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Old 2013-06-12, 08:11 AM   [Ignore Me] #91
psijaka
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by Tiberius View Post
And the data shows that flak the way it is not overpowered because ESFs and liberators have not dissapeared. They are still very effective at farming infantry, and devastating to tanks which is what they are there for.
Not a very convincing argument that I'm afraid; some people really like to fly and will do so even if they are having a hard time.

And still very effective at farming infantry? I just took a look at the killboards for my 3 chars, and I count ONE death by rocket pods.
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Old 2013-06-12, 11:20 AM   [Ignore Me] #92
Dodgy Commando
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Re: AA max VS Sky guard! Why they must be changed.


Aye, I can't even remember the last time I was killed by a Lib.

Remember folks, we aren't asking to nerf infantry's capability to defend itself against air.
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Old 2013-06-12, 11:35 AM   [Ignore Me] #93
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Re: AA max VS Sky guard! Why they must be changed.


Well from what Higby said yesterday at E3, they are going to add More weapons to the ESF to allow for ESF specialization, change how flak works, and a few other things.
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Old 2013-06-12, 07:38 PM   [Ignore Me] #94
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by GeoGnome View Post
Well from what Higby said yesterday at E3, they are going to add More weapons to the ESF to allow for ESF specialization, change how flak works, and a few other things.
Can you link that didn't get to see him talking.
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Old 2013-06-12, 07:49 PM   [Ignore Me] #95
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by snafus View Post
Can you link that didn't get to see him talking.
Link

I was watching it live, so I can't tell you about the times. It was during Higby's portion, which comes after Hamma/Clegg/maggy's portion
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Old 2013-06-12, 07:56 PM   [Ignore Me] #96
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by GeoGnome View Post
Link

I was watching it live, so I can't tell you about the times. It was during Higby's portion, which comes after Hamma/Clegg/maggy's portion
thanks
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Old 2013-06-17, 08:06 AM   [Ignore Me] #97
Dodgy Commando
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Re: AA max VS Sky guard! Why they must be changed.


Flak

Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters).
Skyguards will be getting a projectile speed increase and other stat changes to make them better at range.
From GU11 patch notes. Looking good to me, a step in the right direction. We'll see if its good enough, but I'm happy with the devs' intentions on the matter.
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Old 2013-06-17, 01:18 PM   [Ignore Me] #98
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Re: AA max VS Sky guard! Why they must be changed.


.

To a large extent, this is a community of cry babies. Bursters have been nerfed plenty. As they stand currently, they're far less effective than they were even a few months ago. The flyboys got their wish.

.... I need to pull Skyguards for a while .... and see if the Devs essentially did flip-flop the role of Primary-Air-Killer from Burster Max to Skyguard.

.... and the ZOE Max did seem a little OP at times, but I thought the VS deserved a break. Also, I trusted NC & TR to develop ways to deal with 'em. I wish they would have left them alone. Every Empire has Bursters, so I saw no issue with them either.

Pre-Nerf, even then, a solo Max with dual-Bursters could only kill an ESF if the pilot was stupid, or temporarily slipped into rage-mode. I guess, they essentially appear to be the same thing if you're the Burster Max. Now if you engage air as a solo Dual-Burster Max you're toast.

Air guys invest a lot of Certs to get their gear. Of course they want to be able to kill & survive. Guys who Cert deeply into Maxes have the same rights.

To deter air (even only ONE) now, you need at least 3 (or more) Dual-Bursters. When trying to save a small outpost from another Squad with air support ...... it's essentially a lost cause now. They did not balance the game better, they just gave more free (easy) kills back to air. The Devs are a little too quick to Buff & Nerf due to crying.

It's not easy to be a good (or very good) pilot. But, for those that are .... they get incredible benefits & power. They're like a Super-Max that can fly, heal itself, and attack from any angle & distance. One-Man-Army ? Air is still king .... by too big of a margin. It's too easy. When flying becomes mildly difficult or costly, they cry.

It's like the spoiled high school kid that cried when his rich parents made him pay for his own gas to the Porsche his parents bought him. Well, Mom & Dad just gave the brat his free gas credit card back.

