Anyone nostalgic about the lockon AA? - PlanetSide Universe
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Old 2013-01-01, 08:37 PM   [Ignore Me] #1
NewSith
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Anyone nostalgic about the lockon AA?


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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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-01, 08:42 PM   [Ignore Me] #2
Methonius
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Re: Anyone nostalgic about the lockon AA?


I like this idea we need more AA options in the game.
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Old 2013-01-01, 08:49 PM   [Ignore Me] #3
SixShooter
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Re: Anyone nostalgic about the lockon AA?


I like it
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Old 2013-01-01, 08:59 PM   [Ignore Me] #4
AThreatToYou
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Re: Anyone nostalgic about the lockon AA?


The problem with lock-on weapons is their countermeasure is far too obvious...
Almost no point in using them because every ESF who doesn't have flares is worthless meat.
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Old 2013-01-01, 09:07 PM   [Ignore Me] #5
NewSith
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Re: Anyone nostalgic about the lockon AA?


Originally Posted by AThreatToYou View Post
The problem with lock-on weapons is their countermeasure is far too obvious...
Almost no point in using them because every ESF who doesn't have flares is worthless meat.
The 2 latter of these (VS and TR) allow for continuous AA fire that allows to bypass flares somewhat, with the top one (NC) being rather OP to compensate for easy countermeasures... Besides the cooldown on the flares is rather high.

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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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-01, 09:19 PM   [Ignore Me] #6
AThreatToYou
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Re: Anyone nostalgic about the lockon AA?


Originally Posted by NewSith View Post
The 2 latter of these (VS and TR) allow for continuous AA fire that allows to bypass flares somewhat, with the top one (NC) being rather OP to compensate for easy countermeasures... Besides the cooldown on the flares is rather high.

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.
True, but effective on-contact response to aircraft is needed. I suppose we do already have Bursters and empire-specific MAX weaponry is sorely needed, hell, any more empire-specificity is needed.

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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Old 2013-01-01, 11:12 PM   [Ignore Me] #7
Electrofreak
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Re: Anyone nostalgic about the lockon AA?


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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Old 2013-01-02, 04:53 AM   [Ignore Me] #8
SeraphC
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Re: Anyone nostalgic about the lockon AA?


Originally Posted by Methonius View Post
I like this idea we need more AA options in the game.
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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Old 2013-01-02, 07:29 AM   [Ignore Me] #9
Rago
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Re: Anyone nostalgic about the lockon AA?


Originally Posted by SeraphC View Post
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.
This !

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.
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Last edited by Rago; 2013-01-02 at 07:31 AM.
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Old 2013-01-02, 07:40 AM   [Ignore Me] #10
PredatorFour
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Re: Anyone nostalgic about the lockon AA?


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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Old 2013-01-02, 08:31 AM   [Ignore Me] #11
Stanis
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Re: Anyone nostalgic about the lockon AA?


Originally Posted by AThreatToYou View Post
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.
This was one of the features of the skillfire in PS1, that earnt its name.
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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Old 2013-01-02, 08:38 AM   [Ignore Me] #12
NewSith
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Re: Anyone nostalgic about the lockon AA?


Originally Posted by Stanis View Post
This was one of the features of the skillfire in PS1, that earnt its name.
You fired the projectiles. You locked onto a close target.
They instahit.

Bad idea.

Reacquiring lock is just as bad.
I still propose Starfire for VS because of 2 reasons:
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.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-01-02 at 08:43 AM.
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Old 2013-01-02, 08:48 AM   [Ignore Me] #13
Hmr85
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Re: Anyone nostalgic about the lockon AA?


I want my Phoenix Rocket Launcher back.
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Old 2013-01-02, 08:51 AM   [Ignore Me] #14
Phreec
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Re: Anyone nostalgic about the lockon AA?


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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Old 2013-01-02, 10:20 AM   [Ignore Me] #15
HiroshiChugi
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Re: Anyone nostalgic about the lockon AA?


I like the initial thought of this thread... those weapons actually could be a great addition to this game.
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