Air Superiority - Page 4 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: �
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

View Poll Results: Which type of anti-air do you prefer?
Air Superiority Fighters 76 56.72%
Anti-air vehicles/MAXs 70 52.24%
Personal anti-air weapons 24 17.91%
Base/Deployable turrets 42 31.34%
Multiple Choice Poll. Voters: 134. You may not vote on this poll

Reply
 
Thread Tools Search this Thread Display Modes
Old 2012-05-30, 09:57 AM   [Ignore Me] #46
Figment
Lieutenant General
 
Re: Air Superiority


Originally Posted by ZeroOneZero View Post
That's why AA maxes for NC and VS pretty much dominated, while the TR had to sit back and make calculated projections, and then open fire. LAME!!
The opposite is true in caves though, with lock on requirements, you can't do anything in a place where getting a lock on is impossible, let alone firing, let alone the missile not hitting an object, let alone being able to fire from within a doorway and without line of sight (if you happened to camp with air).

Like the Burster.
Figment is offline  
Reply With Quote
Old 2012-05-30, 10:09 AM   [Ignore Me] #47
ZeroOneZero
Corporal
 
Re: Air Superiority


Originally Posted by Figment View Post
The opposite is true in caves though, with lock on requirements, you can't do anything in a place where getting a lock on is impossible, let alone firing, let alone the missile not hitting an object, let alone being able to fire from within a doorway and without line of sight (if you happened to camp with air).

Like the Burster.
You sir are correct! But!! I usually go in as a AV max, they deal more damage and can hit Air in a cramped areas.

The targeting system does suck with rockets, there should be free fire mode, where you don't need to lock on, like striker missiles.

Last edited by ZeroOneZero; 2012-05-30 at 10:10 AM.
ZeroOneZero is offline  
Reply With Quote
Old 2012-05-30, 10:37 AM   [Ignore Me] #48
Figment
Lieutenant General
 
Re: Air Superiority


Originally Posted by ZeroOneZero View Post
You sir are correct! But!! I usually go in as a AV max, they deal more damage and can hit Air in a cramped areas.

The targeting system does suck with rockets, there should be free fire mode, where you don't need to lock on, like striker missiles.
There was, but straight line of fire doesn't work with missiles at all. If they had proximity damage, maybe. But that'd be a big buff.
Figment is offline  
Reply With Quote
Old 2012-05-30, 12:06 PM   [Ignore Me] #49
Marinealver
Sergeant Major
 
Marinealver's Avatar
 
Re: Air Superiority


Planetside Air combat has always been one thing I think has been lacking. At first the Air combat was more reminicate of WW2 only the planes could stop in mid air. I mean there was no A2A missiles which has become a staple of Air Combat doctrine was for the longest nowhere to be found. The flight ceeling was verry low. The Lib Sguard mini expansion was needed when it was discovered that the Reaver has verry little stopping powere against ground zerg. THe Skyguard just made sure the lib didn't become overpowered, and added some mobile anti aircraft firepower that the MAXs couldn't provide.

The Wasp which was released turned out to be a verry weak aircraft. The Mossie which was the weakest aircraft had a faster standard speed the longer burn on the after burners helped it catch up with the wasp, and the wasp's low armor ment that the Mossie had way lower TTK against the Wasp thant the Wasp had against the Mossie.

The Flacklet which was the Rocklet with frag grenades(trying to improve this ammo type usefulness) was way too little to scare away a mossie. It took 1 and a half clips to bring one down. Also the rapid discharge only emptied half the clip (it should have been the whole clip). Not to mention forcing a reload.

Upgraded base turrets was a needed adition but the upgraded turrets were only valuible durring a defence action and worthless if no one was there to man it. It should have been able to switch from the default gun to the upgraded gun depending on the target. For example a flack gun will switch to flack when shooting at aircraft and a cannon would switch to shooting the cannon at ground targets. The cerebus turrets were a better base defence than the upgradded wall turrets.

