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Old 2013-01-24, 03:16 PM   [Ignore Me] #1
MFour
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A2A missiles...


If I remember correctly, the A2A missiles were buffed in the latest patch. So... another attempt to destroy air? It isn't much fun to be the guy with the chaingun trying to get some fair strikes on enemy aircraft only to get three A2A missiles on my tail and since they're much harder to evade now as I understand it, it's pretty much instant kill. I used to be able to fly around TI Alloys and do some damage to enemy air and ground, but now I cannot most of the time shake off the missiles... same is for the rest of Indar and the other continents... now this may sound like I'm whining, but a 500 cert insta win weapon for air does seem a little bit overpowered to me...
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Old 2013-01-24, 03:25 PM   [Ignore Me] #2
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Re: A2A missiles...


I actually agree - missile speed buff was a good thing, but the A2A Missile ammo capacity should have been reduced to minimal to balance that patch.


G2A rocket now work awesome and balanced, but A2A missiles and their 10+ capacity make a problem now.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-24, 03:34 PM   [Ignore Me] #3
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Re: A2A missiles...


Originally Posted by NewSith View Post
G2A rocket now work awesome and balanced, but A2A missiles and their 10+ capacity make a problem now.
Who's got 10? I thought I was hot stuff with 5.
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Old 2013-01-24, 03:37 PM   [Ignore Me] #4
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Re: A2A missiles...


Originally Posted by maradine View Post
Who's got 10? I thought I was hot stuff with 5.
I have no clue how many, tbh, I only know you can take out a Liberator with A2A without resupplying which makes it 5 at least. So this is obviously an exaggeration, hence the ten, it can be "dozen" if you like.)
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-24, 03:49 PM   [Ignore Me] #5
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Re: A2A missiles...


Originally Posted by NewSith View Post
I have no clue how many, tbh, I only know you can take out a Liberator with A2A without resupplying which makes it 5 at least. So this is obviously an exaggeration, hence the ten, it can be "dozen" if you like.)
Which is considerably slower than Turblolasering them into oblivion. What's the issue here?
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Old 2013-01-24, 03:54 PM   [Ignore Me] #6
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Re: A2A missiles...


Originally Posted by maradine View Post
Which is considerably slower than Turblolasering them into oblivion. What's the issue here?
ESFs are the issue.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-24, 04:00 PM   [Ignore Me] #7
maradine
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Re: A2A missiles...


I've only been in a dozen or so dogfights since the patch, but they all went about the same way as they normally do - opening missile (or occasionally rocket) volley by the surprising party (usually flared), a bunch of turning and gunnery, the occasional ram, and a missile in the rear to finish off a fleeing target.

Not really seeing much change here.
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Old 2013-01-24, 04:09 PM   [Ignore Me] #8
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Re: A2A missiles...


Originally Posted by maradine View Post
I've only been in a dozen or so dogfights since the patch, but they all went about the same way as they normally do - opening missile (or occasionally rocket) volley by the surprising party (usually flared), a bunch of turning and gunnery, the occasional ram, and a missile in the rear to finish off a fleeing target.

Not really seeing much change here.
I don't really know, just as I said, since I'm not familiar with A2A missile dogfighting, but I assumed it would be way harder to dodge and outrun missiles with the patch, so in my head things should've become more complex in the air. I also say that because I noticed a significant aircraft falloff on Miller.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-24, 04:11 PM   [Ignore Me] #9
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Re: A2A missiles...


Originally Posted by maradine View Post
I've only been in a dozen or so dogfights since the patch, but they all went about the same way as they normally do - opening missile (or occasionally rocket) volley by the surprising party (usually flared), a bunch of turning and gunnery, the occasional ram, and a missile in the rear to finish off a fleeing target.

Not really seeing much change here.
Haven't logged on in a couple of days, but yeah...accurately describes most A2A fights. Well, throw in the /tells of anger about A2A missiles at the end...I get a lot of those, mostly from the guys farming infantry with rocket pods
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Old 2013-01-24, 04:17 PM   [Ignore Me] #10
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Re: A2A missiles...


Originally Posted by belch View Post
Well, throw in the /tells of anger about A2A missiles at the end...I get a lot of those, mostly from the guys farming infantry with rocket pods
Precisely. The audacity that you'd be better equipped to deal with them than they are with you . . .

Originally Posted by NewSith View Post
I don't really know, just as I said, since I'm not familiar with A2A missile dogfighting, but I assumed it would be way harder to dodge and outrun missiles with the patch, so in my head things should've become more complex in the air.
In my experience, pre-patch, the hit rate in the air (flares and terrain notwithstanding) was darn close to perfect. It was the G2A missiles that were really getting shafted.

Last edited by maradine; 2013-01-24 at 04:19 PM.
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Old 2013-01-25, 06:02 AM   [Ignore Me] #11
EVILoHOMER
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Re: A2A missiles...


They'll keep nerfing aircraft to useless because they cannot fix the real problem of the game and that the base design.
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Old 2013-01-25, 06:17 AM   [Ignore Me] #12
Gatekeeper
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Re: A2A missiles...


I'd actually say one of the big balance issues for ESFs is the fact that the starter loadout features a fuel-tank in place of a secondary weapon.

Making both rocket pods and A2A missiles unlockable upgrades means that unupgraded ESFs are crazy weak in comparison to upgraded ones, which in turn makes air rather pay-to-win compared to the rest of the game.

I'd suggest replacing the starter fuel-tank with some kind of light rockets or missiles that are moderately effective versus both ground and air - but weaker than A2A missiles/rocket pods against their intended targets. That would be much more consistent with the rest of the game design.
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Old 2013-01-25, 06:21 AM   [Ignore Me] #13
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Re: A2A missiles...


Originally Posted by Gatekeeper View Post
I'd suggest replacing the starter fuel-tank with some kind of light rockets or missiles that are moderately effective versus both ground and air - but weaker than A2A missiles/rocket pods against their intended targets. That would be much more consistent with the rest of the game design.
Or have the afterburner tanks certable, so you can improve things like capacity/regen, or speed. Basically make the afterburner tanks have a viable advantage over pods or missiles (especially the latter).
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Old 2013-01-25, 06:37 AM   [Ignore Me] #14
Lee
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Re: A2A missiles...


At first I wasn't really into air as i'm not really a pilot, then I bought A2A to provide a little bit of AA. It was good at first when not that many ppl was using them, and my role was mostly to counter the rocket spammer (without abusing the A2A missiles though).

Now it is constant BIP BIP BIP, and now that I have started to improve my flying, making air pursuit more interesting and less missile-shot-n-forget, the air fights are just depressing.

Guess I'll put back my reaver in the garage and will mostly use it for fast transportation...
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Old 2013-01-25, 06:40 AM   [Ignore Me] #15
Gatekeeper
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Re: A2A missiles...


Originally Posted by ShadetheDruid View Post
Or have the afterburner tanks certable, so you can improve things like capacity/regen, or speed. Basically make the afterburner tanks have a viable advantage over pods or missiles (especially the latter).
Making the afterburner certable makes sense, but TBH I'd place it in a separate category to secondary weapons - either in one of the existing slots for defence or performance or whatever, or give it a new slot all to itself with a few different options (long burn but slow recharge, fast burn with quick recharge, etc.)

My preferred option would be to have a straight trade-off between having flares or having an afterburner (and not just a crap afterburner or a better one - if you have flares you have no afterburner at all).
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