I don't get a lot of decisions these guys make. They more they cave in to the crying, the more they condone the crying mentality.
.
.

Last edited by Chaff; 2013-06-17 at 01:19 PM.
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Old 2013-06-17, 01:20 PM   [Ignore Me] #99
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by Chaff View Post
I don't get a lot of decisions these guys make. They more they cave in to the crying, the more they condone the crying mentality.
Being a game developer is hard. When you cater to your community's wishes, you're supporting the crybabies. When you hold the line on your design vision, you get ripped up in the forums. Few shops get the balance right.

Last edited by maradine; 2013-06-17 at 01:23 PM.
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Old 2013-06-17, 01:31 PM   [Ignore Me] #100
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Re: AA max VS Sky guard! Why they must be changed.


Very happy with the AA Max fix. About time!
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Old 2013-06-17, 01:45 PM   [Ignore Me] #101
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Re: AA max VS Sky guard! Why they must be changed.


Have we digressed back to where air moves and kills with near impunity? Its going to be tough for the bulk of the players in this game if we have.
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Old 2013-06-17, 02:02 PM   [Ignore Me] #102
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by Sledgecrushr View Post
Have we digressed back to where air moves and kills with near impunity? Its going to be tough for the bulk of the players in this game if we have.
Nope. Players are going to have to take responsibility and use a SkyGuard if they want their airspace protected. Enough of this nonsense excuse of "air killing with impunity". This is BS! This change was long overdue and "corrected" by the Devs. Want to keep your air safe? Take responsibility and pull a SkyGuard!

The only thing a Burster MAX promoted was reverse grief to ESF players that are nowhere near the ground and yet receiving damage at a high altitude from the Pack O' MAX's looking for an experience farm yet cannot be countered by the ESF.

The scenario that will play out now will be that good SkyGuard gunners will keep themselves and the air they protect safe from the enemy. Poor SkyGuard gunners will die to skilled ESF pilots and then "if" the enemy ESF begins to "kill with impunity", with ground targets then it is the responsibility of the remaining players to pull another SkyGuard(s) or Burster MAX suits to clear your airspace.
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Old 2013-06-17, 02:11 PM   [Ignore Me] #103
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by GeoGnome View Post
Well from what Higby said yesterday at E3, they are going to add More weapons to the ESF to allow for ESF specialization, change how flak works, and a few other things.
In reddit you can find some files who say there will be have bombs added for ESF (don't ask me the link I don't know where the files are).

For me ESF don't need bombs cause of lolpods who make the job and we already have dalton liberator who are bombers, but community ask for !
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Old 2013-06-17, 02:15 PM   [Ignore Me] #104
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Re: AA max VS Sky guard! Why they must be changed.


Originally Posted by maradine View Post
Being a game developer is hard. When you cater to your community's wishes, you're supporting the crybabies. When you hold the line on your design vision, you get ripped up in the forums. Few shops get the balance right.

Well said. Definitely said with more decorum than I was able to do.
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Old 2013-06-17, 02:17 PM   [Ignore Me] #105
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Re: AA max VS Sky guard! Why they must be changed.


I really like the change. Skyguards were rarely ever used for base defense, or even to move up with friendly armor columns to play a support role. AA became too much of a "Oh theres air here, let me pull a max". So its nice to see a dedicated role, in the lightning, actually get a buff. The Skyguard needs to be the ultimate AA platform in this game and not something that can switch loudouts at any terminal/Sundy. It makes AA far too spamable.

For the changes to the MAX, i also like them. I think the MAX should always be a close range defense or offensive pseudo-vehicle. If you want long range AI, go infiltrator. If you want long range AV, grab a MBT. If you want long range AA, pull a Skyguard. With the exception of the new AV weapons the MAX unit has never been that good at long ranges, though thats another issue i have with MAX units. So putting them into the more nichey close range powerhouse while also giving you a really strong long range option in another platform is a good move.

They didnt just nerf the MAX bursters, they are also giving a more viable alternative if you really want to reach out and reach someone. I think far too many people are looking solely at the changes to MAX and then not realizing that the new capabilities of the Skyguard.
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