The galaxy gunship is cool however there is no ground counter for it. Sure it s a big target but unless there is a 2 squads of AA MAXs, Sguards, and Anti Vehicle aiming at the air it can rule with little to know fear. They should have made some sort of ground defence that can target slower moving aircraft but doo more damage, however lacks the ability to track the more manuverible faster moving aircraft.
Marinealver is offline  
Reply With Quote
Old 2012-05-30, 02:05 PM   [Ignore Me] #50
Mechzz
Major
 
Mechzz's Avatar
 
Re: Air Superiority


Originally Posted by elfailo View Post
Waar heb ik dat geschreven dan?
Die Nederlanders zijn overal te vinden, zelfs op Auraxis lijkt het.
Mechzz is offline  
Reply With Quote
Old 2012-05-30, 03:58 PM   [Ignore Me] #51
Figment
Lieutenant General
 
Re: Air Superiority


Originally Posted by elfailo View Post
Air deals with air primarily. Not Wasps though, I want homing rockets to be secondary to precision aim weapons.

Second-most effective AA MAX's, third vehicles with AA weapons (which should not be flak or homing rockets), and fourth infantry with AV/AA.
Hierzo.

AA-turrets and deployables removed from game forever and buried in the deepest possible hole they can find, trampled and humiliated with all the other bad ideas of the world.
En dit geeft ook vooral aan dat je anti-anti-air bent.


EDIT: Ik vind dat lock-on geen punt mag zijn als je er mooie ontwijk maneuvres en flares voor terug krijgt. DAN hebben we het pas over skill. Ben het met piloten eens dat de Wasp te makkelijk was, voornamelijk in bereik (lock-on is moeilijker vast te houden op korte afstand bij bewegelijke doelen).

Last edited by Figment; 2012-05-30 at 04:02 PM.
Figment is offline  
Reply With Quote
Old 2012-05-30, 04:13 PM   [Ignore Me] #52
The Janitor
Sergeant
 
The Janitor's Avatar
 
Re: Air Superiority


Man, how did we ever communicate between different languages before Google translator?
The Janitor is offline  
Reply With Quote
Old 2012-05-30, 04:17 PM   [Ignore Me] #53
Figment
Lieutenant General
 
Re: Air Superiority


Originally Posted by The Janitor View Post
Man, how did we ever communicate between different languages before Google translator?
By sheer force of will. Or learning a secondary, third and fourth language like most Dutch and Belgians do. :x


Or as a Brit friend of mine says whenever us dutch and flemish talk dutch on TS whenever he's away... "OHMAIGOTT TEH FOREIGN! STOP TALKIN' TEH FOREIGN AN' SPIEK AH PROPURR LANGUICH!".
Figment is offline  
Reply With Quote
Old 2012-05-30, 04:21 PM   [Ignore Me] #54
Immigrant
First Lieutenant
 
Immigrant's Avatar
 
Re: Air Superiority


I hope will get of those option and all of them should be effective except maybe personal AA which should be used more as a last resort or ambush then 1-on-1 method of engaging aircraft.

I myself personally will however most likely use either stationary or tank mounted AA turrets.
Immigrant is offline  
Reply With Quote
Old 2012-05-30, 05:11 PM   [Ignore Me] #55
PoisonTaco
First Sergeant
 
PoisonTaco's Avatar
 
Re: Air Superiority


From the gameplay footage we've seen the air battles seem relatively close to the ground. I'd imagine that Galaxies and Liberators would still be effective at higher altitudes, at which point it would give AA on the ground a harder time.
PoisonTaco is offline  
Reply With Quote
Old 2012-05-30, 05:45 PM   [Ignore Me] #56
VoodooJanus
Private
 
Re: Air Superiority


Personally, I'm looking for an awesome engineer AA possibility (constructible turret) that provides a clearly marked area that's dangerous to the lighter aircraft and a mild annoyance to the galaxy or liberator, just enough so that sustained presence in the area is ill-advised, but passing through has only little effect. The more the two spheres of combat interact, the better IMO.

GtA Tanks, GtA MAXs and AtA fighters should be the ones doing the actual anti-air combat of course, but the engineer's solution would make for an excellent stopgap until the reinforcements arrive. It'd also be fun to send in the ground forces/ a team of infiltrators to take out the AA turrets so you can bring in the AtG fighter-bombers.

As for my thoughts on the other options:

GtA tanks: should be the be-all end-all in terms of damage to aircraft, simply because they're so much larger than the other options.

GtA MAXs: should be good, but do less damage, because they are more difficult to target and can move through terrain with relative impunity (compared to a tank anyhow.)

AtA fighters: should be the best option not because they do the most damage, but rather because they can follow other air targets with impunity, which the other options can't do, and similarly escape from GtA or AtA threats with relative ease, while tanks and MAX's are SOL if targeted by anti vehicle or anti infantry weapons.
VoodooJanus is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:40 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.