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PSU: Just stop it.
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2013-06-10, 10:59 AM | [Ignore Me] #76 | |||
Master Sergeant
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Funny thing is, when I do attack ground (often with just my nose gun when there are no air targets around), the only time AA will be a bother to me is when I get instapoofed. However, when I play my main roll wich is A2A (Vortek + AB pods is about all I use), If I start getting hit by AA, I get out ASAP because if a enemy A2A ESF comes along when I am hurt, I have to start that fight at a sevar disadvantage, Even worse is when I start taking AA fire wile fighting an enemy ESF. At that point you have 2 options, 1. Stay in the AA and hope you move enough that they don't hit you and hope that the enemy ESF will go down in time for you to escape, or 2. Try to run away from the AA fire and lead the enemy ESF to an area that is 'safe'. 2 is what I often choose, but thats not before I tipicly take a good 30% damage from ground fire, and that plus the damage I take from running (assuming a halfway decent pilot) is enough to kill me out right or be very low on HP when I try to re-engauge the pilot (as running will get you killed anyway). TL;DR, the AA in this game currently helps air to ground farmers because it protects them from A2A ESF. |
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2013-06-10, 12:13 PM | [Ignore Me] #77 | |||
Sergeant Major
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That's why with these proposesed change A2G ESF will still get insta poofed by all the bursters since we have to engage at render range. But allow A2A ESF to hunt efficiently and without being harrased by invisible bursters multiple hexes away. |
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2013-06-10, 12:19 PM | [Ignore Me] #78 | |||
Major
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So we've got a multi-fold issue here: Bases are too open, allowing Vehicle to dominate what should be Infantry fights. Vehicles therefore require the endurance of tissue paper in order to make their ubiquitousness balanced. Individual Vehicle user end up feeling weak and ineffective, but non-vehicle players don't care because the Vehicles themselves are still more powerful then Infantry and require specific tools to take down. Combat Air Vehicles in particular have to get the short end of all of this, as their superior mobility already should cost them endurance to begin with. So... Sorry Airchavs, but they have to fix a lot bigger problems in the game before the Devs can tone down the abundance of Infantry Portable Flak. |
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2013-06-10, 01:25 PM | [Ignore Me] #80 | |||
Staff Sergeant
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I like A2A combat, and it's the one thing in the game I get the feeling like I matter as an individual. There is nothing more satisfying in this game (for me) than taking out an enemy fighter shooting up one of our Libs. I feel like I accomplished something there. But at this point, the ground based AA is so effective that it's a waste of time. Start to engage an enemy and one of you will inevitably be lit up by a bunch of AA maxes even if you're so far up even vehicles on the ground haven't started rendering. I want to put the pods on just so I can at least shoot back at the stupid AA once and a while. I can clear more of the sky (and get more XP) with my stock one-burster Max. Every pilot with sense is going to run the moment you start hitting them and half the time you'll still kill them because they're already taking damage from somebody else half the map away doing the same thing. |
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2013-06-10, 01:30 PM | [Ignore Me] #81 | ||
Colonel
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I fly sometimes, mostly galaxies delivering squads around the map. But from what Ive seen is that I have never even been shot at when I am at max altitude. If you esf guys would start working on high altitude tactics like dive bombing ground and air targets you should be able to hit targets hard and fast and then afterburn your way out of the hot zone.
Edit- If this tactic works it would open up some high altitude air to air fightig which would be a lot safer than down by the bursters. Last edited by Sledgecrushr; 2013-06-10 at 01:32 PM. |
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2013-06-10, 01:36 PM | [Ignore Me] #82 | |||
Sergeant Major
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2013-06-10, 03:44 PM | [Ignore Me] #83 | |||
Master Sergeant
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2013-06-10, 03:54 PM | [Ignore Me] #84 | |||
Sergeant Major
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2013-06-10, 04:31 PM | [Ignore Me] #85 | |||
Staff Sergeant
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Another problem with engaging at near max altitude is that you get stuck bouncing off the flight ceiling as you try to maneuver. |
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2013-06-10, 04:39 PM | [Ignore Me] #86 | |||
Sergeant Major
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2013-06-10, 05:25 PM | [Ignore Me] #87 | |||
Master Sergeant
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2013-06-11, 10:46 AM | [Ignore Me] #88 | |||
Staff Sergeant
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2013-06-11, 11:04 AM | [Ignore Me] #89 | ||
Corporal
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All I gotta say is it still takes more flak to kill an ESF than it did in PS1.
And the data shows that flak the way it is not overpowered because ESFs and liberators have not dissapeared. They are still very effective at farming infantry, and devastating to tanks which is what they are there for. I'm sorry that its frustrating for you to get shot with flak from far away, but in PS1 infantry AA had lock on missiles that would never break and starfire maxes that could jump to keep a lock on you as you flew away over a hill, so it could be alot worse. (not to mention upgradeable AA turrets) The only air vehicle that has a right to complain is the Galaxy because it's the AMS of the sky and everyone shoots a galaxy when they see it lol. |
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2013-06-11, 12:28 PM | [Ignore Me] #90 | |||
Sergeant Major
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And which data are you using to say there are still in abundance or even effective at farming infantry? As I am not sure which source to even look at to prove or disprove that point. On the Galaxies though I really think they are doing just fine. Anytime myself or my outfit mates fly them we never have an issue with reaching an objective irregardless of the AA presence. Though they could do with some major logistical buffs for more uses. They simply have massive Health pools allowing them to shrug off massive amounts of damage. Last edited by snafus; 2013-06-12 at 12:18 PM. |
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