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PSU: I've got a bad feeling about this...
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2013-05-17, 05:27 PM | [Ignore Me] #166 | ||||
Major
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Just fill up with Pubs and keep taxi'ing.
You raise the flight ceiling and all you'll need is Air Superiorty and Gals to constantly rain down Pups from the Skies. |
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2013-05-17, 05:30 PM | [Ignore Me] #167 | ||
If Galaxies aren't the best way to get someone somewhere at their current 100% efficacy as you suggest, they won't be with a raised flight ceiling either, because their success rate can't get better. This is literally a math question. I'm not sure where and how I'm losing you.
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2013-05-17, 06:16 PM | [Ignore Me] #168 | ||
First Lieutenant
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Non-damage nullification weaponry would be great. A Secondary weapon radial EMP that disables weapon systems & afterburners on enemy aircraft for 5 seconds (and maybe also kills the UI) would give even the worst of pilots a way to fight back against enemy air. Galaxy pilots should get this as a stock feature, maybe Sunderers too.
Another suggestion is A2A (with dumbfire) rockets that deal minimal damage but shut off the engine for 2 to 3 seconds. This is meant to counter players using terrain and low-flying techniques, or to drop a hovering ESF or Liberator because they don't have the thrust or height to recover. If it affects ESF for 3 seconds, it only should affect Libs for 2 seconds, and Galaxy for 1 second. Ferrous rounds could be added, which basically put easily-detectible metal scraps into the target so all AA lock-on weapons have a shorter lock time. Every hit reduces lock times by 5%, relative to the last hit. 2 hits is 5% of 95% (90.25%). 3 hits is 5% of 90.25% (87.74%). This caps out at 75%, and doesn't wear off until the damage itself is repaired. This also increases the range that the ESF automatically shows up on radar. Due to the inability to shield these rounds from sensors, the user of the Ferrous rounds also suffer an unavoidable 10% (or higher) reduction to lock time, and increase to automatic radar detection. Raise the fight ceiling to 1200, insert an atmospheric / cloud layer around 850. This allows aircraft to fly high and avoid AA, but have no visibility of the situation below, and be vulnerable to high altitude A2A hunters. Weaker A2A missiles that are fired 4-at-a-time in a drunken dumbfire pattern before lock is established, but lock can be established before or during flight to cause homing mechanisms to kick in. This prevents it from being potent for A2G uses (particularly why it has the drunken dumbfire rather than linear patterns), while giving pilots a way to trick or trap enemy aircraft and reduce their possible avenues of escape. These shouldn't be more powerful than a single A2A rocket, but flares shouldn't be able go grab more than 3 of the 4 A2A rockets, so minimal damage from these lock-on missiles may be unavoidable. However, their speed and maneuverability (and travel distance) are less than the standard A2A rocket, so the pilot really has to anticipate where the enemy will go to get the best effect. Lock Designator for ESF air squads. One ESF establishes lock (with a non-weapon secondary) and all the other ESF have signigicatly reduced lock times for their missiles. Or it could be part of a new team weapon, an A2A missile that only works when an ally locks with a Lock Designator, but allows all allies to fire immediately and have the missile hit. Flares only shrug off the first 3 missiles, so a crew of 6 or more would be needed to truly instagib any 1 enemy ESF in the air. Put Rangers on Liberators for the Tertiary weapon, and as an alternative to the Bulldog on Galaxys. This allows poor gunners to have a more forgiving weapon that somewhat blinds the pursuing aircraft, and lets the Galaxy be used as a flying A2A fortress.
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2013-05-18, 08:33 AM | [Ignore Me] #169 | ||
Private
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AA is not too powerful in terms of damage. It is too accessible. The availability and amount of flak and lock-on rockets vs the the availability and amount of aircraft is extremely unbalanced.
