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2013-01-01, 08:37 PM | [Ignore Me] #1 | ||
PlanetSide 2 Version:
NC (Albatros): With hard hit doctrine, I think it should be different as compared to Sparrow. Clip Size: 1 big mother****ing missile Damage: High The way it works: You lock on, you fire, you reload Lockon Mechanic: Fire and forget. Missile speed: Low Upgrades: Missile Speed Lock-on time Reload Speed Flares reaction: Wandering off VS (Starfire) Obviously... Minus the plasma burn effect. Clip Size: 6 projectiles Damage: Moderate The way it works: You empty the clip, projectile after projectile. Lockon Mechanic: Lock-on maintainance Missile speed: Medium Upgrades: Clip Size Lock-on time Reload Speed Flares reaction: Wandering off, until lockon retainment TR (Swarm) With Burster being Common Pool, TR need a new weapon. Clip Size: 9 small missiles Damage: Low The way it works: You hold your mouse button to quickly empty the clip Lockon Mechanic: Fire and forget. Missile speed: High Upgrades: Clip Size Lock-on time Reload Speed Flares reaction: All missiles explode by hitting each other at the flares. Visuals: Albatros: Patriot Launch - YouTube Starfire: Really? Swarm: Crysis 2 | SWARMER & JAW Gameplay (Campaign) - YouTube |
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2013-01-01, 09:07 PM | [Ignore Me] #5 | |||
Not to even mention that many players will prefer lockon to precision aiming against aircraft if that option is available by default and has long enough range. |
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2013-01-01, 09:19 PM | [Ignore Me] #6 | |||
Major
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If you're going to do anything with additional lock-on weaponry, I think at least some of the missiles in a salvo should remain in-air and follow any target you lock on to, even after you lose the target they were first fired at. Come to think of it, it might be a good skillful addition to AA if you could fire without lock-on, and then lock-on to initiate guidance. This would make it a little harder for aircraft just to afterburn away from missiles. Last edited by AThreatToYou; 2013-01-01 at 09:22 PM. |
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2013-01-01, 11:12 PM | [Ignore Me] #7 | ||
Lock-on weaponry should be effective, but require the lock to be held until the missile hits the target. I think this is a key point PS2 is missing. If the pilot remains high in the open air, he's going to get F'd up. If he breaks line of sight with the infantry launching the missile however while the missile is in flight, the missile stops tracking.
This makes hover-spammers much more vulnerable than the pilots who actually fly. |
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2013-01-02, 04:53 AM | [Ignore Me] #8 | ||
Sergeant
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We really don't. Between the base turrets, constant patrols of A2A ESFs, AA MAXs everywhere and Skyguards becoming common sight you already have a hard enough time as an ESF.
Any problem with air can be brought back to a) lack of cover to attack from b) spawn camping bombers. Basically the same problems we have with tanks. Except of course that libs have fewer counters. Edit: In fact, no matter what they add: unless you don't have to stick your head out to use it, it's not going to change anything. Last edited by SeraphC; 2013-01-02 at 05:40 AM. |
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2013-01-02, 07:29 AM | [Ignore Me] #9 | |||
I have one Lock on Launcher for AA (there is this second NS thingy which i don´t buy) 2 Burster Arms for a Max and a lot of AA Turrent´s in Bases. 3 Burster Maxes bring down a Lib pretty Fast. For all Ground V. i use the Deci, who needs a Lock on ? :P However ppl often Complain Air to Ground ist to Strong, this is in Fact NOT TRUE. We dont need more AA, we need Bugfixes for the Game.Beginnger Tutorials and so on. Last edited by Rago; 2013-01-02 at 07:31 AM. |
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2013-01-02, 07:40 AM | [Ignore Me] #10 | ||
Major
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What about giving the skyguard ( lightning even) another AA weapon to equip so it has 2 options?? Like so its more customizable like the devs have banged on about in beta.
My proposal is like your first nc max weapon description. Give it a massive fire and forget missile on its back, make it a scud launcher for the skies only. Give people the option of flack / missile. We need more ground to air rockets for sure. I like all your ideas on these too. Last edited by PredatorFour; 2013-01-02 at 07:41 AM. |
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2013-01-02, 08:31 AM | [Ignore Me] #11 | |||
Master Sergeant
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You fired the projectiles. You locked onto a close target. They instahit. Bad idea. Reacquiring lock is just as bad. Target distant vehicle. Fill sky. Reacquire on closer target. Instakill. Also a bad idea. However, a lock on AA max weapon seems like a logical step. I believe we had soemthing like this at the end of beta for a very short time. I tried the VS version at end of tech test. 3 shots, 15 ammo total. It was dumbfire, slow to reload, the VS version looked like lasher/comet orbs. They fixed the AV/AA lock-on code with the Annihilator. Make that lock-on and we have a decent AA option. Last edited by Stanis; 2013-01-02 at 08:32 AM. |
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2013-01-02, 08:38 AM | [Ignore Me] #12 | |||
A. Aliens and their smart plasma balls. B. Flares both distract missiles AND prevent lockons, so the Starfire mechanism may work in this new environment. EDIT: C. In PS2 missiles can no longer 180 instantly. Last edited by NewSith; 2013-01-02 at 08:43 AM. |
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2013-01-02, 08:51 AM | [Ignore Me] #14 | ||
Corporal
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No please, no more lock-on weapons. You can't properly balance stuff that takes no skill to use. I'd much rather see them implement portable player guided MANPADS like the AT4 from Bad Company 2.
This thing should have minimal splash if none at all but be able to one-shot ESF's and do some serious damage to other aircraft. It actually requiring effort and mastering to use would balance it against the point-n-click lock-on weapons. It could turn out to be a bit too effective against ground vehicles if it does the same damage so make it only effective against air and just blame it on nanites or something. Last edited by Phreec; 2013-01-02 at 05:18 PM. |
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