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View Poll Results: SOE to remove the Annihilator and refund it's SC cost? | |||
Yes | 79 | 49.38% | |
No | 81 | 50.63% | |
Voters: 160. You may not vote on this poll |
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Thread Tools | Search this Thread | Display Modes |
2013-02-18, 12:27 AM | [Ignore Me] #46 | |||
Major
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Yeaa, no, just no. The fact that you care too much about your KDR doesn't in any way alter the fact that infinite respawn infantry has all the advantages in the game ever since they are able to keep their Sunderers alive without friendly vehicles to help out. |
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2013-02-18, 01:12 AM | [Ignore Me] #47 | ||
Major
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Voted no.
Air units are still overpowered on account of a combination of 3 things: Kills everything easily + Requires few resources + Accessible to everyone. If they can make Air unit specializations: - A2A - High flight ceilling, fast speed/acceleration, more health, less armor, very weak against ground units (including turrets), strong against air units - A2G - Low flight ceiling, slow speed/acceleration, less health, more armor, strong against ground units, very weak against air units As it is Air units are an all-killing machine. If you include its very high ambush rating, they are even more deadlier. Lastly, since the spotting nerf, they are even harder to spot moving at quick velocity. |
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2013-02-18, 06:55 AM | [Ignore Me] #48 | ||||
It's always funny.
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2013-02-18, 07:49 AM | [Ignore Me] #50 | ||
I voted no. Whingeing pilots need to learn to fly and accept they cannot hover spam any more. Armour needs to learn better approaches and learn that they can no longer just steam in and click the iwin button.
In PS1 near every TR carried a lock on striker and the moment you neared any infantry you got lock on. What happened? 1. Pilots in ps1 could fly and would hug the ground and evade the lock using the terrain to break line of sight 2. The Mini map showed the incoming missile 3. Pilots learned the different avenues of approach to get a run in on infantry and would nose gun them with 12mm pretty effectively, that's right kids they had to aim to get their kills. (of course i'm ignoring the reaver right now as most people had mossy only) In this description i've only used the striker as an example. Take a look at the starfire or skyguard or base aa turrets or wasp all of them were massively powerful AA much more so than anything in ps2.
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Average play time of 2.8hours per day and falling.
Average play time of 2.5hours per day and falling. Need metagame. Average play time of 2.0hours per day and falling. Need metagame / Continents. Last edited by Mastachief; 2013-02-18 at 07:50 AM. |
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2013-02-18, 08:19 AM | [Ignore Me] #51 | |||
So I vote "no" unless in return MBTs are made driver+gunner and Rocketpods get their splash removed completely. PS Poll results only prove that vehicle to infantry ratio is 1:1, which is wrong on so many levels... Last edited by NewSith; 2013-02-18 at 08:20 AM. |
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2013-02-18, 03:39 PM | [Ignore Me] #53 | |||
Major
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Base capture is the primary objective in the game, and that can only be done by Infantry. It's impossible for vehicles to dislodge infantry inside a base, so any kind of defense also has to boil down to infantry. The one place where vehicles rule is in the open spaces between bases, but those are pretty much irrelevant, because people can just grab an AMS clowncar and drive it right up to the enemy base so they spawn inside the base. Vehicles are also not the best way to kill a deployed Sunderer, a few blocks of C4 or some mines work wonders, and can't be repaired through. Sure, you can still pull vehicles and you can get kills with them and participate in the fight to some extent, but there is absolutely nothing you're really needed for. Outfits that run nothing but Infantry, Galaxies and Sunderers are very successful in this game right now, but I dare you to find me a single outfit that does well by running nothing but Tanks or Aircraft. We have a "combined arms" game where vehicles simply aren't important in any way. As unpopular as that may be, if vehicles wreck infantry and you need more vehicles to stop them then they have a place in the game that really matters, and aren't just a curiosity on the battlefield. Last edited by Rothnang; 2013-02-18 at 03:40 PM. |
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2013-02-18, 08:18 PM | [Ignore Me] #54 | ||
Private
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I believe you guys misunderstand the usefullness of the Annihilator.