It takes FAR fewer players and resources (and skill) to combat air than it does to actually field it. People are only flying in Planetside through sheer perseverance right now. During an alert we'd be more useful to our team if we were on the ground Last edited by CliffordtheDuck; 2013-05-18 at 08:35 AM. |
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2013-05-18, 09:02 AM | [Ignore Me] #170 | |||
Private
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Sent from my iPhone using Tapatalk |
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2013-05-20, 12:22 AM | [Ignore Me] #172 | |||
Sergeant Major
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You must play on a server with some bad ass pubs dude. Sorry to say back when Connery had some real population you saw Gal pilots begging people to load up and were rarely rewarded. That is simply a make believe scenario that isn't going to be a factor. Gals are only effective at getting troops on a hot location when some competence and comms are involved. Hell It would be great seeing a gall full of pubs doing nothing as the pilot is yelling at them to drop. Free certs is all I would imagine in that moment dude. |
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2013-05-21, 01:02 PM | [Ignore Me] #173 | ||
First Sergeant
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On mattherson and on waterson, I find myself loaded up with pubs in a Gal quite often. While it may take a bit longer at times to get a fullseater, I think it more has to do with time of day and whether an alert is active on another continent. Once loaded its easy enough to get the pubs out over the drop and sending them on their way by locking the gal down. Not many people use the in game comms, but there have been some gal pilots I've come across who give a quick squawk to warn of the incoming drop, or a heads up area chat. But mostly if its not outfit related its a quiet ride.
Barely play on Connery so not sure how bad things are there. |
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2013-05-21, 09:33 PM | [Ignore Me] #174 | ||
Major
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Double the flight ceiling, it will make ESF fights better without being distracted and killed by ground units.
and imagine a Galaxy drop, people just drop down from the sky from nowhere, that would be awesome Last edited by camycamera; 2013-05-21 at 09:36 PM. |
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2013-05-23, 12:28 PM | [Ignore Me] #175 | |||
Private
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I hope the devs don't actually pay attention to horrific design ideas like this. |
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2013-05-23, 01:00 PM | [Ignore Me] #177 | |||
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2013-05-24, 12:09 AM | [Ignore Me] #178 | |||||
Major
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The ground game becomes completely irrelevant, because who ever gains Air Superiority will win through uncounterable mobility. Last edited by Whiteagle; 2013-05-24 at 12:19 AM. |
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2013-05-24, 03:45 AM | [Ignore Me] #179 | ||
Captain
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Ok, after 12 pages the things that everyone agree are:
Increase flight ceiling, so galaxies can stealth drop soldiers all day long without any worries with anti air ground units, just keep one eye for those esf flying very high, maybe they got luck and on the whole map to choose, he was on the same place as you were so he can kill you if you are full of idiot gunners and you still have time to eject everyone so he doesn't get any kill! Ok, this idea is really dumb, lets go to the next one: 3d radar on ESF, that would be great, but does anyone know how to implement it on the planetside 2 engines? It has been discussed here before... The game uses 2 axis, not three, it was not built to be a flight simulator, even the bullet drop doesn't works right because of the lack of z axis, so I really don't think it is possible to be implemented on the game. The emp ability will really be more used to grief then to really help your team! I am pretty sure about that! I am looking about the eve online ship to ship weapons, maybe I can find something that can be used on the game, I will also look other games, but it is really hard to find, my only bet until now is the QAAM from the ace combat series.
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-05-24, 05:52 AM | [Ignore Me] #180 | ||||
Master Sergeant
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There's no reason why it can't be completely separate to the existing minimap - some really elegant way to present the data in an integrated manner would be great, but I'd take a simple, non-integrated, toggleable solution over 'nothing' any day of the week. Personal thoughts: 1) raise the flight ceiling, so there is a separate area of operation for air out of range of ground based AA, which also prevents air attacking ground from the 'safe zone' (give all the AG weapons a 'max range' beyond which their damage drops to zero 2) change flares to an ammo based system, and make them give a percentage chance of breaking lock, rather than 100% certainty. Start at 50%, increase through certs to 90 or 95% 3) split lolpods into AV/AI variants 4) give the aircraft a flight model reasonably based on physics and vectored thrust, rather than the magical float-model they currently have 5) change the altitude display to be height above ground, rather than height above SL - or make it selectable. There have been loads of good suggestions made in the thread, it'd be nice to see a whole bunch of them tried on the test server to see how they actually play out. With the obvious caveat that there probably aren't enough bodies on the test server to test them thoroughly...maybe we could start a test-pilot recruiting drive? |
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