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2013-01-31, 10:30 AM | [Ignore Me] #31 | |||
Major
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Since beta there has been bad blood in the community over air vs. ground, and I've been in both camps more or less. I started out really hating air because I was a tank player, aircraft kept killing me, and it annoyed me to no end that when I pulled a counter I couldn't stop an aircraft by myself. I eventually learned how to fly, as well as how to organize an AA squad and saw things from another perspective. In an aircraft I could kill a lot of people without them having any real chance to fight back, but any organized resistance would not simply force me to fly more carefully, but pretty much keep me out of the area completely. Both experiences are frustrating, and there is very little in between where air vs. ground fights are concerned. This isn't a problem you have with ground vs. ground fights. A single infantryman can take down a tank if he does it right, but a single tank can also survive against a large enemy force if he plays it smart. I want air vs. ground gameplay to be as deep as ground vs. ground fights are, and not lead to one side or the other getting shut down hard. That kind of system may be OK for an RTS, but in this game every single unit that gets destroyed or denied any action is a player, and to most people it simply isn't fun to get steamrolled to satisfy some high minded ideal of what should counter what to an insane degree. There needs to be a meaningful fight between all units. You should never have a situation where you simply don't have enough people to do anything about getting bombed, and there should never be a situation where you're completely locked out of a fight because you can't get close enough to even shoot without getting shot to ribbons. Last edited by Rothnang; 2013-01-31 at 10:33 AM. |
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2013-01-31, 12:36 PM | [Ignore Me] #32 | |||
First Sergeant
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You have the situation above because everyone is everything and everyone is -expected- to do everything, relatively equally, at a moments notice. The game is designed that if you encounter heavy organized AA (or air, tanks, infantry, w/e) you are supposed to pull the counter as an individual. PS2 treats its classes as simplified loadouts and not actual classes with specializations. Every single person is able to pull an AA solution (ineffective as it is solo), every person is able to pull an AV solution, etc. What you want is ultimately unachievable without a complete redesign of how the game works right now. Its a pitty, yes, but how the game rolls is to give every player enough dakka to counter a concentration of X. What this ultimately results in I explained above, a balancing dance around the zerg class/vehicle of the week. As you notice, there is almost never a discussion about balance between infantry, ground or air vehicles themselves (save for that Mag discussion that comes up every now and then) but rather between infantry, ground vehicles and air vehicles as they relate to each other. The balance can ultimately never be achieved in a system where every person can be everything, it -always- ends in a zerg of something because the game is designed that those vehicle-groups are always "the counter" to something else. So if you have an Air Zerg, you pull a MAX Zerg (if thats the most powerful counter to air at that moment). If there is a Tank Zerg, you pull a Liberator Zerg, etc. pp. until the end of time. Imagine the situation from an RTS perspective and how Starcraft (where the term Zerg originated) works. It was exactly the same problem in SC in the beginning, the factions were RPS balanced and "make marine" didn't counter "make zerg". /rant |
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2013-01-31, 01:34 PM | [Ignore Me] #33 | |||
Look, this argument is ridiculous - let's just lay this out. From where I'm standing, you don't want a game that has cyclical counters. You want a game where everything is effective against everything, and what you pull is a matter of preference, not necessity. There's nothing wrong with that, but this isn't that game. It's also most likely not going to be that game. Come to peace with it. |
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2013-01-31, 03:33 PM | [Ignore Me] #34 | |||
Major
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Right now there's not much you can do as a single player besides moving along with a zerg. Going on your own should be viable high risk/high reward option and players should have tools for that like NV/thermal camo. Not a suicide risk/zero reward option as it is now. |
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2013-01-31, 03:37 PM | [Ignore Me] #35 | |||
But a default weapon that allows a lone wolf to plausibly "fight back" against a Lib...no thank you. |
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2013-01-31, 03:55 PM | [Ignore Me] #36 | ||||
Major
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Your air can't go near it, so what do you do? Send in the ground units right? Use that good ol' teamwork to get the AA units down so that your air can move in... Now all they have to do to clear out those MAXes for good is to put a Sunderer near the bottom of the tower, slowly work their way up killing everyone in their way until they have made it to the top to kill those pesky MAXes and camp the spawnroom so no new MAXes can appear. Now thanks to brilliant teamwork air is free to move in and... do what exactly? The base is taken. All this stupid blahbedeebloop people make about teamwork and taking out the AA units from the ground is always completely ignoring the fact that AA units tend to be positioned in such a way that by the time you can wipe them out and open the fight up for your air support you've already steamrolled the enemy anyways. Air shouldn't just be a cleanup crew.
