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Old 2012-05-11, 09:35 PM   [Ignore Me] #16
Stardouser
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Re: Galaxy gunships and drop pods as well as other side grades.


That doesn't mean that there is a problem. Strategic asset, deploy assets to counter it.
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Old 2012-05-11, 09:46 PM   [Ignore Me] #17
Synical
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Re: Galaxy gunships and drop pods as well as other side grades.


Don't you think it is a little bit early to assume that Galaxy gunships are ruining the balance of the game?

Anyway, such side grades sound pretty good to me, gives the vehicles a lot more utility and roles that they can fill.

Can't wait to see a gunship or two escorted by a dozen Mosquitos bearing down on an enemy base.

My only problem with the Galaxy is that they are very hard to kill with mines.


Last edited by Synical; 2012-05-11 at 11:31 PM.
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Old 2012-05-11, 10:43 PM   [Ignore Me] #18
CutterJohn
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Re: Galaxy gunships and drop pods as well as other side grades.


Big AV turrets may have a difficult time hitting aircav/libs, but something like a gal? GGs are going to have to be very careful, else they'll get torn up hard. Those tanks aren't sporting mortars anymore.


Also, it won't have to be as surviveable. There are more places to get them than PS1, which only had 1 dropship center per cont.
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Old 2012-05-12, 12:51 AM   [Ignore Me] #19
BorisBlade
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Figment View Post
Hate Galaxy Gunships. Overpowered pieces of @$*&@#&@##&$^% that ruin light, medium and heavy ground vehicle play.
Completely wrong, very balanced for the manpower needed. 5 reavers or 1 gunship, reavers are better hands down. 3 wasps will smoke the gunship then you can use the other two players for whatever else. If the gunship was 2 man then yeah, you'd have a point, but it takes half a freaking squad and requires a DSC, its also slow as hell and you can never get more than 3 guns on a target at once anyway. Luckily you arent on the balance team because you just dont get it.

If they make it weak like you want it, then it would be like the Raider, a complete and total waste of manpower. It has to be fairly good when it takes that many to crew it and has those other downsides.

Personally i like to see em, really not hard to tear the hell out of em in my skyguard as long as they dont get a jump on ya. Its a nice XP pinata. =D
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot.
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Old 2012-05-12, 12:53 AM   [Ignore Me] #20
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Re: Galaxy gunships and drop pods as well as other side grades.


GG sounds like the air version of BFRs.
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Old 2012-05-12, 01:03 AM   [Ignore Me] #21
JPalmer
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Koenside View Post
GG sounds like the air version of BFRs.
Except one requires 5 people and another requires 1.
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Old 2012-05-12, 01:20 AM   [Ignore Me] #22
Carbanu
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Re: Galaxy gunships and drop pods as well as other side grades.


I think the timing of the original GG was its downfall. If we had the GG from inception it would be a much different story. I forsee A LOT of aircraft in the skies above Auraxis 2.0.
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Old 2012-05-12, 01:38 AM   [Ignore Me] #23
Synical
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Carbanu View Post
I forsee A LOT of aircraft in the skies above Auraxis 2.0.
Exactly, and once the GG becomes a nuisance all the players have to do is scramble some dedicated AA Mosquitos/Reavers/Scythes and it won't be long before the GG is taken out. I'm not really sure why everyone thinks it is going to be some unstoppable juggernaut when we have absolutely NO information about it other than the fact that it exists.
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Old 2012-05-12, 01:41 AM   [Ignore Me] #24
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Synical View Post
Exactly, and once the GG becomes a nuisance all the players have to do is scramble some dedicated AA Mosquitos/Reavers/Scythes and it won't be long before the GG is taken out. I'm not really sure why everyone thinks it is going to be some unstoppable juggernaut when we have absolutely NO information about it other than the fact that it exists.
could always have one of those air dedicated outfits that would protect it, but yeah it can become unstoppable along with team work, but then again if you have good team work anything is gonna be unstoppable
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Old 2012-05-12, 03:08 AM   [Ignore Me] #25
Zekeen
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Naz The Eternal View Post
Can't wait to see how the drop-pods work, as well as the available armament to the gun ship version.
WOOOOOOOOHHHHHOOOOOOOOO!

