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2013-08-04, 02:52 PM | [Ignore Me] #1 | ||
Master Sergeant
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Reading the discussions here and on the main forum I'm continually struck with the same question. Why is ESF maneuverability getting nerfed?
I have only seen players who don't fly ESFs or who fly them poorly support the changes. As far as I can tell the idea is to limit ESF maneuverability to become more inline with traditional FW models that exist in every game with fighter aircraft. This seems nonsensical; PS2 doesn't have a physics engine to properly simulate a FW model anyway, and FW models have been played with for decades and are stale in comparison to what's there in PS2. So why, what's the design goal here? The only thing I see this doing is making it more difficult to dodge in hoverduels, and I don't see how or why that would be a good thing - it only compresses the skill cap. Is the intent behind this change simply to lower the skill ceiling? Why is that a good thing? How will this make things more engaging for the player? I guess I just don't get it, I see no benefits. Everyone who plays ESFs enough to be effected by this are just going to be nerfed (which never feels good), they all pay money (most are members), and it's only going to help poor players (who don't pay nearly as much as dedicated ESF players) who mass in the air making it easier to gank ESFs with numbers instead of skill. If this change has the effect I assume it will, especially since it coincides with Star Citizen's hanger release, then all it will do is negatively effect players who actually spend money and encourage them to spend it elsewhere (Star Citizen). Am I missing something here? Is there any reason to nerf Vthrust in ESFs other then to lower the skill ceiling and negatively impact the experience of dedicated players who actually spend decent $$$ on the game? If we looked at the posters who support nerfing ESF maneuverability vs those who oppose what does the revenue look like that comes from those voices? I've probably spend the least of those who fly ESFs yet I've still dropped over $100 (I think it's around $120, with another $50 planned for the ESF update that I will not be spending now with the proposed changes) and every other ESF player who's posted here is a straight up member - those who want the ESF nerfed run the gambit with most being non paying scrooges. I really don't get it, it's like the devs want to slap the hand that feeds them while coddling the casual that refuses to drop a dime. I could be wrong here though, maybe the scores of casual players who repeatedly demand ESF nerfs and a FW model will suddenly open their pockets the moment the hard core players have their favorite toys nerfed, but I don't see why this would happen. Also why do people think a FW flight model would work with PS2 in the first place? With the lack of necessary physics effects (like a flight envelope, and proper energy management) a FW model will be a gutted poor man's simulation more simplified then even BF3. With rendering mechanics granting invisible god mode to players dynamically at ranges beyond 100m it would be outright impossible to acquire and engage targets with such a model. All I see FW model doing is reducing complexity and limiting player actions to create a more restricted and less engaging playing experience. I don't see a single benefit to FW models (or nerfing VTOL ability to be more FW like) and a full FW model would simply not work with the current engine at all... So what's the deal here? What purpose does the proposed nerf serve, and how do the bean counters reckon it will increase revenue? I only see this change making the gameplay less engaging, and I don't see how it will increase revenue especially since those of us who likely would drop cash for the ESF update are significantly less likely to do so now that we know we are getting hit with a huge nerf to our favorite thing in the game. What am I missing here? From a gameply experience or in terms of revenue please enlighten with arguments as to how this will benefit either. |
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2013-08-04, 03:09 PM | [Ignore Me] #2 | ||
Corporal
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Everyone in the entire world hates the ESF fuckers who float over a base and rocketpod the living hell out of infantry. Instead of having "helicopters" that float overhead and annihilate infantry, they're trying to lean more towards strafing runs, and coordinated airstrikes. PS2 is SUPPOSED to be a teamwork game, so I'm assuming the end goal is something like this:
Let's say we've got a 12 man squad. 3 players are dedicated ESF pilots. The rest are infantry moving into a base. "Oh no, there's a bunch of enemy infantry at the base we're pushing into!" Lead puts squad waypoint at the target infantry and tells the three flyboys to come in, dump some rockets into the waypoint, and fly on out. See how that's more team oriented, and more interesting than some guy lone wolfing in his mosquito lolpodding infantry as they exit the spawn room? I think [and hope] that's what they're going for. |
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2013-08-04, 03:13 PM | [Ignore Me] #3 | ||
It's possible the skill ceiling is too high for where they want the majority of their revenue-bearing players. Skill ceiling isn't a judgmental scalar where every time you crank it up it's better, and every time you crank it down it's worse.
