A tip to skyguard scrubs to avoid lib deaths

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DaRealNattyIce, Jun 7, 2015.

  1. DaRealNattyIce

    Move when fighting the lib forst off its very hard to see when being shot by explosive burst rounds and secondly its even hard to aim and lead when being virtually blind
    • Up x 7
  2. Hatesphere

    so becasue of this its ok for libs to practically insta gib a dedicated anti air unit in close combat even if they notice? yeah no.
    • Up x 19
  3. AxiomInsanity87


    Here's a flame rtardant jacket lol.
    • Up x 3
  4. DaRealNattyIce

    Yes letting the lib get in close to your skyguard is like a scat max coming up to you when you are sniping and then crying because your long range air deturrent gun didnt win.
  5. Hatesphere

    ah air deterrent. the easy way to make AA useless and blame players for being bad. apparently situational awareness only applies to ground. also LOL at long range deterrent, its a freaken auto blunderbuss that fires one pellet at a time.
    • Up x 10
  6. DaRealNattyIce

    In the air you need to be constantly listening for enemy esfs and enemy libs so no situational awarness isnt just for ground.

    Maybe if you think libs are OP you should use them... oh wait.... you did and you failed thats why you are griefing pilots with skyguards ok
    • Up x 3
  7. Hatesphere

    you honestly think that ground troops dont need to be on the look out for everything?

    you seem to be missing the point, so i think we are done. all you are looking for is a fight. keep the farm strong pilot, keep the farm strong.
    • Up x 3
  8. Bearded Wall

    What I do is make sure my treads are perpendicular to the line i expect them to fly on. When a lib starts gunning into me, floor it and drive out of their line of fire. Doesnt always work but ensures you arent just lined up for that kill from the belly gun.
    • Up x 2
  9. thebigbortishbort

    Walker harasser ftw
    • Up x 3
  10. Badname707

    To be honest, I've always wondered how people manage to get snuck up on by air in a skyguard. Unless you're already being engaged, I feel that should never happen.
    • Up x 2
  11. RykerStruvian

    Just don't park your skyguard out in the open. Skyguard + vehicle stealth + a tree = fight air with impunity. Even if a lib manages to spot you, trees are made of some Vanu technology impervious material and can take several Dalton rounds without any issues.
    • Up x 2
  12. XenoxusPrime

    Typical "Flyboy" pilots always talking down on other players with out any rhyme or reason. You're comments are one of the biggest reasons on why air players are hated so much by the large majority of the player base. Just nothing but insults and calling everyone noobs without creating a thread that is even remotely constructive to defend the point you make, while on the other hand most of the threads against it actually make sense.
    • Up x 7
  13. DaRealNattyIce

    Mad cuz bad
    • Up x 2
  14. Thardus

    Even better, roll straight towards them, they'll either have to break off, or dive right into the ground.
    • Up x 2
  15. Hatesphere

    lovely useless one liner, proving his point....
    • Up x 7
  16. 0fly0



    Enjoy! honestly the guy who never have been snuck up by air in tank i give him a ******* mlg badge.
    • Up x 6
  17. current1y

    Second tip is to not pull one unless you plan to use 3+ in a group and if you know the lib in the air is competent. 1-2 are just are not a threat.
    • Up x 3
  18. Hatesphere

    which is a problem for a dedicated AA weapon, whats the point of a counter weapon if you need the same number of people as the target you are countering to be effective?
    • Up x 3
  19. Demigan

    And for any pilot who wants to debunk that: The NC Skyguard is always facing away because this Mozzy is coming from the NC base. Quartz Ridge is in VS hands, the NC are attacking it. The Mozzy uses this and slams into the back of them.

    What "pro pilots" seem to fail to realize is that ESF can use cover too. And even if they don't, you have a sphere of 180 degrees where you can hide in, while the Skyguard can only watch a limited amount of that sphere. If he watches the entire sphere over and over again he'll be looking straight up and in a circle around him, missing a ton of action in the mid-sphere where the aircraft fly. If he pays attention to the more common mid-sphere he'll end up getting surprised by the one true pro pilot who attacks Skyguards and is in the lower or higher parts of the sphere (honestly, I've been doing it with Rocketpods as well in the past). dive-bombing is a common tactic by a lot of Hornet Users, nothing as annoying as an ESF that fires +/- 1,7 times as powerful as an AP Vanguard and is so high and so above you that even a Skyguard can't angle at them, and has the ability to heal more than 1/5th of his health almost instantly and fly away before being destroyed should something go wrong.

    Edit:
    These type of tactics actually should be possible in the game. Allowing for not a rock-paper-scissors, but a Rock-Paper-Scissors-Lizard-Spock type of gameplay where each weapon is effective against something else as well, and while not much it has some chance against it's designed counter.

    But in the current gameplay it is a problem. The Skyguard sacrifices just about everything to be able to attack air. And unless you are in a group every single aircraft can escape you before you kill them. Worse, Galaxies and Liberators can tear you apart and leave with most of their health intact.
    All the while, the aircraft don't sacrifice a lot against other units. ESF especially is able to attack infantry and aircraft with most of it's noseguns effectively, add Hornets or Rocketpods against vehicles (yes, Rocketpods are an AI weapon, but still powerful against tanks) and you got a massive combination of destruction right there.

    The omni-destruction that the ESF can cause, as well as the extra power they have on most of their weapons, as well as the lack of power the Skyguard has against other unit types, mean that this is a skewed battle in each and every way.

    ESF and Liberators need to be looked at, the AA system needs to be looked at. By increasing skill required you can stop AA from being the biggest force-multiplier in the game, by increasing it's power afterwards they can actually kill aircraft... if they have enough skill to hit them. The aircraft themselves need more role-specific loadouts. No more omniversal loadouts that allow you to attack every unit type with incredible power on top of all the other advantages aircraft already got.
    • Up x 11
  20. CipherNine

    Liberator is already exposed to ground fire from every Heavy wielding a lockon launcher or Lancer, other tank buster Libs, ESFs and random far away tanks and on top of that you want a vehicle which you can safely park behind friendly lines and use it to 1v2 Liberators.

    There is so much stuff that can already hurt Liberators and all of that stuff can be focus fired because Liberators are air units. Dedicated AA hard counter would be overkill and according to statistics isn't needed because Liberators don't surpass MBTs in kills per hour.

    Libs also have about 2x less users than MBTs (which means higher percentage of pro players).
    If only you complainers were forced to fly Libs then the average kill per hour would drop so sharply that pilots would be in good position to demand buffs.