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Old 2013-06-28, 01:23 PM   [Ignore Me] #166
snafus
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Re: The Air game is 20 times better post GU11


Originally Posted by PredatorFour View Post
Thing is... the turbo laser is way,way better at farming infantry than rocket pods ever will be so they gotta be careful not to BUFF the air to ground with whatever changes they make to ESFs.

If they make some kind of lightning fast interceptor ESF with even better machine guns...infantry will suffer even more.
You sir are among a very small population of forum siders that are aware of this. Most choose to fear the crappy rocket pods so many of us prefer to use for more variety of targets. But he is right the AI guns for ESF is what you ground pounders will fear come that beautiful ESF update.
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Old 2013-06-28, 01:27 PM   [Ignore Me] #167
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Re: The Air game is 20 times better post GU11


The core problems with the air balance keep being placed mostly on the effectiveness of ground to air AA. This will always be and up and down situation, creating a flavor of the month feeling as nerfs and buffs are rolled out.

IMO, the major problems with the effectiveness of ESF's is not the counters available, it's the overwhelming force multiplier an ESF presents, especially true in smaller scale engagements.

An ESF is by far the most versatile force multiplier in game and on top of that, it's the fastest as well. In the same single loadout, an ESF can deal with anything that can be fielded in PS2. Air? Check. Infantry? Check. Tanks, Check. Fixed defenses? Check.

Compare that to the supposed counters available. A dedicated anti air unit (Burster or Skyguard) is a force sacrifice. You sacrifice most of your versatility to be able to act as a deterrent (not a counter) to enemy ESF's. Let's not even mention that if the AA is pulled the ESF can just elect to go apply his force somewhere else with almost no downtime while the same is not true for the AA.

When dealing with smaller engagements these conditions get to an extreme. Imagine a 10 vs 10 engagement. If one team fields an ESF and the other fields a Burster MAX, the first team is using up 10% of his force and able to engage the full enemy force very effectively. The burster team is using up 10% of his force to be able to deter 10% of the enemy force. Pulling AA is a lose/lose situation. You are forced to field ESF's.
Post GU11, matters are even worse since one burster can no longer deny airspace - an ESF can make passes with negligeable risk. In fact, given limited cover, the ESF can engage the Burster and win - just cannon him down at 200-250m range.

When numbers start getting higher, ESF's start losing their effectiveness, assuming decent skills levels on both sides. On a 100 vs 100 engagement, you can't apply all your force at the same time, so even a 5% use of your force (skyguards or burster team) can effectively shutdown enemy airspace wihout much sacrifice, since it would be doubtfull you could employ 100% of your force somewhere else anyways.

To address this issue, the inherent versatility of ESFs needs to be removed. ESF loadouts need to be non-versatile and deadly. Make specific anti-infantry, anti-tank and anti-air weapons and make them powerful in their roles.
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Old 2013-06-28, 01:28 PM   [Ignore Me] #168
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Re: The Air game is 20 times better post GU11


[QUOTE=SolLeks;933448]lol, if you know how to store firearms and other, there is no worry. I don't go shooting in my backyard (25 feet would be no fun for rifles =( ) but If I find a safe place to shoot my demilled 81mm mortar, I am going to get the NFA tax stamp for it and reg it as a DD. I will just use pratice ammo as I don't want to have to pay $200+cost for every round I fire. Think of it as a just a large gun.I would love to have a live AT4 or LAW to fire though, that would be hella fun and worth the tax stamp./QUOTE]

I can remember my brother handing me the 12 guage to shoot a coon out of the garbage can when I was four. He laughed his ass off when I about knocked myself flat on the ground but that coon still died. My entire family was raised around guns and we would shoot them religiously almost. Kids and guns are fine just as long as the parents "teach" and put the fear of god into you before ever allowing you access to said firearms.
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Old 2013-06-28, 01:38 PM   [Ignore Me] #169
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Re: The Air game is 20 times better post GU11


Originally Posted by PredatorFour View Post
Thing is... the turbo laser is way,way better at farming infantry than rocket pods ever will be so they gotta be careful not to BUFF the air to ground with whatever changes they make to ESFs.

If they make some kind of lightning fast interceptor ESF with even better machine guns...infantry will suffer even more.
They have said they want to nerf the air superiority weapons for fighting infantry. Higby said the working plan was something like more CoF (but wasn't set in stone).

Personally I would just give infantry a lot of resistance to them.
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Old 2013-06-28, 07:32 PM   [Ignore Me] #170
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Re: The Air game is 20 times better post GU11


Originally Posted by maradine View Post
But that's not why we're here. Let's talk about the Striker.

I seem to recall that the world was literally going to end when the Annihilator was launched - the combined nerd rage in the forums could de-orbit a small moon. It was too powerful, too ubiquitous, and broke the game in groups. Or so I was told - I actually didn't care too much. You could still flare off the first volley from a Anni nest and get a good Zeph clip into them before having to jet.