There are things they could hypothetically add to the flight model that would make anyone without a lot of keyboard real-estate, an analog six-axis control rig, head virtualization, and an 18-year-old reflex profile utterly melt. Would it be better? Only for the people who can effectively fight above that line. They like the perceived superiority it gives them because they're on the fun side of the line. They think that anyone below that line shouldn't be able to ever take them in a fight. The rest of the pack gets frustrated. Why does this stupid game require you to control all your thrust vectors at once with different buttons? Why do only "skillshot" engine hits cause damage? Why is this so hard? So, to answer your question: if the skill ceiling goes down, maybe more pilots get an opportunity to feel like they're badass and dump money into the air game. So they tune the line in order to find a balance between accessible and virtuoso. Or maybe not. Who knows - they certainly haven't communicated the vision, so your guess is as good as mine. Oh, and: Consider yourself empirically corrected. Last edited by maradine; 2013-08-04 at 03:16 PM. |
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2013-08-04, 03:26 PM | [Ignore Me] #4 | |||
Master Sergeant
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2013-08-04, 03:36 PM | [Ignore Me] #5 | ||
What I don't get is why you thought this change needed a new thread (Not writing this in my capacity as a mod, but a forum member)? Why do you think that only those who either don't fly or are just not very good at it support this change? Why did you think that it was a good idea to use "Those of us who fly are paying customers, the filthy plebs on the ground aren't!" as an argument? I'm obviously paraphrasing here because what you wrote came of as being rather elitist.
Why do you think that most of those who fly in PS2 are members? Do you have proof of this? Why do you think that it matters how much a certain part of a playerbase actually spends on the game? Should balancing actually be affected by this? Why do you think that the devs even consider this to be an important overall goal when making balancing changes? Did you just refer to those who have yet to spend any money on the game as scrooges?!? I would strongly advice against going down that train of thought. *Ahem* Safe to state that I completely dismiss the premises of your argument. Personally I would rather have the flight model be that of VTOL being used just for that and the flying being more traditional. If for no other reason than I think the ESFs are too versatile and that makes it rather hard to implement new aerial vehicles later on that could fill other roles... Like close ground support. But that's another story for another time. I don't see any reason as to why a more traditional flight model wouldn't work in PS2. I'm sure that if they wanted to they could make it work. I also don't think that is what they are trying to implement here by means of this change.I think that SOE believes this maneuver to have become so important that those who cannot perform it almost always lose. Or perhaps they never intended for the ESF to be used in such a manner. Who knows. I have no idea and as such you could be right. I personally doubt it. I would have liked for the devs to have explained why they are going to make this change, unless they already have and I've just missed it. We will certainly be getting a better idea of "Why?" when we see/hear more about the upcoming ESF changes. Edit: Also, why do you think this has anything to do with Star Citizen?
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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; 2013-08-04 at 04:25 PM. |
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2013-08-04, 04:34 PM | [Ignore Me] #6 | ||||||
Master Sergeant
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Because everything about life is driven by competition, specifically competition for resources. Star Citizen and PS2 will be in direct competition for $$$ from the same customer base, especially those who fly ESFs.
ESFs are not too versatile, or even combat effective. What they are is fun, and I don't see the point in trying to ruin that by going to a traditional and very restricting flight model. Last edited by phungus; 2013-08-04 at 04:37 PM. |
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2013-08-04, 05:48 PM | [Ignore Me] #7 | ||||||||
You're right I could simply merge them but the threads are different enough that I don't personally think it's needed. Still don't see the reason for making a new thread about it though, although I can see your reasoning behind it.
I also wouldn't mind putting money down on there being no more of your so called paying customers whom are against the changes than there are those whom are for it, or at least indifferent towards it. Unless you're willing to find every single person who spends a large part of their time flying ESFs I would advice against trying to use it as an argument. Because unless you can provide proof to back up your claim then it might turn into a silly fallacy. Also I still don't see what paying has to do with balancing. Those who spend money on the game have no more say on balancing issues than those whom do not. If you truly believe in that elitist attitude then I will simply ignore that argument completely as being an actual fallacy. Also I obviously wouldn't wager with someone over the internet, even if I believed I was right. Only a complete tosser would ever do that, for the internet is dark and full of terrors.
But if pilots were still able to hit infantry targets then so be it, at least it wouldn't be as easy as it is now. Heck, they could even make completely different loadouts for the ESF that would allow it to perform specific roles.
But if this change and the upcoming changes do end up having an adverse effect on the ESF gameplay then I won't hesitate to agree with you. For now I simply don't see the problem being as big as some people think, at least not being worse than some players having to play in a different way.
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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; 2013-08-04 at 07:35 PM. |
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2013-08-04, 05:55 PM | [Ignore Me] #8 | ||
Sergeant
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? ESFs are the only vehicle in the entire game that gives 2 weapon systems to 1 person. This makes them very versatile.
