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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 |
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2012-05-29, 12:00 PM | [Ignore Me] #1 | ||
Sergeant
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There seems to be a whole lot of gunships this time around on Auraxis. We've got single-seat aircraft(any of them with a ground attack loadout), 3-person mini-Gal Gunships(Liberators), and then the actual Gal Gunships that may or may not have the same amount of seats/guns per aircraft.
Now, I love gunships as much as the next person, (especially the GG's, they're just yummy), but the core of this is that there are just so many ways to rain death down on the ground that it might get a bit crowded up there. I know they're not going away, and that's fine, I very much want them in the game; I just want to give the ones on my side a clear sky in which to do their job. I understand that we're not in beta yet, and that we have no idea how this is all going to pan out, but what we do know is that there are going to be a lot more people this time around in the battles. Not only that, as stated above, gunships are fun. And we all know a guy who says "I wish they had AC-130's in (insert any given popular multiplayer shooter)." This thread is designed to discuss our favorite ways to deal with this. So, assuming what the audience is going to be like, and knowing how many of these people are going to love playing point-and-click games from attack aircraft(me included at times, I'm sure) and watching their kill count rise, what method would everyone prefer to clean the skies of these tasty, multi-person targets? Err, vehicles. Air superiority fighters: Dogfighting! Guns, missiles, and a good ol' joystick. Kenny Loggins is optional. Anti-air vehicles/MAXs: Mobile platforms with flak cannons, missiles, lasers, all of which can sit comfortably in the middle of a friendly force or base to provide cover against air units. Personal anti-air weapons: Shoulder-mounted AA weapons, usually missiles. Easily carried on the back of each and every front-line grunt. Turrets: Whether in a base or deployed in the field, these immobile(or at least difficult to relocate) platforms will really bring the pain. Maybe even jack some of them up to the size of an 88 mm Flak cannon for added awesome. Personally, I'd love me some good loudouts for fighters. Air superiority is going to be a necessity in this game, so that means we gotta have some Battle of Britain-style fights in the sky. What about the rest of you? Last edited by The Janitor; 2012-05-30 at 10:30 AM. |
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2012-05-29, 12:11 PM | [Ignore Me] #2 | ||
Contributor General
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I don't see a reason not to have all of the above but perhaps the flight ceiling should be above the reach of ground based AA.
Regards B of B fighting. It would be nice to have patrolling aircraft in a 'finger four' formation looking to 'bounce' enemy aircraft. Perhaps if air isn't as durable this time around a 'bounce' will be a viable tactic. |
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2012-05-29, 12:16 PM | [Ignore Me] #3 | ||
in planetside 1 I'd never venture out and about without my striker
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2012-05-29, 12:18 PM | [Ignore Me] #5 | ||
Brigadier General
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It should certainly be a mix of all of the above, but as far as what I prefer, it falls into two categories.
My personal preference for how I will help clear the skies is with air superiority fighters. I plan to spend a lot of time flying a Scythe, and I'd like to split that time pretty evenly between tank hunting and shooting down enemy aircraft. However my preference for what should be the most effective units for keeping the skies safe for other units are AA vehicles and MAXes. Infantry should be able to scare off a stray fighter, but shouldn't be the ones really clearing the skies, and while turrets and deployables can and should be effective against aircraft, I think some of their inherent limitations will prevent them from being the final word in air defense. So my votes go to Air Superiority Fighters and Anti-air vehicles/MAXs |
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2012-05-29, 12:18 PM | [Ignore Me] #6 | ||
Major
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With the new hex capture system handicapping caps where you don't yet control the adjecent hexes, I think air-power will be a key factor in pushing into enemy territory. i.e. use aircraft to prevent resupply coming from hexes adjacent to the one you're trying to cap until the target is captured.
I expect we will see loads of aircraft in PS2 and all of the options will be needed to fulfill their different roles. |
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2012-05-29, 12:24 PM | [Ignore Me] #7 | ||
First Sergeant
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I don't think the variety matters as long as there is good balance between air vs. ground units. If they find that sweet spot then the factions should keep each others numbers in check.
Edit. Clarification, I don't think *allot of variety will be damaging* Last edited by Badjuju; 2012-05-29 at 12:31 PM. |
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2012-05-29, 12:26 PM | [Ignore Me] #8 | ||
Sergeant
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Variety is the spice of life for Planetside. Many different ways to bring glorious, burning death to the enemy. I certainly intend to try out everything before really focusing on any one thing, but flying was always my favorite thing to do in any game.
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2012-05-29, 12:32 PM | [Ignore Me] #11 | ||
Lieutenant General
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The most important consideration for me is that a air camping situation can be turned around and air superiority can be undone efficiently.
Meaning from all sorts of playstyles. Having to rely on air to deal with an air superiority situation would be stupid: they got air superiority! Especially important is the indoor -> outdoor camped situation. |
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2012-05-29, 01:48 PM | [Ignore Me] #13 | ||
Major
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I like being a threat and having a choice in how I prosecute my targets. All of them are valid. Lock-On, Flack, and Direct Fire are all unique in where they are best employed. Likewise what they are mounted on. They are all tools in a player's toolbox and will be noticed if they are absent.
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2012-05-29, 02:42 PM | [Ignore Me] #14 | ||
Lieutenant Colonel
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Well, I'm definitely going to prefer Anti-Superiority fighters over anything else just because I have more fun in fighters than ground vehicles, but I hope that flak is still only a TR MAX thing. I believe it was mentioned that they sill weren't sure if Flak was going to be CP or ES right?
Message to Devs: FLAK IS TR!!!!
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2012-05-29, 02:50 PM | [Ignore Me] #15 | ||
Private
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I think they should provide options for all four, just with different purposes and effectiveness.
Bases should be strong attack, with the downside being limited mobility (good against A2G, weak against faster scouts/Air Superiority) Infantry should be effective agasint Scout Aircraft, but not so much against anythign else. One thing I'd really like to see actually would be to create a triangle of effectiveness between A2A, A2G, and G2A. This would result in not having an air superiority fighter be all that effective against other air superority fighters....What, you say???? Here's what I'm thinking. Air superority would be highly mobile, with fairly slow but hard hitting weapons. Thus, they would be a nightmare for A2G vehicles, but not so much for the faster A2A jets. A2G would obviously be strong against ground, weaker against air. Lastly, ground based vehicles/MAX would have fast but somewhat weaker weapons, making them the bane of A2A, but not so much for A2G. That way you'd have a triangular A2A>A2G>G2A>A2A setup. Each with a hard counter and a weak defense, just not what you'd normally see... With traditional A2A being true Air superiority, you end up with an arms race to first own the sky by massing Air Superiority (which are usually too fast to be hurt by Ground based attacks). Once they've got the edge there, they then can mass A2G and thus owning the ground as well. ANd the game evolves to an air game where whomever has the more air units wins. This is true for real life, but not the most 'fun' way to set it up IMO. Last edited by Shlomoshun; 2012-05-29 at 02:53 PM. |
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