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2013-03-25, 03:59 PM | [Ignore Me] #1 | ||
Private
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The FOUR Things That Are Killing ESF Combat
1) Vehicle deconstruction is the stupidest mechanic in the game right now. The point of playing a FPS like PS2 is to have fun KILLing the enemy. If an enemy can just decon their ESF/Galaxy/Liberator/Sunderer/tank, not only does that not give me the kill credit, it also robs me of any of the xp for the vehicle kill or kills on the crew piloting that vehicle. This is a huge chunk of XP lost. For example, when killing a liberator crew of three people who have all been up for a while, it means losing out on 950 xp for the lib kill, 1500 xp for three extreme menance kills, for a total loss of around 2500 xp, which is equal in XP value to capping 2 bio labs + a small base. A mechanic like this is game breaking. Fixing this should be top priority if SOE wants to keep ESF pilots playing this game. 2) A second game breaking mechanic currently is how vehicle Assist kill XP works. The problem is that it is a tiny fraction of the amount of Kill XP overall. With my membership boost, killing an ESF + Pilot is equal = 800 for the ESF and 150 for the pilot. First of all, assist XP should be higher for when someone from the same empire gets the kill. Assists should be worth half of the kill XP for the vehicle AND the pilot. Second, if someone in an ESF decides to crash into the ground on purpose to deny xp, the kill credit needs to be awarded to the player who last did damage to him. This fix also needs to be a priority to keep ESF pilots playing. 3) Pilots should not be able to bail out of their planes to their deaths to deny XP. The last player should get the kill credit for forcing them to bail to their deaths. 4) Finally, there a couple objects on the map that do not render quickly enough when traveling at high speeds. If you are a full time ESF pilot, you have probably had this happen to you several times. You are in a great dogfight get an kill and then try to get to safety. You afterburner away and are just coming around a watch tower when BLAM! You just explode for no reason. A millisecond later an ammo tower renders and you realize that you just ran into it without it even rendering on your screen. It’s one of the most frustrating deaths possible in the game right now and needs to get fixed ASAP. Keep in mind that the same issue exists for the giant satilette dishes you see on top of some buildings, as those do not render quickly enough when using afterburner either. Agree/disagree why/why not? Cheers! Q |
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2013-03-25, 04:02 PM | [Ignore Me] #2 | ||
Lieutenant Colonel
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the ps1 solution to the first and third is that you cannot eject/decon after a certain amount of damage is delt, forcing you to land and manually repair
but no, ps1 solutions are bad. not battlefield-y enough.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-03-25, 04:05 PM | [Ignore Me] #3 | ||
I completely agree with the first 3 points. I've never experienced the last point, has that issue always been there?
1) Add in a timer so that you will only be able to decon it after having landed and after a set amount of time has passed. 2) Agreed. Besides just awarding ESF pilots more it should also award pilots/drivers more whenever their gunners kill an enemy. 3) Disallow bailing while the aircraft is in motion, except when using the ejection seat. Oh and expect Jennyboo to come in and rant a bit about the third point, if we're lucky
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-03-25 at 04:14 PM. |
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2013-03-25, 04:10 PM | [Ignore Me] #4 | |||
Contributor Lieutenant Colonel
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All in all, I agree with your points although I have not personally experienced hitting something that wasn't rendered yet. Guess I don't go fast enough. You can call me a shit pilot all day (because I am) but at least when you take me out I don't decon. Although I do crash into shit trying to get away. TLDR: Nerf trees. |
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2013-03-25, 04:11 PM | [Ignore Me] #5 | ||
First Sergeant
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1.) - Agreed. I use it as well now out of spite as it seems to be the norm. The timer needs to increase to double/triple what it is now and also they should make it so a vehicle can only be diconned while the pilot is present in the vehicle and while not taking damage. A portion of resources based on the health of the vehicle should be recovered as well.
2.) Agreed. 3.) Agreed. I too have experienced this. |
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2013-03-25, 04:18 PM | [Ignore Me] #6 | ||||||
Sergeant
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2013-03-25, 04:35 PM | [Ignore Me] #7 | ||
Major
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For me what breaks ESF combat is the fact that ESFs are the best air to air vehicle in any configuration. The fact that you can put rocketpods and a rotary gun on the same fighter pretty much makes anyone who goes "But the Liberator is a bomber" to justify why ESFs can shoot one down so easily just look like a really disingenuous douchenozzle.
Also the airhammer is completely out of control. That thing does way too much damage to aircraft and low range is NOT a justification for a weapon that has 3 times better TTK than any other weapon in the same class. Last edited by Rothnang; 2013-03-25 at 04:38 PM. |
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2013-03-25, 04:49 PM | [Ignore Me] #8 | ||
Point 3 for tank drivers too. The twats that e, pagedown, decon and anti-veh mine you when you've beaten them black and blue in a "tank fight".
My wishes: *No bail from a veh past 60% damage *Deconstuct should take 10 seconds
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2013-03-25, 05:07 PM | [Ignore Me] #9 | |||
Sergeant
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2013-03-25, 06:40 PM | [Ignore Me] #15 | |||
Major
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It's basically a hacksaw you can strap to an ESF. And yes, it's just as overpowered and stupid because the devs seem to overestimate the advantage of range by an absurd amount. Especially on the fastest vehicle type in the game. |
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