They are also able to 1V1 most of there ground based counters and in >90% of the time come out on top, so again very versatile. MBTs were fun and yet there max speed, hill climbing and traction was nerfed so they became more balanced and could be countered. Harrasers were fun but there composite armour was nerfed so they became more balanced and can now be countered even easier. Libs were fun, but Dalton, Zepher and "the other one" all got nerfed/altered so they became more balanced. You see the ESFs as this totaly honourable red baron style dog fighting elite cadre of total uber awesomness. What the guy next to you sees is a vulture with 2 weapon systems thats able to fly around and pretty much with impunity pick off target with no resistance while hovering staticly in the air. This "in air turret" was one of the first things mentioned in the pre-tech videos as something the devs wanted to avoid. As someone else has allready highlighted above, this "change" will force the ESF that wishes to engage a ground target to do straffing runs instead of flying in, Stoping movement completely and unloading. I also have paid mucho dollars since day 1. I own the AA gun for the prowler, the striker, the skyguard, the anihaltor, the grounder and the dual burster and I still get killed daily by an esf thats able to stop on a dime and unload all its clips from all its weapons in less time than it takes me to lock on or get hit reg. As someone has posted above ESFs should have had the Air to Air role primarily and had to severly gimp themselves to be Air To Ground. Just like MBTs and Harrasers have to do when facing armour, air and infantry. Last edited by Eggy; 2013-08-04 at 05:57 PM. |
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2013-08-04, 07:00 PM | [Ignore Me] #9 | ||
Major
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I won't put any doubt into saying that most ESF Aces are paying customers. Big paying customers, and they tarry far into the rage-zone when literally anything negative is done to ESF. Yet, what that high skill ceiling in an ESF does is it makes a single game unit be dominant over many other game units and even its equivalent set.
I see this change coming directly from it being more difficult to chase down an ESF as an interceptor than it is just to spam flak at it. The PS2 devs wanted us to use ESF to fight other ESF. That did not pan out well, and I will agree whole-heartedly that hovering ESF are pretty well protected against interception, largely because the interception relies on having superior speed and maneuverability. When the battle comes to a hover-fight, the helicopter hover-dueller will then have superior speed and acceleration due to the hover chassis and vertical thrust mechanics that assists in its area of expertise, which is killing ground targets. So now the interceptor is statistically inferior to the hover-spammer with an easy-to-bait strategy with no obvious counter. Case the point, nerf. I don't like this nerf. I think ESF should be able to straight-up hover right on a point like in PS1, because hovering ESF are so damn easy to shoot down from the ground. In any case, for ESF v ESF, I emphatically support this nerf. It's needed. I just wish we had another option. Like, reducing active ESF vthrust but increasing passive ESF hover capability. Actually I'm pretty sure that will fix everything. Last edited by AThreatToYou; 2013-08-04 at 07:02 PM. |
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2013-08-04, 07:20 PM | [Ignore Me] #10 | |||
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2013-08-04, 09:25 PM | [Ignore Me] #12 | |||
Sergeant Major
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It seems Rak from NUC was able to snag a convo with higby and kovmo on some of the matters relating to the possible vertical thrust nerf.
Now on some of the arguments being laid out here I can only speak for the pilots I interact with. I regularly fly with the top pilots on Connery and we gossip to each other worse then 15 year old girls. And we all are very much so financially and emotionally committed to this game. Hell I have spent over 300$ so far and that may be low balling it. And I know from word of mouth alone that the other guys have put quite a few bucks in them selves. Now this doesn't make me more important then a non paying players. I simply love the shit out of this game and wanted to support them as much as I could. But their recent direction they seemed to have taken very much so is a slap to the face of all the dedicated pilots I fly with or against. From my experience ESF are probably the most sensitive to any forms of changes or abnormalities that take place in game "lag". Flying an ESF as a top tier pilot demands that you have full understanding of your aircraft and be faster or at least equal to your opponents reaction time and skill. That is why we are always so prissy about even the smallest changes to our aircraft. Have you ever wondered why after every major patch a bunch of ESF pilots cry about sloppy controls? It's because most patches reset and lower our vehicle sensitivity without actually showing you it was done. Now SOE has told us we are not taking a 10%, or even 30% reduction to vertical thrust, but 75% reduction. If we cry when it is a slight difference to our perceived standard then how do you think we will react to that? We are freaking out because the very aspect that so many of us have paid hundreds of dollars for and played for even more is about to be butchered for the sake of making it casual friendly. Now I am no business major and have no experience with what it takes to run a game company. But how could it be smart to alienate potentially a large portion of your pilots for a chance to grab newer players? From what I have seen there won't be a resurgent of new bodies until the console version hits the shelves. But anyway I am just another bitter air *** who hopes that SOE will keep the only challenging aspect intact in this game. The challenge that air combat gives is the sole reason I continue to play this game. If they reduce that to a hooked on phonics level, me and many other pilots will simply move on to star citizen or other promising flight games. |
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2013-08-04, 09:38 PM | [Ignore Me] #13 | ||
The short answer is, "if getting 100 pilots partially invested is worth more than losing 10 who are". I really don't know. I had a few years in the F2P industry, and it was just as much long-tail as it was whale maintenance. Whether $300 qualifies as a whale here is an interesting side question.
I've already dumped far more money into Star Citizen than I have into PS2 (I've been with Roberts for almost 25 years - I'm a bit of a sucker). That doesn't mean I don't want them to find the right balance here. I want flight to be rewarding, but I don't want one aspect of it to be the only one that really matters. It sounds like the right people are aware of the issue - here's hoping this summit produces something everyone will like. Last edited by maradine; 2013-08-04 at 09:39 PM. |
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2013-08-05, 12:53 AM | [Ignore Me] #14 | |||
Captain
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It doesn't affect me as I am one of the worst pilots in the game, BUT changes like this need major discussion and justification from the Devs because it does completely change a whole play style. |
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