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2013-01-24, 03:16 PM | [Ignore Me] #1 | ||
Private
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If I remember correctly, the A2A missiles were buffed in the latest patch. So... another attempt to destroy air? It isn't much fun to be the guy with the chaingun trying to get some fair strikes on enemy aircraft only to get three A2A missiles on my tail and since they're much harder to evade now as I understand it, it's pretty much instant kill. I used to be able to fly around TI Alloys and do some damage to enemy air and ground, but now I cannot most of the time shake off the missiles... same is for the rest of Indar and the other continents... now this may sound like I'm whining, but a 500 cert insta win weapon for air does seem a little bit overpowered to me...
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2013-01-24, 03:25 PM | [Ignore Me] #2 | ||
I actually agree - missile speed buff was a good thing, but the A2A Missile ammo capacity should have been reduced to minimal to balance that patch.
G2A rocket now work awesome and balanced, but A2A missiles and their 10+ capacity make a problem now. |
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2013-01-24, 04:00 PM | [Ignore Me] #7 | ||
I've only been in a dozen or so dogfights since the patch, but they all went about the same way as they normally do - opening missile (or occasionally rocket) volley by the surprising party (usually flared), a bunch of turning and gunnery, the occasional ram, and a missile in the rear to finish off a fleeing target.
Not really seeing much change here. |
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2013-01-24, 04:09 PM | [Ignore Me] #8 | |||
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2013-01-24, 04:11 PM | [Ignore Me] #9 | |||
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2013-01-24, 04:17 PM | [Ignore Me] #10 | |||
In my experience, pre-patch, the hit rate in the air (flares and terrain notwithstanding) was darn close to perfect. It was the G2A missiles that were really getting shafted. Last edited by maradine; 2013-01-24 at 04:19 PM. |
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2013-01-25, 06:17 AM | [Ignore Me] #12 | ||
Sergeant Major
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I'd actually say one of the big balance issues for ESFs is the fact that the starter loadout features a fuel-tank in place of a secondary weapon.
Making both rocket pods and A2A missiles unlockable upgrades means that unupgraded ESFs are crazy weak in comparison to upgraded ones, which in turn makes air rather pay-to-win compared to the rest of the game. I'd suggest replacing the starter fuel-tank with some kind of light rockets or missiles that are moderately effective versus both ground and air - but weaker than A2A missiles/rocket pods against their intended targets. That would be much more consistent with the rest of the game design. |
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2013-01-25, 06:21 AM | [Ignore Me] #13 | |||
First Lieutenant
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2013-01-25, 06:37 AM | [Ignore Me] #14 | ||
Private
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At first I wasn't really into air as i'm not really a pilot, then I bought A2A to provide a little bit of AA. It was good at first when not that many ppl was using them, and my role was mostly to counter the rocket spammer (without abusing the A2A missiles though).
Now it is constant BIP BIP BIP, and now that I have started to improve my flying, making air pursuit more interesting and less missile-shot-n-forget, the air fights are just depressing. Guess I'll put back my reaver in the garage and will mostly use it for fast transportation... |
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2013-01-25, 06:40 AM | [Ignore Me] #15 | |||
Sergeant Major
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My preferred option would be to have a straight trade-off between having flares or having an afterburner (and not just a crap afterburner or a better one - if you have flares you have no afterburner at all). |
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