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2014-01-05, 03:22 AM | [Ignore Me] #31 | ||
Sergeant Major
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After watching the video SNAFU posted, I do have to agree that the turns those things were making are ludicrous. No missile should be capable of doing a 90+ degree turn at near point-blank range like that.
A2A missiles should be most useful at mid-range, with flares making them less useful at long-range and sharp turns throwing them off at close-range. Their damage at least seems balanced, so a nerf to their turning-radius would be adequate, I think. |
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2014-01-05, 08:01 AM | [Ignore Me] #32 | |||
Private
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Yeah the 180 turns are ridiculous but the tracking was not less ridiculous before. |
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2014-01-05, 11:48 AM | [Ignore Me] #33 | |||
Sergeant Major
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As far as them being even more ridiculous they used to be able to be dodged repeatedly at close quarters but that is now very unlikely with the new changes. Not to mention they removed the ability to do the dodge maneuver when you face them, yes I know it was a bug technically. Guess what is left of the top flyers in PS2 need to go full on troll mode and show just how broken these weapons are. |
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2014-01-08, 07:30 PM | [Ignore Me] #34 | ||
Private
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[QUOTE=HereticusXZ;952696] Except that there far from OP? Between Flares that can be instant popped w/ a 15-30 second CD, Line-Of-Sight breaks, and this little trick...
https://www.youtube.com/watch?v=Gis_oKWuwus Except that flares have a 25-40 second CD, the missiles lock so fast that breaking LOS is unviable to do consistently unless you fly within 10m of cover at all times, and 'that trick' has been confirmed to not work anymore since PU2... Last edited by BeyondNinja; 2014-01-08 at 07:37 PM. |
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2014-01-11, 08:04 PM | [Ignore Me] #37 | |||
Sergeant Major
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2014-01-13, 12:32 PM | [Ignore Me] #38 | ||
Sergeant Major
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I don't know about A2A but DON'T make flares more effective, its already almost pointless to use G2A rocket launchers as they need to me more or less hovering right over your head before they are in range then they have flares almost non stop.
Buying the anti-air rocket launcher was the biggest mistake I've made in terms of purchases, sure I've not used the cyclone since I bought the blitz but it was good for the time I had it, the hawk is just a useless thing I'll never use again, maybe if it didn't take 5+ shots to kill people it would be ok... but 5+ shots at very close range with flares to counter.. what idiot would go for that |
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2014-01-13, 04:27 PM | [Ignore Me] #39 | |||
Sergeant
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If you're expecting kills, you need to realize that it takes 3 to kill an ESF. Either team up with other people or lower your expectations. You can still have a positive effect on your airspace with lockons, even without getting kills. And you can help keep friendly ESFs in the skies by helping shoot down the enemy mossies and scythes, even if you don't get the killshot. To say the Hawk is worthless is just ignorant however. Example of how to use the Hawk/Annihilator: http://www.twitch.tv/boildown/c/3518579 . |
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2014-01-15, 11:51 AM | [Ignore Me] #41 | |||
Sergeant Major
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2014-01-15, 06:47 PM | [Ignore Me] #42 | |||
First Sergeant
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these weapons are intended to deny airspace only when enough units "aren't helping anywhere else." which is what we call asymmetrical balance. 4-5 player units dedicated to AA can achieve deadly force, rapid TTK, and with proper support can deny airspace until such time as an armor column or opposing infantry squad can be brought in combination with CAS to clear it out. i've purposed and commanded both squads and platoons myself to exactly this end, from both ground and CAS roles. ground units are resource free, timer independent, low skill floor, and out-populate air units 10 to 1 in the smallest fights, 30 or more to 1 in large fights. many tools have been placed at ground's disposal, including fixed, armored turrets that don't run out of ammo and occupy key strategic positions at all major installations and most minor ones. these even got a buff recently. some ground based AA weapons can even be fired through spawn shields, and believe me they almost always are. if you want to defeat air units with just your one player unit, learn to fly, get up here, and try to take me out yourself. even when you lose i will have a lot more respect for your effort than i do watching you make a fool of yourself in public like this, crying that the game just isn't fair. now if we could, please, let's get this thread back to discussion of A2A missiles and away from this ignorant whining. |
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2014-01-15, 08:17 PM | [Ignore Me] #43 | |||
Sergeant Major
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I know you will keep trying to say *but you stop then doing stuff for a few seconds thats worth you not doing a single thing for ages!* but its really not when you don't get any kills or any real damage while the thing your shooting at will often be destroying many tanks and people (hell they will often start by killing you easily). And I know its hard for you to understand simple concepts but I brought this up as people mentioned making flares refresh faster as a fix for A2A which would then adversely affect G2A launchers thus why I brought it up as a bad idea. Now please stop spouting your complete drivel and let this discussion continue in peace |
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2014-01-15, 10:33 PM | [Ignore Me] #44 | |||||
First Sergeant
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if you are insulted by being described as ignorant, there is probably a reason for that. it is not intended as an insult, it is just a simple, accurate description of the point of view being presented.
=== back on topic, the only time A2A bother me much at all are in groups. but there isn't a lot you can do if you're that badly outnumbered anyway. 3 v 1 or 4 v 1 is always going to come down to luck. we can take out 2 lock on ESFs usually, unless one of them is also very talented in the hover meta and using the primary with skill as well. if a very talented ESF is using lock ons correctly to take us down 1 v 1, they are using them to increase DPS because it's difficult to get us without using almost all available ammo. a bad ESF with lock ons isn't really even a threat alone in a 1 v 1 with our lib. they don't get consecutive locks, or engage with the primary. they let our nanites function and don't do enough DPS to take us out. then they either get too close to the dalton, try to run and get tankbustered, or fail to move fast enough and i run them over. so while they may be a real pain in the ass in groups, that's just sort of what i expect from planetside. G2A, MAX flak, Basilisks, all those things reach a critical mass that can deny air with deadly efficiency when used properly in groups. this is just another example of that, although in this case the only remedy is bringing an equally sized but more skilled ESF group to counter. the real concern here, and one that i share, is that lowering the skill floor further may create an environment where low skill weapons are the majority, and the air meta becomes mainly low skill players swarming objectives with little room for player skill to have an impact. it would be like having an auto aim for people who are not good at infantry. or some type of OHK missile that locks onto infantry. you could do that to make the FPS ground portion of the game more accessible, but it would clearly ruin the game. i feel the same about adding more and more low skill/no skill lock on weapons to the A2A and G2A meta. Last edited by Obstruction; 2014-01-15 at 10:40 PM. |
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