I think Higby has been reading my thread in the idea section. It feels good to see such confirmation on something I feel so strongly about. You should check my thread in the idea section, I lay down a lot of concepts on that stuff.


I think you guys are panicking a bit too much on the GG. "It has more power cause it has more people". Yeah, you guys pouting over this are overlooking a VERY VERY important thing.

IT MEANS MULTIPLE PEOPLE ARE GUNNING. So a GG ends up, maybe, 2-3 times tougher than a Reaver. So what? It's less powerful if you use DIVISION. 300% attack power, divided by one pilot and 3 gunners.... 75% as much attack power per airman! And that's just in raw armor and firepower. The other vehicles will be flying circles around them. A GG is still easily taken out by a Reaver, even an AT Reaver. Don't even expect a non-veteran gunner to hit a Mossy or Scythe. The speed and maneuverability will really play down the GG.

Gotta look at all the numbers. It's like how a two man tank should be almost 2x as strong as a one man tank. Cause it's either one, two man tank, or two, one man tanks.

Last edited by Zekeen; 2012-05-12 at 03:09 AM.
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Old 2012-05-12, 03:57 AM   [Ignore Me] #26
Figment
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Re: Galaxy gunships and drop pods as well as other side grades.


Love how you all make assumptions about how easy it is to kill and shrug off its armour and abuse possibilities without learning a single lesson from ps1...

There were one crew Galaxy gunships dual boxing and getting 300/0 k/d ratios. Ask a person called Thunderwomen! With free to play dual boxing is going to happen a lot.

Balanced!
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Old 2012-05-12, 04:02 AM   [Ignore Me] #27
Zekeen
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Re: Galaxy gunships and drop pods as well as other side grades.


Wasn't the PS1 GG an AC-130 type specializing in anti ground? Wasn't it more susceptible to aircraft? I remember it had bigger MGs too, but it was still a sluggish sitting duck from what I can tell.

I never got to use it much, I only came back for short whiles occasionally and I prefer being a dropship pilot over a gunship pilot

Personally, I'm eyeing the quad gatling gun units T-Ray posted. I prefer raw heavy MGs over mortar fire anyways. AND we got the liberator with a mortar type gun now, so a GG is rather useless now. We're going to be outfitting each part from what I heard the devs saying too, so it all depends if they give a mortar or something oversized to stick on a Galaxy or not. That's going to be a big point.
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Old 2012-05-12, 04:17 AM   [Ignore Me] #28
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Figment View Post
Love how you all make assumptions about how easy it is to kill and shrug off its armour and abuse possibilities without learning a single lesson from ps1...

There were one crew Galaxy gunships dual boxing and getting 300/0 k/d ratios. Ask a person called Thunderwomen! With free to play dual boxing is going to happen a lot.

Balanced!
how often do people actually dual box in planetside? seriously.......
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Old 2012-05-12, 04:46 AM   [Ignore Me] #29
Zenben
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Re: Galaxy gunships and drop pods as well as other side grades.


Really hoping they model the new GG after an AC-130, rather than just beef up the guns on the old Galaxy, and add some mortars. I loved flying circles around a base at a slight angle to give my gunners on one side a perfect shot. Always felt bad if I had gunners in the other side because all they got to do was look at the sky and hope a Reaver or Mossie showed up on their side. I also want a gunner camera when in the pilot's seat!
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Old 2012-05-12, 04:55 AM   [Ignore Me] #30
Figment
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Re: Galaxy gunships and drop pods as well as other side grades.


Originally Posted by Timealude View Post
how often do people actually dual box in planetside? seriously.......
More often than you think and when an account won't cost anything... even more often.

Dualboxing Vanguards were somewhat common. Know at least four people that did that.


The first thing you should think of when a unit is designed is the scenarios you DON'T want to see happen. Not just the "OMGIMMAPWNWITHIT!!!!11!!!"-scenarios.


Btw, saying AA can deal with it is also saying lighter aircraft stand no chance against AA because there'll be shitloads of it everywhere. Remember what all the pilots whined about near the end of PS? AA everywhere! When a GG and aircav comes in? You should have had AA everywhere! When it is present? "F@*$&^@*#*** AA, CAN'T PLAY!"

Last edited by Figment; 2012-05-12 at 04:59 AM.
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