy air, it seems reasonable within say 100m bursters should be a bit more lethal and have lower TTK against ESFs. Last edited by phungus; 2013-06-21 at 01:32 PM. |
||
|
2013-06-21, 01:29 PM | [Ignore Me] #36 | |||
Major
|
Thing is, the Skyguard is STILL shit, so we have no long range Mobile Flak! AA Base Turrets are hopefully decent, but more often then not they're already blown by the time the fight gets to one... |
|||
|
2013-06-21, 01:38 PM | [Ignore Me] #37 | ||
Master Sergeant
|
I think my noted lack of skyguards pulling up the slack of anti air ground assets has less to do with the lethality of the skyguard and more to do with the fact playes haven't adapted to the current gameplay. People still pull a single burster in an outpost spawn room and expect it to outright kill or force to flee three ESFs at a time (I know I spent a little time last night farming small groups at outposts doing exactly that with spadar). That just wol't cut it, if you see two or more highly skilled ESFs attacking a position you can't just go - derp burster MAX and force them away, you can slow them down and deter them (and yes MAXes are still highly effective at dettering air, twice last night a burster showing up dropped my Kph and Sph significantly, while simultaneous -- and arguably more importantly kept me from turning the battle -- until that point we had flipped the flag and were winning, thanks in no small part to my rotary and that impact was significantly reduced by that burster flak - that was enough to keep us from taking the base), but you and you alone (or even with a single buddy) is simply no longer the hard counter to any and all air units. Players will realize this and adapt, but it may take up to a weak. If in a week if there are massive air zergs like right after post launch, and ground feels helpless, then we can talk about how things are working, but right now we just don't know.
Last edited by phungus; 2013-06-21 at 01:45 PM. |
||
|
2013-06-21, 01:38 PM | [Ignore Me] #38 | |||
Master Sergeant
|
Also, The air game is not that much diffrent from the ground game other then the fact we have 3 dementions and the only way we are up there is with resource / timed thingies. We are still glass cannons when we try to hurt the ground, we just asked that we are not hurt by things we have no way of hurting ourselves (kinda like tanks fighting the engi AV turret, its no fun to be hit by that thing from a klick away and have no way to retaliate). |
|||
|
2013-06-21, 01:45 PM | [Ignore Me] #39 | ||||
Major
|
The VIPER is now a better choice of Anti-Air turret, because you CANNOT sufficiently harm a single ESF enough to cause him to flee and you may also have to deal with Enemy Armor! In fact the only thing making the game playable is the fact that Air HAS NOT CAUGHT ON to the fact that they no longer have a Ground Counter.
Like I just said, you are probably better off using a CARBINE instead because at least you can reliably hit with it. Last edited by Whiteagle; 2013-06-21 at 01:47 PM. |
||||
|
2013-06-21, 01:53 PM | [Ignore Me] #41 | |||
Major
|
It's basically where the Burster probably should have been, but as a Long Range AA platform it's still shit... Let me put it this way, Falcon thinks the Skyguard is a beast because his squad pulls FIVE of them at a time! |
|||
|
2013-06-21, 02:04 PM | [Ignore Me] #43 | |||
Corporal
|
I have honestly never had a problem with shooting ESFs down with skyguards OR AA turrets. People just really have to learn how to lead their shots. Its not like hitscan ground fighting. You have to shoot well in ADVANCE of the planes. I have lost count how many terri-bad players I have had on my Walker. How in the world can't you hit an ESF with a WALKER! Whats more, with any G2Am pretty much the instant you start locking the ESFs pop flare and head for the hills. I don't even bother shooting at them anymore with my striker. Just ping em and they run. Galaxies are still flying death trap bullet magnets. Liberators, yeah I guess they could be a problem. If anyone learned to use one in a meaningful way. At max altitude people will have to learn to lead their targets again and we all see how good people are at that |
|||
|
|
Bookmarks |
|
|