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2013-01-28, 11:29 PM | [Ignore Me] #19 | ||
Major
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One of the main reasons why rocket pods are so good is because you don't have to hover for very long to get a kill with them. Any weapon that requires you to hover for longer than maybe 5 seconds is pretty pointless, since fighters can be downed in literally 2-3 seconds if they don't move.
Last edited by Rothnang; 2013-01-28 at 11:31 PM. |
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2013-01-29, 07:00 AM | [Ignore Me] #20 | ||
Master Sergeant
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I only know about the mossy and sythe's.
The starting gun is pretty much the same on both - decent, but not good at anything. To put this on par with the rotary it needs better dps vs armor, especially at range which is what it's good at. The rotary/turbo are good at everything and excellent at dogfighting. The light PPA is as described, though I think it needs to travel a wee bit faster. Situational, would be really cool if you could swap out equipment, everyone would buy this and use it at times if you could. The Banshee just isn't any better at killing infantry then the rotary (and the nose gun isn't either, it's kinda helpful having a bigger CoF on the rotary against soft targets, especially since you have to close to CQ anyway for infantry to render). And it's terrible at dogfighting. |
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2013-01-29, 08:07 AM | [Ignore Me] #21 | ||
Major
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The basic gun had higher damage against armor at one point, the problem is that it made fighters crazy overpowered since you can fire one weapon while the other reloads. The result was people obliterating vehicles by alternating between rockets and the basic gun.
The basic gun isn't even that weak, when you hit a tank from behind with a clip from it it takes out more than half its health easily. You need to hit a tank from behind with rocket pods at this point to kill it as well. Ultimately it just still feels like the primary weapons are the "white damage" of fighters, while the pods are the real main attack. |
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2013-01-29, 08:54 AM | [Ignore Me] #22 | ||
ESFs again...................
From a VS perspective:- 1. Hailstorm Turbo Laser:
2. Light PPA:
3. Dual Photon Pods:
4. Photon A2A Missile Pods:
5. Saron Laser Cannon:
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2013-01-29, 09:50 AM | [Ignore Me] #23 | ||
First Lieutenant
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My personal gripe with ESF's is that I honestly believe they should have been split into a fighter without a real hover ability, and a strike fighter (light bomber) that is based on air to ground and can hover but gets annihilated by AtA but would be resistant to AtG.
That aside, main weapons are fine, but I'm a shitty pilot so.... ya. |
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2013-01-29, 10:09 AM | [Ignore Me] #24 | |||
Sergeant Major
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The only way I'd support taking out the A2A missiles is if you made the rocket pods a primary weapon, so you take them instead of your main gun. That way A2G gunships remain distinct from A2A fighters - which seems fair to me. |
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2013-01-29, 10:20 AM | [Ignore Me] #25 | ||
Lieutenant Colonel
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I don't normally fly, but i do have to say, when I do, perhaps the lock on changes combined was a bit too much. Maybe knock it back down by adding half a second back to lock on time.
Also, it seems everyone and their mom now has flairs. Its a tricky thing indeed. You want Flying to be fun, enjoyable, and as profitable as ground game play, at the same time you want them to be present, but not ruin ground game play. Tough nut to crack. In both cases though, tossing in 20 ESF, or 20 A2G will always be a hammer. Last edited by MrBloodworth; 2013-01-29 at 10:21 AM. |
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2013-01-29, 10:39 AM | [Ignore Me] #26 | ||
Major
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The A2A missiles are easy to use, but if you're behind a guy you can kill him just fine with a rotary cannon, if he's coming straight at you you often don't have time to lock on, and most of the really good ESF pilots don't dogfight at speed anyways, but just go into a hover battle where inexperienced pilots quickly lose their bearings and the radar becomes next to useless since it doesn't show elevation.
What makes A2A missiles so annoying is that just like all the no-skill anti air weapons it's effectiveness goes up exponentially with multiple people using it. In a regular dogfight there are only so many people who can be on your six at the same time before they start crashing into each other, and even just two people chasing you will start blocking each others shots. With A2A missiles you can have a ton of people shooting at you at the same time though, and that means that air battles have a tendency to very definitively favor the side with more fighters, to the point where its very well possible that they wipe out the entire opposition without taking any losses. It's the same problem with mass AA guns or ground based lockon launchers, if you get a large enough group of them together the fact that people can't do jack to avoid getting hit with them just turns them insanely deadly. In any other form of combat people can adapt to the number of enemies they are facing, and fight from further away, or peeking out of cover only very quickly instead of having protracted firefights with people. Mass Annihilators really dumb down the game. |
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2013-01-29, 11:16 AM | [Ignore Me] #28 | ||
Lieutenant Colonel
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I'm going to say something that's not popular, and likely will not sway anyone's opinion on the matter. However.
The ability for a group to gather and all pull one thing in unison. Its exactly the core of what Planetside is about. That's right. That right there, is called emergent game play, and in no way dumbs the game down, in fact when that happens. The ball is now in the oppositions court. Rise to the challenge, work together to overcome. Thats the core of Planetside. What "dumbs a game down" is the LACK of tools to create your own game play situations, and responses. If somehow, there was an arbitrary rule that only X of Y can be fielded at once, that's a game that has been dumbed down. In your scenario, they "won" that encounter. ask yourself what you and your group is going to do about it, and do it. Last edited by MrBloodworth; 2013-01-29 at 11:18 AM. |
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2013-01-29, 11:47 AM | [Ignore Me] #29 | |||
Major
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When you have weapons that always hit and have no real counter you may have created a system that takes the number of players who are cooperating into account, but you have also created a system that has no interesting gameplay for either side. I like that the game has a strong cooperative element, but nobody would ever argue that infantry combat or tank combat where you actually need to aim shots and your enemies can take cover is devoid of teamwork as a result. Why should systems that utterly shit on the other core element of the game, being a skill based game where you don't just win by levels, stats and numbers, be excused? |
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2013-01-29, 12:06 PM | [Ignore Me] #30 | |||
We do not, nor should we, have complete dominion of the battlefield when we're in the air. There are pockets that others have taken pains to deny to us. Armor doesn't have complete dominion on the ground. There are places that others have taken pains to deny. Infantry is pressed to have dominion anywhere. Not always having it your way is a fact of multi-unit gameplay. I'm sorry this frustrates you, and I'm disappointed you think that this "no-skill" counter has no place here, but it is a fact. |
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