Improvement: Top Turret for the Liberator - PlanetSide Universe
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Old 2012-06-19, 12:50 PM   [Ignore Me] #15
The Degenatron
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Re: Top Turret for the Liberator


Originally Posted by BillyBob View Post
Yes, but that's purely from the perspective of the Liberator crew, isn't it?
Actually, it's not. Had I been think only from a Lib Crew stand-point, I would have suggested the top turret have 360 degree rotation and be as powerful as the tailgunner. That would simply be too much. Fighters SHOULD have a good chance to shoot down a lib, but it shouldn't be EASY.


Originally Posted by BillyBob View Post
What about the pilot attempting to shoot the Liberator down?
I think it's more fun for a fighter pilot to have to juke and and dodge on a strafing run across the back of the Lib, or to circle out and wait, watching for the moment the bombadier starts shooting at the ground to swoop in and attack.

The sides of the lib still remain vulnerable, which means that "safe" pilots will making crossing runs at the lib instead of just hovering in the 6 o'clock high position.

Originally Posted by BillyBob View Post
All I'm saying is I never experienced this as an issue in PS and I'm not sure it will be in PS2.
Wow, really? That's amazing in itself. With the pops in PS1 being so low right now, it's hard to muster a real air-wing, let alone a dedicate escort for bombing runs. Most Lib missions are just PUGs of random people jumping in with a Lib pilot.

I think it's bad form to have anything be "You HAVE to play this way for this to work." Over and over, the devs have repaeted the mantra that players should be able to play the way they want to. And to say that a Lib can only be successful as a part of a larger air-wing seems like a step backwards for a vehicle that takes a 3 man crew.

Originally Posted by BillyBob View Post
Regardless, as these questions are all regarding the balancing of the game, I think it will all become quite obvious once beta starts and we see these situations play out on a greater scale.
While I understand your point, I don't see how scaling the situation up could possibly help the Lib in any way. It's bad enough with a 1v1 where a Reaver can get an easy kill by hovering in the 6 o'clock high position. When the numbers at 10:1 vs Libs in the sky, I can't see things getting any better.

Originally Posted by BillyBob View Post
Best you can do IMO, is to get into beta and fly a lot of Liberators to see if this "blindspot" is a weakness making it imbalanced in any way.

If this turns out to be the case, then it will probably be pretty obvious and many will report on it.
That is something I absolutely intend to do.

I'd like to share your optimism about that, but I fear that, just like in PS1, the fighter pilots will outnumber the Lib pilots 3:1 and they'll "see no problem" with being able to gank Libs from on top.


Originally Posted by BillyBob View Post
However, I think it's perhaps a bit premature to assume that any possible imbalance present in PS will automatically be there in PS2. I'd say we should maybe play the game first, observe and then pass final judgement based on that.

/BB
I whole-heartedly disagree with that. NOW is the time to ask for these things. It's not like I'm talking about some complete unknown here. The Lib design and operation is largely unchanged from PS1. Meanwhile, the fighters have become vastly more manueverable and quick. The writing is already pretty clear on the wall as far as I'm concerned. And I'd hate to see players abandon an asset like the Lib because it's a flying death trap, or at best a tasty decoy to draw in fighters attention so that they can be an easier target for other fighters.

The Liberator needs to stand on its own.

It needs a fighting chance to get away.
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