What would be so wrong with having an equivalent to that that applies to aircraft? For example, imagine there was an Anti-air weapon that was incredibly strong, but it could only fire straight up. That creates a situation where the danger for the Liberator is very localized over that unit, so he can give it a wide berth, and avoid flying directly over areas where that unit might be hidden, but it also gives you a weapon that is an absolute doom to lazy Liberators that hover over your base. That would create much more interesting gameplay than simply having AA guns that can reach out and touch the Liberator anywhere in the sky for half a mile around. Deploying a lot of those things would make the sky more dangerous, no doubt, but it would be more dangerous because more units means better chances of one being successful, not because more units means they can concentrate all their fire to create an instant-death-dome. Last edited by Rothnang; 2013-01-31 at 04:26 PM. |
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2013-01-31, 04:13 PM | [Ignore Me] #37 | ||
In a battle where the enemy has literally dedicated 10 dual bursters to keeping the sky over the operational area clear, then yes - Air is on cleanup. Sorry. You're not winning this one from the sky with an equivalent number of bodies.
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2013-01-31, 04:40 PM | [Ignore Me] #38 | |||
Major
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AA need to be more localized, it shouldn't just be this giant dome of death. |
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2013-01-31, 05:03 PM | [Ignore Me] #40 | |||
The C4 technique you cite is extremely situational. If you are implying that a lone wolf sneaks up on a tank to do that effectively...well, you have admitted that it demands the C4 user be extremely careful in his approach to said vehicle, and the tank driver be extremely careless in the positioning of his vehicle...and even then, the lone wolf's success is probably tied to fighting in proximity to at least some allies to divert the tanks attention. Which means that he is being supported by allies, whether he is acting alone (no squad) or not. By fighting within the supporting area of allied units, is he truly a lone wolf? I support allies that I am not squadded up with all the time. In fact, as most of my buddies prefer BF over PS2, I am often NOT in a squad, but in fact do not consider myself a lone wolf at all. That was just speaking to your analogy with C4 users of course. The suggestion you have made about AA weapons, specifically, when talking about a lone wolf being able to bring effective fires against a 3 man gunship...which by it's airborne nature has an greatly increased ability to position and reposition for a much more effective overwatch of the target area than a ground unit like a tank...that lone wolf would pretty much have to rely on something diverting the Liberators gunner long enough for him to peek out and take a shot. So he is hardly a lone wolf. In fact, I don't see where what you are suggesting differs from an AA Max as it currently exists. Unless you're implying that the lone wolf should have a default weapon that can critically damage an airborne gunship in 1 or 2 hits. But again, that is a terrible idea. I have intentionally refrained from making comparisons with real life examples. But I am compelled to ask, are you implying that future tech crew served weapon systems should be less lethal and more fragile than current modern counterparts? Or would you feel like it's a good idea to take on an AC-130 with a handheld weapon all on your lonesome? |
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2013-01-31, 07:18 PM | [Ignore Me] #41 | ||||
Major
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Also, if you're going to pose the question like that, let me ask you this: Do you think 1 guy with a rocket launcher poses 0 threat to an AC130, but 10 guys with a rocket launcher will kill it every single time? |
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2013-01-31, 08:40 PM | [Ignore Me] #43 | ||
Colonel
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That was exactly the distance I imagine the av cannons on the bastion to be. 100 meters.
But as far as these little planes and tanks they need there range since they are all so flimsy. |
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2013-01-31, 09:22 PM | [Ignore Me] #44 | |||
As for the 1 rocket man (RPG?) vs. 10 rocket men question...RPG's are hardly a decent comparison to the AA Max. Discussing dense AA and it's effect on gunships wasn't even the purpose of me bringing it up (quad .50 positions anyone? and that's old stuff...), but rather how ludicrous a single ill equipped trooper taking on an AC-130 would be. But for the sake of academics...if an AC-130 could stop in mid-air, positioned within range of 10 guys with RPG's to make accurate hits on it...that AC-130 would be toast. 1 guy...not even close. And he would take a face full of 40mm Bofors, or 105 Howitzer...or 25mm Bushmaster. It would be supremely unwise of a single man to attempt that, save for some symbolic sacrifice of his own life.
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FAC:"It sounds pretty bad..." SFC Jerry 'Mad Dog' Shriver: “No, no. I’ve got ‘em right where I want ‘em – surrounded from the inside.“ Last edited by belch; 2013-01-31 at 09:25 PM. |
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2013-01-31, 11:11 PM | [Ignore Me] #45 | |||
Staff Sergeant
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If the Gals get taken out somehow, you can always go with an Infil or LA sneaking up to the foot of the tower and dropping a spawn beacon, and have a squad drop down that way. If a group is organized enough to have 10 Burster MAXes together (presumably with Engi/Medic support), you're going to think smarter than just trying to blow them up with the thing they're meant to counter. |
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