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Old 2013-05-09, 01:55 PM   [Ignore Me] #11
SolLeks
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Re: ESF Air to Air Feedback for Devs


Originally Posted by Whiteagle View Post
Well that's where problems come in.
Vehicle Combat Game-play here has to be hyper compressed in order to share the same field as Infantry Combat.
This in turn means we need vehicles scaled down to maneuver in much smaller environment.
People complain that Anti-Air fighters shouldn't just circle each other, but that's pretty much what Dogfighting IS!
The only reason you don't notice this in games like Battlefield or Ace Combat is because the circles their are much, MUCH BIGGER and you don't really get to see them from a ground perspective.


Well wait until we get Oceans, then you will see Anti-Air ESFs come into their own.

Liberators might need a slight Health Buff, but Ground Attack ESFs are suppose to be Harassment units.
Problem is, you can't flank with them right now because you only have two possible attack vectors, both being hitting the Enemy head on.

Once Aircraft are able to move outside of Continents, then you will see a need for Combat Air Patrols.
Originally Posted by Falcon_br View Post
Air units on Planetside are harasser units, to hit weak enemy positions and leave as soon as you are hit once!
It is a cert machine only.
It can't give air support, because as soon as you start doing it the enemy will pull lots of anti air.
It is not air superiority unit because of the same problem.
Even the liberator who can soak up more damage can't give any kind of real support without running everytime it is hit.
So I really don't know where air units fit on this game, the only really reason it to increase your k/d and give you easy certs.
Don't tell it is to kill galaxy, because even using rocket pods and rotary, it does not kill it fast enough to prevent the enemy of dropping into your base!
the real problem is that AA is to powerful for the space we are in. give the bursters and G2AM less reach and air will have more of a roll again.

only thing is we will be back to infantry complaining that air is OP again... and the problems all go back to how bases are laid out...

why PS2 devs did not take more Qs from PS1 still boggles me.

Last edited by SolLeks; 2013-05-09 at 01:57 PM.
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