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Old 2013-06-08, 01:00 PM   [Ignore Me] #61
Sledgecrushr
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Re: AA max VS Sky guard! Why they must be changed.


He is complaining because back when this game was first released a decent esf pilot could get hundreds of kills before being shot down. I really dont think we should go down this path again.
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Old 2013-06-08, 03:28 PM   [Ignore Me] #62
MrMak
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Re: AA max VS Sky guard! Why they must be changed.


Nobody here wants to go back to that......but beign unable to do anything in the general area becouse of a few infantry guys isnt exactly fair either.

Only Skyguards and phalanx turrets should be able to do that.
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Old 2013-06-08, 04:05 PM   [Ignore Me] #63
Sledgecrushr
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Re: AA max VS Sky guard! Why they must be changed.


How many guys defending an area with g2a before an esf cant go there? Point being the esf is still a tremendous force multiplier. If an esf today is allowed unchecked into the heart of an infantry push that esf can get a lot of kills. Thats today, if tomorrow we weaken g2a esf will hover like a cloud of gnats taking kills without any way to really push them back. This to me is a terrible idea. The fact is the esf is too powerful and too mobile to be allowed to hunt anywhere but the fringes of large battles.

Even today with decent g2a tools there are tactics you can use to get kills with an esf.
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Old 2013-06-08, 04:45 PM   [Ignore Me] #64
MrMak
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Re: AA max VS Sky guard! Why they must be changed.


And yet again not frigin reading what we have benn discusing for the last 5 pages....

How are they goping to "hover like gnats" when Bursters will still work on infantry render range?

Reducing their effective range does not take them out of the equation.


The frigin AA TANK should be the primary a2g defence with bursters being a suplememnt not the other way around! How many times do i have to write the same god damn thing? An infantry (even super heavy infantry) weapon should NOT be more powerfull than it's vehicle mounted equivalent. Right now 3 Bursters is probably enaugh to keep larger numbers of aircraft at bay, any more than that and the general area becomes a no fly zone unless the bursters have tunnel vision while as Skyguards are merely of a niusance unless you fly low.

Phalanx Turrets, Skyguars and other vehicle mounted AA weapons can be just as or even more effective than current bursters becouse an organised ground force CAN eliminate and supress them and clear a path for aircraft. In order to do that with Bursters they need to overwhelm the oposition at which point there is no need for air support anyway.


Infantry alone should not be able to have the most effective counter to any threat readily avaliable to them at the drop of a hat. Thats the reason Tanks got their armor buff and enhanced AP rounds.
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Old 2013-06-08, 06:01 PM   [Ignore Me] #65
Sledgecrushr
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Re: AA max VS Sky guard! Why they must be changed.


I agree that skyguards in principal should be the strongest g2a force available. As long as i can pull my buffed skyguard with a reduced timer cost from any terminal in the game then I am all in on this change. Otherwise we will be swamped by air and air will once again own every facet of this game.
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Old 2013-06-08, 06:52 PM   [Ignore Me] #66
AThreatToYou
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Re: AA max VS Sky guard! Why they must be changed.


I'm sure it has been suggested before, but the Skyguard should to be put separate into its own buggy-type vehicle. Then it can be pulled from anywhere you can pull a Harasser, but you need a tech plant.
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Old 2013-06-09, 10:00 AM   [Ignore Me] #67
TerminatorUK
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Re: AA max VS Sky guard! Why they must be changed.


Simple suggestion - just increase the Skyguards blast / burst radius of the flak against air targets.

This way it'd be more effective against ranged targets without and CoF / shot velocity improvements and making it into a AI sniper tank.

At the moment it often feels like unloading an SMG against an agent in the Matrix - you hit a whole lot of air and nothing else.