The Striker is ostensibly worse, and it's only available to one faction. Now, a few things are working against us here - newly latticed Indar is hell on the SE warpgate where we currently live. The entire southern expanse is exposed to Striker fire from the ridgeline, and getting armor up there is much harder with the roads now cut off. If TR have pushed past the Skydock, VS effectively doesn't fly Tawrich.

Is this a big deal? Yes and no. I'm actually OK with TR being the dominant AA powerhouse, just as I was OK with NC being the undisputed kings of MAX CQC. What's missing is any sort of understanding of the developer vision here - is it supposed to be this way? If so, what do they consider the counterbalance elsewhere? If not, are they paying attention?
Yeah, the Striker isn't as Overpowered as people claim it is...

Versatile as hell, YES, all that powerful, not really...

Probably the biggest issue is that Lock-ons are occasionally still tracking after popping flares or smoke, and a Launcher that fires five times as many missiles is going to suffer from this five times over.

Originally Posted by maradine View Post
Also, I know you're going to hate this, but I think a four-pack of NS SAMs on the Skyguard as a second weapon would be better than upping the velocity again, if I had my way.
...Higby Pls?
Actually, I'd give the Lightning a separate Lock-on Missile Turret, as well as Armor Piercing and High-Explosive Rocket Pod Turrets.

Would people complain about having an Annihilator on the Lightning?

Originally Posted by snafus View Post
You sir are among a very small population of forum siders that are aware of this. Most choose to fear the crappy rocket pods so many of us prefer to use for more variety of targets.
Snafus, nose gunning at least takes SKILL, unlike Pods which just have to be spammed in the general direction of the Target.

Originally Posted by Ralek View Post
The core problems with the air balance keep being placed mostly on the effectiveness of ground to air AA. This will always be and up and down situation, creating a flavor of the month feeling as nerfs and buffs are rolled out.

IMO, the major problems with the effectiveness of ESF's is not the counters available, it's the overwhelming force multiplier an ESF presents, especially true in smaller scale engagements.

An ESF is by far the most versatile force multiplier in game and on top of that, it's the fastest as well. In the same single loadout, an ESF can deal with anything that can be fielded in PS2. Air? Check. Infantry? Check. Tanks, Check. Fixed defenses? Check.

Compare that to the supposed counters available. A dedicated anti air unit (Burster or Skyguard) is a force sacrifice. You sacrifice most of your versatility to be able to act as a deterrent (not a counter) to enemy ESF's. Let's not even mention that if the AA is pulled the ESF can just elect to go apply his force somewhere else with almost no downtime while the same is not true for the AA.

When dealing with smaller engagements these conditions get to an extreme. Imagine a 10 vs 10 engagement. If one team fields an ESF and the other fields a Burster MAX, the first team is using up 10% of his force and able to engage the full enemy force very effectively. The burster team is using up 10% of his force to be able to deter 10% of the enemy force. Pulling AA is a lose/lose situation. You are forced to field ESF's.
Post GU11, matters are even worse since one burster can no longer deny airspace - an ESF can make passes with negligeable risk. In fact, given limited cover, the ESF can engage the Burster and win - just cannon him down at 200-250m range.

When numbers start getting higher, ESF's start losing their effectiveness, assuming decent skills levels on both sides. On a 100 vs 100 engagement, you can't apply all your force at the same time, so even a 5% use of your force (skyguards or burster team) can effectively shutdown enemy airspace wihout much sacrifice, since it would be doubtfull you could employ 100% of your force somewhere else anyways.

To address this issue, the inherent versatility of ESFs needs to be removed. ESF loadouts need to be non-versatile and deadly. Make specific anti-infantry, anti-tank and anti-air weapons and make them powerful in their roles.
You sir, get it!

The Force Multiplication issue is probably where my disagreement with Air Connery stems; Waterson just doesn't have the same active numbers on all sides and thus the large NC Zerg Outfits, who were founded around exploiting such aspects of the game in the first place, are one of the few who have the organization to exploit Air Superiority.
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Old 2013-06-28, 08:02 PM   [Ignore Me] #171
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Re: The Air game is 20 times better post GU11


Originally Posted by Whiteagle View Post
Snafus, nose gunning at least takes SKILL, unlike Pods which just have to be spammed in the general direction of the Target.
You realize the AI gun for ESF has a splash damage as well, along with a COF to assist with chance to hit. And for gods sake the NC have a flying shotgun that three shots maxes. But irregardless of the skill gap required to kill, people will cry as they always do. Lets say I rolled AI turret for a week and showed a video of it. The entirety of the forums would cry over the performance calling it OP. Just wait till it becomes the primary AI weapon of choice. The tears will flood and I'm certain you would be hating them just as you hate pods now.
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Old 2013-06-29, 07:52 AM   [Ignore Me] #172
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Re: The Air game is 20 times better post GU11


Originally Posted by snafus View Post
Just wait till it becomes the primary AI weapon of choice.
Shouldn't take too long. Seeing more and more pilots using them on Miller.
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