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2013-05-09, 10:48 AM | [Ignore Me] #16 | |||
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2013-05-09, 11:41 AM | [Ignore Me] #17 | |||
Sergeant
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That said, just about any WW2 era fighter could crush an army of ESFs. They are so slow, have terrible visibility out of the cockpit, no radar worth a damn (on par with most but not all WW2-era fighters). If I had a Spitfire V or later I would never lose a single engagement even at 5 to 1 odds against. And that technology is 70 years old. The ESFs seem positively anachronistic instead of futuristic. They only futuristic thing they have is self healing. |
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2013-05-09, 11:57 AM | [Ignore Me] #18 | ||||||||||
Major
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Apparently a ninja Detection Range nerf left them unable to Lock on at distance, leaving them unable to be used as an Opening Shot. Air-to-air guns seem to be all over the place, with them being considered the only thing to use to outright useless...
The way it seems to be set up is that a Weapon is either on the Nose or on the Wings, so you could maybe have a light Flak Gun for a Primary and then two huge Flak Cannons for Secondaries.
If you are able to keep your nose on the Target you might as well use your gun, but if you only need to keep your nose in the vague direction of the Target the missile needs to be fast flying enough to hit before it exits your detection cone. This will just make Air Fights even more loopy, because it will be easier to exit the LoS Detection Cone by falling BEHIND your tail then to shake him with terrain.
When you're both in high-maneuvering craft, it's less about who has the best missiles and more who is the BETTER PILOT! This is the whole reason Aircraft still HAVE Nose Guns in the first place...
Best way I can think of is having all of the targets within the Detection Cone before the missiles are fired. Like the remote detonated Rocket this would only really be good for damaging clusters of Aircraft, probably the TR factional equivalent, and won't actually be useful FOR Dogfighting...
Planetside 2 is a Combined Arms game, and Aircraft just have to deal with the fact that they are hamstrung so they do not unbalance Ground Combat. They just can't give Aircraft the space to maneuver like they have in an air-centric game because it would give Air-to-Ground the ability to completely circumvent Ground-to-Air.
As has been said elsewhere ESF fly more like Helecopters then Fighter Jets, but they need to be otherwise they'd be impossible to balance with the rest of the game. |
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2013-05-09, 12:02 PM | [Ignore Me] #19 | ||
All I want is a huge nerf to ESF hovering, so dogfights don't turn into a spiraled fight, ending up in complete stop of both participants.
No need for more A2A weapons, since the Air-To-Air combat is not even close to dynamic. Of course it's less stale than in PS1, but hell, just watch this: |
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2013-05-09, 12:29 PM | [Ignore Me] #22 | ||||
Major
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And if you fly with a wingman, you can rapidly take out unsuspecting targets with the flux.
OR Since aircraft are already in a 6DOF mode, switch the thrust vectors and turn vector controls (probably doable with a single toggle button) and allow them to fly independent of the direction they are facing. That prevents circlejerking because, like in Descent or Allegiance, you can flip around and keep firing after flying past your opponent, in addition to being able to face your opponent while doing a mid-air slide. The way to win then is through pure skill. Last edited by AThreatToYou; 2013-05-09 at 12:35 PM. |
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2013-05-09, 12:35 PM | [Ignore Me] #24 | ||
Corporal
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Anything goes as long as it's not more of the usual skill less lock-on stuff. I don't think the game even needs more dogfighting weapons really, at least not for ESF vs ESF combat.
But here's a suggestion; how about some sort of floating air mines? You'd deploy them behind you, like flares, except they float in the air (maybe slowly fall towards the ground?) and detonate as someone flies into them? Either make them large, heavy lumps that you could use for flying in front of enemy Galaxies and placing in their path or a 'cloud' of shrapnel that you could use to lure chasing enemy ESF's into. Last edited by Phreec; 2013-05-09 at 12:38 PM. |
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2013-05-09, 12:45 PM | [Ignore Me] #25 | |||
Master Sergeant
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How about some pulse lasers similar to the ones in mechwarrior for vanu ... with overheat insead of ammo . Last edited by Maarvy; 2013-05-09 at 12:46 PM. |
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2013-05-09, 12:59 PM | [Ignore Me] #26 | ||
Master Sergeant
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Air to air combat is fine, what is not fine is how AA is better at taking air out of the fight than air is.
also, why does everyone want to make ESF into generic flight sim #18957? No to more lock on skill missiles that can not be dodged and No to making this game into more of a BF3 clone. this game does not have proper flight physics to mimic jets, there is no loss of speed in a climb or gain in a dive, there is only go fast and go slower so all of you that want to turn this in to ace combat would just ruin air compleatly. |
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2013-05-09, 01:10 PM | [Ignore Me] #27 | ||
Captain
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Just give us a 3d air radar and all dodge fights will be much better!
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-05-09, 01:17 PM | [Ignore Me] #28 | |||
Master Sergeant
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One thing I don't quite get is this, If air can not effect the ground game, then what is the point of using air? Fights are won and lost on the ground, Air can not take a base and if they can not effect the taking of a base by helping friendlies and hindering the enemy, then why even have air? this is a combined arms game no? |
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2013-05-09, 01:31 PM | [Ignore Me] #29 | |||
Captain
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It is a cert machine only. It can't give air support, because as soon as you start doing it the enemy will pull lots of anti air. It is not air superiority unit because of the same problem. Even the liberator who can soak up more damage can't give any kind of real support without running everytime it is hit. So I really don't know where air units fit on this game, the only really reason it to increase your k/d and give you easy certs. Don't tell it is to kill galaxy, because even using rocket pods and rotary, it does not kill it fast enough to prevent the enemy of dropping into your base!
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-05-09, 01:46 PM | [Ignore Me] #30 | ||||
Major
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Vehicle Combat Game-play here has to be hyper compressed in order to share the same field as Infantry Combat. This in turn means we need vehicles scaled down to maneuver in much smaller environment. People complain that Anti-Air fighters shouldn't just circle each other, but that's pretty much what Dogfighting IS! The only reason you don't notice this in games like Battlefield or Ace Combat is because the circles their are much, MUCH BIGGER and you don't really get to see them from a ground perspective.
Liberators might need a slight Health Buff, but Ground Attack ESFs are suppose to be Harassment units. Problem is, you can't flank with them right now because you only have two possible attack vectors, both being hitting the Enemy head on. Once Aircraft are able to move outside of Continents, then you will see a need for Combat Air Patrols. |
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