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2013-08-05, 03:40 AM | [Ignore Me] #16 | ||
Private
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If you can't use the mechanic behind 'the reverse manoeuvre' in your sleep it'd be essentially impossible to truly understand why this change is moronic, to be blunt. Because you can not have thoroughly experienced what ps2 air combat has to give. The esf air game is a gem that apparently soe still doesn't realise they have after what, nearly a year?
The dogfighting in this game transcends traditional simulators with their ancient gameplay of 'being able to get a firing solution that isn't a headon equals victory'. Instead you fight by pitching your own combination of simultaneous aiming and avoiding being aimed at against that of the enemy. In a fair fight at least. You still have your common gameplay of things like choosing good engagements, surprising people, etc. Don't get me wrong, I have a history of playing traditional air combat sims and I personally understand, from experience, that they have a virtually limitless complexity which arises from the simple problem of shooting down the enemy in the 'planes go forward through air' situation. All I'm saying is that anyone who has extensive experience with the dogfighting in ps2 understands that this game's dogfighting has its own version of infinite skillcap air combat gameplay, a version that isn't seen anywhere else and is probably some kind of fluke genius. It's thoroughly refreshing. When I read the changes on the pts I was literally shocked at the sheer lack of knowledge they represented. I thought maybe going from 8 to 2 in a unit I had no understanding of might not actually be a big change, but I tried it out and it most definitely is. It's a crippling nerf to the thing primarily responsible for elevating ps2's air above some combination of 'heliturrets' and 'babies first flight model', for the hovering and forward flight modes of esf respectively. It's not even possible for it to have a positive effect, at least while you still believe in good games. The nerf could be fine if it were light, but it is the opposite. I take strength in the knowledge that such a stupid change probably can't make it to live intact. I hope. Last edited by pixelshader; 2013-08-05 at 03:45 AM. |
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2013-08-05, 04:08 AM | [Ignore Me] #17 | ||
Private
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I don't see it going live. It'll fucking cripple the airgame.
Has it ever once been raised as a problem? No! I think air is very difficult to begin flying, especially when you're a new player, but that's common among any game. BF3 was fucking notoriously difficult and boring if you're a new player. Utter shit. |
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2013-08-05, 07:05 AM | [Ignore Me] #18 | |||
Just to be clear on my stance on this subject. I don't object to people not wanting nor liking this change. Only some of the arguments presented. This change alone might certainly weaken the current flight mechanics and as such probably won't be a good change on its own. As always I want SOE to pick something and stick with it instead of trying to incorporate too many conflicting features into one mechanic, if that makes any sense. (The Prowler is an example of this way of thinking) I would still prefer it if they made the ESF more about fighting aircraft and less about attacking ground targets, this can of course be done by other means. I'm also not a fan of how dog fighting works in PS2, as I've stated before, although I have nothing against this kind of manuvering since I've always enjoyed it in space sims like Independence War. But I just don't like how it's been done in PS2. Many others do and that's completely fine. Now SOE is going to have to make choice as to whether or not they want to keep the current flight model as is or make serious changes that might alienate their current flying playerbase. At least they've understood that it would be a good idea to have a discussion with said playerbase.
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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; 2013-08-05 at 07:57 AM. |
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2013-08-05, 07:28 AM | [Ignore Me] #19 | ||
Major
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Funny people are really moaning about this like its some game breaker. Soe already nerfed ESF's for me when they introduced the new nose gun changes making it far easier to kill other ESF's in flight. That change was definately not needed, i'd of taken this reverse change over that anyday.
Why ??? Cos then people might have to fly smart and 'hide' in the air using scenery as cover, rather than fly along in view of everyone only to hit the brakes and fly away in the opposite direction when fired upon cos your 'leet'. If most people actually understood how to take down reverse flyers (which can be fairly easy) then there wouldn't be as much outcry as there is now and it is definitely not game breaking limiting it's ability as alot of diehard pilots testify. |
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2013-08-05, 01:09 PM | [Ignore Me] #22 | |||
Sergeant
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Its kind of like the feign death pull in classic Everquest. Not intended, eventually they decided to leave it in and it became a core gameplay mechanic. Unlike feign pulling, I'm not in favor of leaving this one in. I still say hover-fights are an abomination and lead to unsolvable balance problems between air and ground. And that's what it comes down to. No one really cares about what goes on in the skies until it affects the ground. ESFs should be clearing the way for friendly gals and libs, not doing the killing of ground targets themselves unless completely ignored by the enemy. Right now surface to air weapons are ridiculously overpowered, and they have to be, because of lolpods. Just get rid of lolpods and they can leave everything as is after a lockon and skyguard nerf, and everyone will be happy. They don't really need to mess with the hover modes if they just do this. But failing that, they need to make the hover mode change. |
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2013-08-05, 01:54 PM | [Ignore Me] #23 | |||||
Master Sergeant
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How do I put this... NOTHING! They are not getting rid of the ability to hover. They are not getting rid of the ability to 'chopper around' by hovering and holding space. They ARE getting rid of the ability to use your after burners to push your aircraft around. Again, NOTHING TO DO WITH AIR TO GROUND!
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2013-08-05, 02:41 PM | [Ignore Me] #25 | ||
I think rotaries are definitely better for AI work than the rockets these days. Speaking from the Vanu perspective, the PPA is better still for groups, but it's worthless in a dogfight and giving up the utility to defend yourself when you get bounced is a really hard sell. I'd have to check the stats to know the last time I pulled a Scythe that didn't have a Hailstorm sticking off the front.
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2013-08-05, 02:50 PM | [Ignore Me] #26 | ||||
Second Lieutenant
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We already know from past experiences that you can't balance anything for a 1v1 scenario or you end up with things like the original Annihilator.
No womprats for me today. :| Last edited by KesTro; 2013-08-05 at 02:51 PM. |
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2013-08-05, 03:00 PM | [Ignore Me] #27 | |||
Master Sergeant
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Really, what this change boils down to is this. You can no longer turn and face your enemy in a fight. that is all. |
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2013-08-05, 03:19 PM | [Ignore Me] #28 | ||
Personally, I find it far more entertaining to scrape them off in the canyons - especially when they're not stealthed and you can see the exact moment they make the wrong turn around the butte.
That requires canyons or southwest Indar treelines, though. Also, doesn't the RM still work, just not grant you as much extension laterally as it did before? You're still facing the inbound baddie. I haven't checked out PTS yet on an NC alt, so I'm just guessing. Which gun, out of curiosity? Last edited by maradine; 2013-08-05 at 03:23 PM. |
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2013-08-05, 05:11 PM | [Ignore Me] #30 | |||
Master Sergeant
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I guess it 'works' in the sense you can still turn and face your opponent, if you like being a non moving, hovering duck. Last edited by SolLeks; 2013-08-05 at 05:13 PM. |
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