I play heavy assault more than anything else and have ALL the launchers, and will tell you right now, flat out, the Annihilator is one of the worst weapons in the game. When I saw this thread I actually thought you meant it should be refunded because it is so useless. See, the damage on it is just SO LOW. It takes 4+ of these to take down a single ESF, and when are you EVER going to be able to get 4+ locks in on an ESF before it flies away? Killing MBT's and Lightnings is impossible without other people assisting you, and even then you only get assists. And you can't kill ANY infantry with it...so... The only scenario I can see that you guys would think it is overpowered is if there is a group of 5+ coordinated heavies all using it at the same time to "one-off" vehicles. This argument is invalid for 2 reasons. 1) Other launchers can do this too. 2) It is not the Annihilator doing this, it is the teamwork and coordination. Why don't you just prevent players from coordinating? :P |
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2013-02-18, 08:35 PM | [Ignore Me] #55 | ||
Major
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How good an Annihilator is on its own is unfortunately completely irrelevant to what players in a vehicle get to deal with whenever they go anywhere near a battle that's large enough to have a whole bunch of Annihilators shooting at you.
The Annihilator makes mass infantry spam overpowered, not the individual soldier. (All infantry based lockon weapons do that really, the annihilator didn't bring anything new to the game, it just made the the bullshit more accessible) Last edited by Rothnang; 2013-02-18 at 08:36 PM. |
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2013-02-19, 01:30 AM | [Ignore Me] #57 | ||||
Corporal
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It's a complicated problem, since there are a lot of aspects to it and there are multiple conflicting goals. This attitude of "oh well I just play A2A so I shouldn't be affected by desired buffs/nerfs to affect air-to-ground or AA stuff" seems to be kind of common, and I think it wildly misses the point of flying A2A in the first place. The various aspects of the game should be interconnected -- ultimately everything you do should have some larger consequence when it comes to taking and holding territory.
And the Annihilator, by its nature, is significantly easier to "coordinate" (here used pretty loosely, since it would include two heavies on opposite ends of the battlefield just happening to point their Annihilators in the same direction... but to be fair that should count here as much as anywhere else) than it is to coordinate an attack using more difficult-to-use weapons. Attacking a tank with infantry in the open field (rather than, say, just popping in and out of a spawn room) requires exposing your squad, not bunching up, and hopefully attacking the tank's rear. Locking on from a few hills away and pushing the right button isn't quite as difficult. And there's nothing wrong with that, but it creates a certain environment, and right now I think that environment just sorta sucks. Infantry-on-infantry battles are fun, yes, but especially in larger battles I'd hope tanks and fighters and gunships would play a large role, perhaps a deciding factor. |
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2013-02-19, 01:43 AM | [Ignore Me] #58 | |||
Major
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In all seriousness, any "X is too good at killing infantry" argument is going to fall on deaf ears with me as long as infantry has a thousand ways of getting infinite free respawns. Don't get me wrong, I'd much rather see a game where vehicles are important to infantry because they rely on their own vehicles in some way, than because the enemy vehicles can sweep them off the field easily, but what you're advocating there is a game where vehicles and infantry don't really interact at all anymore. Last edited by Rothnang; 2013-02-19 at 01:51 AM. |
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2013-02-19, 12:24 PM | [Ignore Me] #60 | |||
Corporal
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Moreover, why shouldn't ESFs threaten infantry? Every other vehicle in the game (with the possible exception of Galaxies) can threaten infantry, there's certainly historical precedence for single-seat Close Air Support fighters (from the IL-2 Sturmovik to modern strike fighters and attack helicopters), and their role is still limited when attacking infantry (they're very good at taking out one or two guys or a very-tightly-packed group, but they don't have much longevity because of light armor and the weapons' relative weakness), and other units (namely Libs) do the job better (or would, if ground attack right now didn't require a great deal of speed just to survive, which is purely a product of an overreaction against ESFs being too strong early in the game's development). |
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