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2013-08-25, 11:31 AM | [Ignore Me] #1 | |||
First Sergeant
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updated 27th Jan, 2014 in response to Liberator Update
after spending a lot of time as pilot in a dedicated Liberator crew, here is a list of quality of life issues. also included are a few suggestions about areas where minor positive changes could be made. the intent is not to roll back the nerfs that were necessary in the months following launch, but simply to keep the Liberator relevant and competitive going forward.
a lot of great changes have come into effect since this post, so i've updated the list to reflect that. some recent balance changes and performance updates have also come and gone that have affected Quality of Life not only for Liberators, but also for ESFs, in both the A2A and G2A meta. 27th Jan, 2014. - ed. Last edited by Obstruction; 2014-01-27 at 06:46 AM. |
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2013-08-25, 12:51 PM | [Ignore Me] #3 | ||
Sergeant Major
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I will state the same thing I have said for months when it comes to Liberators. They need a significant increase to resistance of ground based fire, somewhere near 30-40%. But at the same time keep them just as vulnerable or more so to ESF to give the ESF a true target to hunt. It is simply laughable how Libs can't participate in large engagements without being nearly instapoofed by the multitudes of AA fire.
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2013-08-25, 01:23 PM | [Ignore Me] #4 | |||
Private
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+1 to you Sir! Sent from my iPhone using Tapatalk |
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2013-08-25, 02:51 PM | [Ignore Me] #5 | ||
Staff Sergeant
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Agreed on all fronts, nothing much more to say.
Also if something can be done to enable flipped over Liberators to re-align themselves in sanc it'd be nice. Edit: In addition, if the pilot could get a full 3D model representation of the tail gun that generally shows which direction the weapon is aiming it'd help. A lot of times my gunner will say, "There's a guy dead ahead", and then stumble trying to call out the cardinal direction. Or maybe allow the gunner to "ping" that direction or some such. Last edited by Edfishy; 2013-08-25 at 02:54 PM. |
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2013-08-25, 03:01 PM | [Ignore Me] #6 | ||
Colonel
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Im agreeable to about everything you said. The gauges definitely need a fix so you get both altitudes.
I dont agree at all with changing drop pod damage. I think if you are hover bombing a base you deserve to be drop podded to death. I do agree that libs need a health buff. But we definitely dont need to turn libs into flying tanks by nerfing other types of damage. So what i propose is a buff to liberator health but making libs susceptible to small arms fire. At least a little bit. |
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2013-08-25, 04:00 PM | [Ignore Me] #7 | ||||
First Sergeant
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on drop pods, what i'm seeing is that they are being used as a way to go around the resource system and avoid pulling a max unit. if a Liberator is truly hovering over a base and not moving around, then they will be in as much danger of dumbfire rockets as drop pods, among other things. what this proposal seeks is not at all a giveaway to unskilled Liberators, but a disincentive to abuse the drop spawn as a "best choice." either way the most important part of that point is the improvement of the audio cue. second, where i said:
what i propose here is that some types of weapons, those intended as countermeasures and deterrents to the Liberator, should get a similar pass if the Liberator gains a hit point boost. that is to say as much as burster flak and shoulder fires are the bane of my daily war on Auraxis, i don't think they deserve an indirect nerf. my proposal intends to retain the effective TTK of these countermeasures, while giving the Liberator team more hit points to sustain damage from generalized weapons during an air strike. last, with regard to small arms fire, while i disagree that all small arms should deal damage (even a little) to a Liberator, i have for a long time said that the Heavy Assault class should have access to a primary LMG (or LMG cert upgrade) that sacrifices core AI stats (a little COF, a little ROF, a little reload) for the ability to damage heavy vehicles. thanks each of you for the feedback and reasoned argument. if there is something else i've been unclear about i will try to respond again later on in the thread as i check back for your further additions to the conversation. |
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2013-08-25, 04:05 PM | [Ignore Me] #8 | ||
I only disagree with the air hammer part. The weapon may be supposed to be Anti-Infantry, but the truth is - it's useless against troops.
So it should just be rebalanced, not nerfed. Last edited by NewSith; 2013-08-25 at 04:06 PM. |
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2013-08-25, 04:37 PM | [Ignore Me] #9 | |||
Major
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2013-08-25, 06:09 PM | [Ignore Me] #10 | ||
First Sergeant
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it's not the first useless NC shotgun joke weapon. it's just the only one that found a niche role because the explosive shells explode on vehicles when they should probably only explode on troops.
i put the caveat at the start of the paragraph, and another at the bottom. i hear you, it's not my fault that it's persisted long enough for some people to get attached to it. i'm just calling it how i see it after several hundred hours of play across three factions. redesign, nerf, rebalance, hell - give NC a blue banshee or PPA. it just needs to be changed. -- and just to add, i'm not trying to be too snarky about it. i really do understand. it's alot like that useless shotgun they foist onto the NC for the vanguard. i really wish they'd think of something else. so while we don't agree in that i consider it unintended exploit-y and you might consider it unexpected feature-y, we all see it for what it is. i will concede that it is a little out of place, and that this proposition and the drop pod proposition are the outliers in the group. however, i have included them because these two issues come up during play so often that they become what the title suggests. as much a quality of life issue for non NC Liberators as the current striker is for non TR Liberators. i would have included the striker but it's a very well known topic and currently being addressed on Test. so we can pretend for the sake of balance in the discussion that it's on the table here as well. anyhow i don't expect these to be everyone's idea of 'best fixes' but i do appreciate the comments. thanks again. Last edited by Obstruction; 2013-08-25 at 07:24 PM. |
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2013-08-25, 07:35 PM | [Ignore Me] #11 | ||
Second Lieutenant
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I liek it and I'm in general agreement with the rest about the Airhammer. IT's one of the few things NC have that people still like to bitch about. :P
Everything else seem like it wouldn't upset game balance too much save for every aircraft getting level 1 flares by default. Maybe this is just personal prefference but I hate when things become jack of all trades. I highly believe in specializing. When the annhi came out and decimated (hoho) the lock on launcher balance I about cried of course it was fixed shortly thereafter but then TR have a certain something everyone likes to bitch about don't they? :P |
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