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2013-05-13, 06:44 AM | [Ignore Me] #61 | ||
Private
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Cripple (EMP) lock-on missile:
damage - 5 or 6 rockets to kill esf; reload time - 4 or 5 sec; lock-on time - 2 or 3 sec to get lock on; a need to maintain lock - you need to hold enemy in reticule to hit the target; effect - enemy aircraft will get the control penalty, as it is in critical state (burning) for 5 or 10 sec, cannot be countered by critical repairs; can be countered by flares. All numbers may vary for balance sake. |
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2013-05-13, 10:13 AM | [Ignore Me] #63 | |||
Sergeant Major
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Then you could also apply this to ammo towers and landing pads, but as some kind of base benefit (Amp Station? Interlink?). |
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2013-05-13, 12:19 PM | [Ignore Me] #65 | ||
Captain
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I do believe that the current rotary's should be purely for Ground AI/AV.
Introducing a New A2A nose gun, That is on the same level of TTK as the M18 Rotary. But with the range slighly less than the needler. And you cannot equip rocket pods at the same time. So this will split ESF's into separate AV/AI AND A2A Only. Not 1 that can do all like currently. Add in the following, That goes in the Rocketpod's or afterburner slot. NS Fuselage +25% After Burner capacity than default. +20% Increase to Flak Resistance / Further boosted by composite armor. Tied in with the new NS Rotary, This will be a perfect ESF for dog fighting. And im sure all dog fighters out there will appreciate the move.
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2013-05-13, 12:30 PM | [Ignore Me] #66 | |||
Major
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I like the flak buff fuselage that'd be cool. |
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2013-05-13, 12:42 PM | [Ignore Me] #67 | |||
Captain
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Look at mine and Higbys tweets. He seems engaged in the Idea.
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2013-05-13, 02:46 PM | [Ignore Me] #68 | ||||
Major
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That way the Galaxy sacrifices Offensive Power for such a Utility, and requires extra man power to make the most of that Utility. |
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2013-05-13, 02:48 PM | [Ignore Me] #69 | |||
Master Sergeant
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While 3d radar might not be trivial, it's not superdifficult and would take no more time and money then creating a new weapon. The issue is whether or not Higby thinks it's worth it. I know a lack of 3d radar is one of the biggest reasons ESF pilots focus on ground targets more then other air targets - the telemetric data they get is focused toward ground forces and completely ignores 3d movement, an essential part of A2A combat. Humans can really only effectively react to the information they have available to them, they can infer information by reasoning (one of our stronger atributes as a species) but the fact remains that so long as ESFs lack this critical information they will be subconsiously encouraged to focus on ground targets. ESFs will never be efficient in an A2A role so long as their main source of telemetry (the minimap) is only really functional for ground combat and 2d movement. Last edited by phungus; 2013-05-13 at 03:04 PM. |
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2013-05-13, 04:22 PM | [Ignore Me] #70 | |||
Major
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That's what made them impractical in Second Life, since such a HUD had to be a rotating Sphere with you at the center, any client around you represented by a point set at their relative position, and the entire set up would mirror your rotations. It's a bit more complicated then just getting their Global X-Y position and rotation then correlating that to the picture of the ground you see on your Current Mini-map, so I wonder how feasible it really is. |
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2013-05-13, 04:33 PM | [Ignore Me] #71 | ||||
Master Sergeant
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I don't think there needs to be a perfect 3d minimap for ESFs, they just need something that actually takes into account they are ESFs and not infantry. Currently the minimap information is designed for infantry to attack infantry, it's not surprise then that ESFs find themselves focusing on infantry... |
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2013-05-13, 05:03 PM | [Ignore Me] #72 | ||
Major
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I'd just put an altitude map in the center of the ESF console. Then they can use the minimap to determine the X and Y coordinates matching the Z and X provided by altitude map.
The altitude map would provide an X (distance from ESF in lateral, flat-plane meters) and Z (distance from ESF in vertical meters). Minimap provides both lateral coordinates (X and Y). Last edited by AThreatToYou; 2013-05-13 at 05:04 PM. |
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2013-05-13, 05:21 PM | [Ignore Me] #73 | ||
Contributor PlanetSide 2
Creative Director |
Good ideas in here!
I've been lurking in the thread for a few days and I just want to make sure that everyone understands what we're trying to do and when you can expect to see it. Our main goal here is to create some new, rewarding specs for ESFs to fly besides air-to-ground or more commonly hybrid specs like pods+rotaries which have no real downside. By creating some dedicated air-to-air specs and more specifically anti-ESF air-to-air specs, we hope that we can shift some number of pilots away from farming ground, and allow air to counter the ones that remain there a bit better. Ideally this results in fewer people being forced to run anti-air as infantry, and therefore makes close air-support a role with a bit more depth than "if there are lots of burster MAXes I'm done here, if not I win" All of these changes are still 100% on the drawing board, they're not something you should expect to see in the next update or even the one after that - it's at least 3-4 GUs away, so please do keep the ideas flowing! |
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2013-05-13, 05:22 PM | [Ignore Me] #74 | |||
Captain
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All is good. Something as big as this requires good feedback from the community before putting it live. So i would rather wait until we all agree it's good. As there is alot of balance issues to be had with any ESF changes.
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