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2012-12-01, 10:04 AM | [Ignore Me] #181 | |||
Master Sergeant
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I am not complaining about AA rocket launchers, and most of us here aren't either, they are a deterrent, and can be dumb-fired upon ground targets too. The dedicated AA weapons, Skyguard most prominent, should NOT be a deterrent, it should be a killer, a hard counter to ESF. ESF has too much flak resistance for any talk about balance. Then they can also cert into composite armour which even increases the resistance, making them nearly unkillable. You're just a bad pilot. Period. Tell me, why would you even start to think you will survive flying deep into enemy territory? It's not AA that kills you, it's your lack of skill, or stupidity, that does. |
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2012-12-01, 10:17 AM | [Ignore Me] #182 | |||
Second Lieutenant
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For that much money/cert simply not worth it. Even compared to the rest of the mediocre g2a weapons. As they don't think they will ever be able to fix the weapon they should just remove those and give people the certs/sc back. Or give them a free second burster instead. Last edited by Emperor Newt; 2012-12-01 at 10:43 AM. |
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2012-12-01, 04:44 PM | [Ignore Me] #185 | ||
Sergeant Major
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I'm thinking that rocket pods and A2A missiles are the issue here.
Just for the record I don't have either, but I toyed with them a lot during beta. The problem is that vanilla ESF are too weak, and Upgraded ESF are to strong. The vanilla aircraft can't do anything against g2A rockets except AB away or break LOS. Against a skyguard you are hopeless, and won't do much damage before you get destroyed. With rocket pods, you don't need to run. If you can see the heavy with the launcher, you can just shoot him full of rockets. Same with the Lightning. Simply Buffing AA will not solve the problem, it will only make it harder for new pilots to play. Reducing Rocket damage for one would help. They could also add damage degradation to AA, and make it quite powerfull at short range. That way, anyone trying to do a rocket run against a skyguard won't be able to go toe to toe, and will be forced to sit at a farther distance, allowing the lighting to dodge rockets and pepper the ESF with slightly weakened fire, while sustaining little damage |
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2012-12-02, 07:23 AM | [Ignore Me] #187 | ||
Lieutenant Colonel
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The Hawk would be fine if the air jockeys didn't get a 6 second buffer zone after they pop a flare... I am of the opinion that the flare should only negate that one lock on. After it is has been used then you can instantly be locked on again. I would much rather see this. The Amount of air spam we are seeing on Connery is getting insane.
Also, I agree with the poster above. Buff the skyguard back to where it belongs. It should not be just a deterrent. It needs to be a killer that will lock down a entire area. If they want it down then send in troops to clear it out. Last edited by Hmr85; 2012-12-02 at 07:26 AM. |
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2012-12-02, 07:45 AM | [Ignore Me] #188 | ||
^ this. The Skyguard is quite simply a waste of time, or at least it was pre launch after it had been nerfed (I have no intention of wasting SC on it as things stand). If someone is willing to give up virtually all ability to damage ground forces, and to essentially be defenceless against ground attack, then they should be deadly against air. It's called balance.
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2012-12-02, 07:46 AM | [Ignore Me] #189 | |||
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2012-12-02, 07:55 AM | [Ignore Me] #190 | ||
Lieutenant General
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Technically no, those are "spam and forget" weapons and fall more in the category "spray and pray" - even though with such guaranteed success, the latter part of that section is kinda missing. "Fire and forget" is actually missing the prequel in the trilogy to it "Lock on, Fire and Forget", mostly because the impact of the second and third chapter are more interesting to rabbel rabbel about.
But yes, anyhing you fire in this game you forget after you did. The only PS weapon where this wasn't the case was the Phoenix (and the Decimator in secondary mode). Rocket pods fall in the category "plasma" for me. It's fine to have AoE weapons, but don't make them too leniant. Last edited by Figment; 2012-12-02 at 07:58 AM. |
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2012-12-02, 07:55 AM | [Ignore Me] #191 | ||
Master Sergeant
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Well, I decided to apply the principle of "be the change you want to see in the world" and specced a Reaver for air superiority, planning to blast those pesky AG rocket spammers out of the sky.
For NC, for Freedom, and for an honest profit! Turns out I'm just terribad at flying. No shit, Sherlock! Take off, fly around, start getting hit by things, utterly fail to work out what's even hitting me, die. Respawn as infantry at the nearest Sunderer. |
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2012-12-02, 08:18 AM | [Ignore Me] #193 | ||
Master Sergeant
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I spent some time in AA phalanx turrets yesterday as well - didn't have much success there, either. I can't help but feel they at least should be a fairly easy way to suppress air cover - at least to create an air exclusion zone around a base until they're put out of action by ground units (which happens pretty quickly) but even before they get shot they're not hugely effective.
My lack of skillz is of course still a factor here, but destroying a slow flying aircraft at close range when you are in a turret shouldn't need much in the way of skill. |
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2012-12-02, 08:22 AM | [Ignore Me] #194 | ||
Major General
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LOL, I did same thing yesterday. I barely ever fly, just not my cup of tea, and have no certs on ESF. I really grabbed it only to get to the fight in the center of the map. I actually got a few rounds into another ESF but was then somehow chased from behind and killed. :P
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2012-12-02, 08:43 AM | [Ignore Me] #195 | |||
Corporal
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I also agree about that Skyguards should be dealt with by troops or other vehicles in the combat food chain. I think this is part of the problem in the early evolution of PS2. It's not that hard to spot that most planes are not working together, and are certainly not working in conjunction with ground forces. Air in Planetside 2 is pretty much a seperate game going on around the rest of it. I hope they find a way to fix that. We're never going to achieve proper balance whilst there are 2 or 3 different mini-games going on within the main game itself. It's fine to have air vs air, tanks vs tanks, and troops vs troops, but those activities have to mesh together into a coherent combined arms game. Otherwise we will forever more being playing this fun but ultimately shallow giant deathmatch on huge maps. |
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