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2013-05-27, 01:18 PM | [Ignore Me] #61 | ||
First Sergeant
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Here's my plan for TR now....we just completely stop flying around them until they all get bored of their Bursters and pull Prowlers. Then we fly in!
lol Edit to say: As a fan of ZOE, and having a biased opinion, these new MAX abilities should not work on the Bursters, VS or TR. Last edited by Illtempered; 2013-05-27 at 01:20 PM. |
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2013-05-27, 05:02 PM | [Ignore Me] #65 | |||
Major
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I will however entertain that the extra killing strength provided by them, in addition to MAXes Rendering Advantage, does push them into Overpowered Territory... ...But I've realise that this is much trickier to balance then we first though. The two most obvious solutions leave at least one empire at a disadvantage; reducing the Bursters effective range over all nerfs NC BursterMAXes, while removing MAX ability bonuses from them greatly reduces the utility of TR's Lockdown. As a Terrain Player, I can tell you I only got Lockdown for my Bursters, as it's one of the few situations where the additional DPS is more useful then mobility. Thus for me to feel comfortable with the option of overall effective range reduction, I think we are going to need to overhaul the NC's Factional Ability into something more offensive... Don't get me wrong, a Shield on a MAX to soak up more damage is something I could see being VERY useful, but unlike the other two the Aegis completely sacrifices any offensive ability for a direction defensive buff. I'd much rather have an NS Shield that took up a Weapon Slot and needed to be constantly held up to provide protection, as that not only gives a new dynamic to MAX play over all, but also something to pair the new Melee Weapons with for close quarters face ripping. So I'm thinking instead of a shield for more tanking like the Vanguard, the NC MAX should get something more like the other two that sacrifices something for an offensive boost. Since this is the NC, I'm thinking something that boost Projectile Velocity and Damage, but greatly slows down ALL the movement capabilities of the MAX. This makes an NC MAX much better at killing things down range, something NC players have complained about for a long time, but also requires more forethought in use since the user is left unable to quickly adjust their aim or move to react to something. Now this really wouldn't make NC BursterMAXes anymore deadly to ESFs, as the slower tracking speed will make it difficult to lead one, but it would make well timed Falcon shots on them much deadlier. That and this ability making NC BursterMAXes the best at taking down slower moving Aircraft at range, plus increasing the effective range of the Skyguard (AA Turrets are pretty good right now), would make an over all reduction to the Bursters effective range palpable. |
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2013-05-27, 08:34 PM | [Ignore Me] #66 | |||
Master Sergeant
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Skygaurds really should be the ones shooting out to 600m wile bursters really should only shoot out to 200-300m. |
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2013-05-28, 03:47 AM | [Ignore Me] #67 | ||
Sergeant Major
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Like I have said many times the nerf of the effective range of the burster to infantry render range and increase its COF are a must. But it must also be followed by the buff of the skyguad by a small degree in the form of faster turret transversal and tighter COF. This would allow infantry a solid way to defend themselves from being farmed but not allow an unfair advantage with render abuse. But at the same time focus true long range AA to a vehicle based platform to allow both parties to have a more fair engagement.
G2A should also have its range possibly slightly reduced and all lock on based weapons be required to keep target on reticule during missile flight. But for now if they simply fixed the tracking ability of the missiles and correct the late hits that a lot of aircraft are encountering the G2AM nerf may not be required. Now as some would also say the nerf to AA must not be to severe. But with the new lattice system being activated SOE must see AA is quite literally never alone. And it must be balanced on a group scale and not on the individual. Before the smaller fights demanded AA be stronger but with these zerg on zerg fights we have now, they cannot stay the same. |
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2013-05-28, 04:34 AM | [Ignore Me] #68 | ||||||
Major
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Mostly because increasing the Cone of Fire is probably what they'd do to decrease the Effective Range in the first place... Projectile Velocity and Specific Gravity aren't things you want to mess with when it comes to re-balancing Flak. Even then, this still leaves the issue of MAX abilities, as the NC will receive a straight up Burster nerf in comparison to TR's Lockdown and (less so) VS Overdrive.
Even if you do give long range Air killing power back to the Skyguard after taking it away from the MAX, in big fights people are just going to pull more Skyguards instead of MAXes. There is going to be the same volumes of Flak with the same reach, just coming from easier to spot sources... ...This also begs the question of how small scale AA is effected, as Airzergs are still very much a problem for small Infantry groups needing to deal with them.
Buggy targeting and hits, yeah those need to be fixed, but you need about a five-count with a Striker to GAIN a lock in the first place! Considering how much Striker uses complain about even doing that due to practically everything in-between breaking and resetting the lock, there is no damn way they are going to let you add the additional requirement of continuous Line of Sight. Range is also in a good spot right now; You can't just lock on to an aircraft because you can see it, but rather it needs to be within striking distance of you. |
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2013-05-28, 07:15 AM | [Ignore Me] #69 | |||
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2013-05-28, 07:48 AM | [Ignore Me] #70 | |||
Major
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They are a fragile yet powerful burst damage delivery platform that relies on high mobility as a means to both hit their targets and avoid retaliation... ...The are the Vehicle Game's Rogues, Ninjas, Commandos, Paper Rams... GANKERS! That's where my frustration lies; if you make such a unit too durable it becomes an untouchable blitzkrieg machine, and the entire game devolves into whoever can keep the most ESFs up at one time. My cries are not "Learn to play, NOOBS," they are "RE-learn to play, Airchavs," because 'Airchavs' don't realise that their excessive demands to make balance cater to their play-style will offset the entire Meta-game ecosystem! |
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2013-05-28, 01:16 PM | [Ignore Me] #72 | |||
Sergeant Major
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But the burster max only requires you don't stand in front of each other. I can have 100 bursters sitting on a hill together and as long as there was enough engineers no other coordination would be needed. It is such a large skill gap between the two being effective it is quite saddening. And the best part is those 100 bursters would be completely invisible to any passing by aircraft. |
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2013-05-28, 01:47 PM | [Ignore Me] #73 | |||
Sergeant Major
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Last edited by snafus; 2013-05-28 at 04:08 PM. |
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2013-05-28, 04:43 PM | [Ignore Me] #74 | |||||
Major
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Well no, a large number of pilots aren't...
They just want to fly and farm kills, which is why I am so vehemently against Anti Air reductions.
While I am not getting kills, I still feel as though I am contributing by wounding Tanks and Sunderers enough to get the Assist. The Difference is...
Sure I take damage from MAXes I'm not rendering, but their glowing tracer fire lets me know they are there, so I can easily put a bit of terrain between them and me. So either you are being hit by invisble projectiles, which is a problem every player has to deal with, or Flak is so truly outrageous on your server that you can't stick your nose out of the Warpgate without getting lit up. In any event, I constantly circle from the Front back to friendly territory regardless of whether I took damage, so I'm not just hanging in front of Bursters like a Pinata. |
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