Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: I don't care to belong to a club that accepts people like me as members.
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-06-11, 12:19 AM | [Ignore Me] #91 | |||
They could balance the Reaver out by improving its toughness and giving it a measurable advantage in the Air to Ground game, but I'm not sure what good that would do in the long run if it is forced into a defensive posture every time one of the other empire aircraft shows up. Really looking forward to how this looks in BETA as the die-hard pilots step into their aircraft and crank out some data thats a bit more useful than the chaos and random nature of what we saw at E3. |
||||
|
2012-06-11, 12:32 AM | [Ignore Me] #93 | |||
Brigadier General
|
Continents are smaller than real world continents. More like small Islands. I don't have a problem with having the atmosphere end lower than on a real world as well. |
|||
|
2012-06-11, 12:47 AM | [Ignore Me] #94 | |||
On performance: The higher you get, the more of the continent you see at once. Every PC is going to hit a point where it's getting bogged down by the amount of "stuff" being shown on screen from that eagle-eye perspective. You can counter that by bringing in a "fog of war" effect, scaling back terrain and structure poly counts at certain ranges, and causing player models and vehicles to simply not be visible at a certain point, but eventually you're looking down at mostly fog and emptiness. Not a great game-play experience. On balance: Depending on the restrictions placed on projectiles in the game, allowing aircraft too much vertical freedom could make them nearly invincible. Just stand off at 20,000 feet, where almost no one can see you, and lob rounds from your Liberator in the general direction of your target of choice. Again, you can balance by tuning how far projectiles can travel or by making ground to air weapons travel very, very quickly to catch those aircraft at the top of the sky, but it seems simpler to just limit the ceiling. That said, I would like to see the ceiling higher than what we've seen thus far. But not at the cost of the overall game-play experience. My 2c :P |
||||
|
2012-06-11, 12:59 AM | [Ignore Me] #95 | ||
Corporal
|
I'm not really advocating increasing the ceiling though I wouldn't mind it slightly higher. I just would like to see the invisible wall removed when you reach it.
It would be nice as an AA pilot to toy with a gal pilot up at the flight ceiling by moving in and out of the 'danger zone' to avoid the tailgunner. The gal pilot would be less inclined to increase altitude due to the much lower maneuverability. |
||
|
2012-06-11, 01:10 AM | [Ignore Me] #96 | ||
Master Sergeant
|
Positioning is going to be key for the reaver. Get in a good run and hammer the opponent before they have a chance to react. In case the attack doesn't finish the enemy, plan it so you can make a quick getaway to friendly lines, where you can hopefully get more AA cover.
Reavers, as well as having slightly stronger weapons, could have improved accuracy and range. It's well within reason for NC's philosophy, and can really even out the odds. If NC can get surprise and draw first bead, they should be able to finish or severely damage foes. If they get jumped, they need to hope their armor holds out or that help arrives. I think it'd also be interesting if performance debuffs came along with damage, maybe localized damage as well. A tank gets hit on the treads (or hover thingies) it slows down and can't turn as well, aircraft get shot up, they lose speed or agility. |
||
|
2012-06-11, 01:17 AM | [Ignore Me] #97 | |||
Major
|
That said, hopefully they'll still have some dogfight in them. Air-to-air combat was one of the more fun parts of PS1 for me and it would be a shame if reavers just couldn't hold up. Last edited by Ratstomper; 2012-06-11 at 01:20 AM. |
|||
|
2012-06-11, 01:22 AM | [Ignore Me] #98 | ||
First Sergeant
|
Tell that to all the pilots who died to Boom and Zoom tactics during ww2. Top leading ace during ww2 Eric Hartman perfered to kill his oppenents up close and personnal without them every knowing where he was.
|
||
|
2012-06-11, 01:28 AM | [Ignore Me] #99 | ||
First Sergeant
|
Moral of the story, just because you don't like dieing without having a chance to fight, doesnt mean they should downgrade the damage sustained during an attack without you noticing it.
You either didnt check your 6 from time to time, or you have a bad case of tunnel vision and only look at whats infront of you. Not our problem. Learn better SA (Situational Awarness). |
||
|
2012-06-11, 01:29 AM | [Ignore Me] #100 | ||
Private
|
Im sure things will get evened out in Beta.
But from the E3 footage only thing that has me a little worried is the sturdiness of the liberator. There was a few times in the footage we saw a health liberator get taken all the way to red and flaming from 1 pass buy an enemy aircraft. For a large, slower gunship that is supposed to be doing close ground support, seems kinda weak to get taken out in 1 pass from enemy Air. |
||
|
2012-06-11, 01:29 AM | [Ignore Me] #101 | ||
Major
|
Bear in mind, 2 shots means aquiring a lock (which alerts the enemy pilot), firing the rocket, loading another rocket, aquiring another lock and firing again. Assuming both of those hit, then that mosquito should be destroyed, yes.
|
||
|
2012-06-11, 01:34 AM | [Ignore Me] #102 | ||
First Sergeant
|
I'm hoping i can put about 6 laser guns on my scythe. I don't want any missiles. Rather have all air-to-air gun options for quick dispatching of enemy air. Something that would make a big punch like 6 50.cals they placed on the p-47.
|
||
|
2012-06-11, 01:36 AM | [Ignore Me] #103 | |||
First Sergeant
|
Besides they did say you can outfit your AC soley for air-to-air combat. I would think that would suggest flares and such to help out with increasing the time it take for enemy AC to lock onto you. Last edited by LegioX; 2012-06-11 at 01:37 AM. |
|||
|
2012-06-11, 01:50 AM | [Ignore Me] #104 | ||
Master Sergeant
|
Need I remind everyone that this is planetside: Death is always an option. There are always moments where you get caught with your pants down. A flash vs a liberator, infiltrator vs max, galaxy vs a half-dozen interceptors.
I'm not saying it needs to be a two-hit kill. I think a guns kill should be rewarded fairly quickly, but ttk is still completely up in the air (no pun intended.) Poor choice of words on my part. But at the moment, concerns about a mosquito constantly outrunning a reaver, or a scythe constantly staying on a reaver's tail are far more realistic than reavers shooting everything out of the sky before they have a chance to react.. Reaver's can't just be better at air-to-ground than everyone else. No fighter will ever beat a liberator with that, but if the NC can't bring valid competition to aerial combat, none of that will really matter. Longer range and a little more firepower gives them just a little bit of an edge if they see the enemy first. |
||
|
2012-06-11, 01:56 AM | [Ignore Me] #105 | |||
Major
|
A pack of reavers will be better than a pack of mosquitos because a mosquito only has a speed advantage over a reaver. This allows the mosquito to, theoretically, stay a step ahead of a a reaver and keep him from getting any hits on it. This is negated by having another reaver or two nearby to knock the mosquito off the first reaver. Since reavers have superior damage and toughness and the speed of the mosquito is no longer a factor, a pack of reavers could, theoretically, wipe out a pack of mosquitos. Same with Scythes. Now in a 1v1 dogfight, a reaver will probably come out on bottom. That's just the way things are. Anytime you're outnumbered, you're probably going to die. You shouldn't be surprised or infuriated by the fact. Noone will be able to fight 3v1. |
|||
|
|
Bookmarks |
|
|