Last edited by TerminatorUK; 2013-06-09 at 10:03 AM.
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Old 2013-06-09, 11:04 AM   [Ignore Me] #68
Whiteagle
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by Tiberius View Post
I was on NC during the double XP weekend and SNAFU was getting like 3-5 kills per strafe. I was sitting there in my dual burster shooting him everytime he came in and I could never kill him. I don't know why he's complaining.
Because you were DARING to hit his royal Airchav person of course...
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Old 2013-06-09, 08:38 PM   [Ignore Me] #69
snafus
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by psijaka View Post
That's fine by me. Pilots that hang around hover spamming rocket pods are fair game.
I agree fully with you, no pilot should be able to attack a target without serious risk to himself.
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Old 2013-06-09, 08:42 PM   [Ignore Me] #70
snafus
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by Tiberius View Post
I was on NC during the double XP weekend and SNAFU was getting like 3-5 kills per strafe. I was sitting there in my dual burster shooting him everytime he came in and I could never kill him. I don't know why he's complaining.
3-5 kills per strafe you say? I have to say I don't remember doing that well on my ESF during double XP weekend. Maybe you had it confused with my harraser time as that monster does the real kill streaks these days.
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Old 2013-06-09, 11:57 PM   [Ignore Me] #71
Tiberius
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Re: AA max VS Sky guard! Why they must be changed.


Kinda hard to confuse a Mosquito with a Harasser when I'm in a burster.
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Old 2013-06-10, 12:20 AM   [Ignore Me] #72
CrankyTRex
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Re: AA max VS Sky guard! Why they must be changed.


All I know is that I'm just about ready to just go ahead and join the rocket podders because it's frustrating as hell to have every attempt at engaging another aircraft broken up by something from the ground.
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Old 2013-06-10, 01:25 AM   [Ignore Me] #73
snafus
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by CrankyTRex View Post
All I know is that I'm just about ready to just go ahead and join the rocket podders because it's frustrating as hell to have every attempt at engaging another aircraft broken up by something from the ground.
I carry pods to mainly assist my outfit as they move from objective to objective. But as you probably know the rockets will simply give you more XPH as your target options open up greatly. And to be honest as long as you have at least one wing man you will never need fuel tanks or A2AM to be effective against air.
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Old 2013-06-10, 01:29 AM   [Ignore Me] #74
snafus
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by Tiberius View Post
Kinda hard to confuse a Mosquito with a Harasser when I'm in a burster.
I guess I'll take your word for it man. But still you can't use one individual as the general rule for all pilots. I tend to spend way to much time in my ESF giving me an edge over other pilots in the since of performance. The majority of other pilots have huge issues with the current state of AA.
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Old 2013-06-10, 10:54 AM   [Ignore Me] #75
Wahooo
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Re: AA max VS Sky guard! Why they must be changed.


After reading this thread I thought I should go and try and use a skyguard again before posting.

Yep, my opinion is still that the SG is the absolute worst weapon in the game. There is absolutely so much wrong with this thing, and as has been said especially when you compare it to a dual burster.

At some point I still don't like to hear a lot of the crying from pilots. ESFs are still so versatile and other air IS more of a threat than anything ground based.

I get the burster range argument. It sucks to be shot by something that you cannot shoot back. Setting the flack to the same distance as Max units render would be fine IF the SG gets appropriately buffed. But my god the SG needs so much.

As was just pointed out it needs to be on the back of a buggy, like the harasser. I had mine out for just a few minutes and managed to run over an ATV. Looking up and driving? Not a good combination. It amazes me how ineffective it is at its only job. I was actually questioning hit detection when i'm shooting at a liberator that if I were in a burster I'd be lighting up... but in the SG I got like 3 hit indicators for the whole clip.

The SG compared to the burster seems to have a slower projectile (I thought they were the same but it doesn't feel that way) less sensitive flack burst or smaller radius, MUCH larger spread or COF and bigger recoil. Plus you are a bigger target, less agile, effected more by terrain, locked into this single roll, can only be pulled from certain terminals (if it were more powerful this would be ok).
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