It almost seems like air is hurting the game.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Codex561, May 6, 2014.

  1. FateJH

    His point will become more valid with the new resource system SOE is putting together. The developers have stated they're planning to move away from stockpiling consumables and employ a pay-as-used system. No word on cost adjustment or deploment limitation changes, but, as with all things PS2, expect it to become more expensive for the same or worse results.

    We use the term "force multiplier" to refer to these things often to underscore how they are utilized to increase damage output. For whatever reason, this doesn't always mesh with "staying power." Take, for example, the exemplary Light Assault attacking an MBT with 2 C4: the 2 C4 (force multiplier) is strong enough for one Infantry to take out a single MBT (another force multiplier), but the Light Assault is still just squishy enough that he can be shot dead just as easily before he can use the C4 as if he didn't have it.
    • Up x 2
  2. PieceKeeper00

    ^^ so what's your point?
  3. DQCraze

    The game is not driven by new players. It's driven by players that like the game and are willing to invest in it. The new player business model doesn't work, I know we run a family business. If we didn't cater to our regulars we would of been out of business long ago. SOE needs to realize this.
    • Up x 2
  4. sagolsun

    Lolpods are the single most misguided decision the PS2 team has ever made. I've said this during beta, I'm saying it now. Lolpods have the most kills among all weapons in PS2. Lolpods are the vehicle equivalent of a sniper rifle - you die out of the blue, the only warning you get is when you're up against an incompetent pilot. The lolpodder controls the engagement, you're just cert material and a K/D pad.

    Hate lolpods. Hate lolpods. Hate hate hate hate hate.
    • Up x 3
  5. FateJH

    The Liberator is also a force multiplier.

    In as far as the rest of this game is concerned, it stands out as the only one gauranteed to have baseline staying power higher than many other force multipliers that can damage it. Heck, with some of its recent changes, it is in a position to handily deal with what was once considered its primary counter force multiplier, the ESF. While it can be argued easily that this is a good thing and that other things in game should be made to adhere to this model, it is like the beta Crown in comparison to other bases - what one may see as the model for others can also look like the unhammered nail.

    The existence of all variants of strong rocket pods is what started the downwards spiral of balance in the game. Never forget that it all started with the greed of ESF pilots who eschewed their A2A in exchange for highly rewarding A2G.
    • Up x 3
  6. Iridar51

    +9000
    I've been asking for no vehicles continent since forever.
  7. z1967

    The best AA unit in the game (Skyguard) is a 1000 cert investment that requires 100s-1000s of more certs in order to make it effective along with hours of practice to make it competitive against the majority of dangerous aircraft (Liberators atm). No wonder new players have so much trouble taking down air, they don't have decent AA right off the bat whilst they get a single burster arm. Double bursters are rarely something that makes me leave the airspace right off the bat and I can face trade with one using the Banshee AI gun.

    Unless the air game gets really accessible really soon (some sort of missile become default), there needs to be an accessible AA gun that allows infantry/armor to trade blows with ESFs and Liberators easier. Preferably just lowering the cost of the second burster arm.
  8. VoidMagic

    Little known fact... Pilots are about the most loyal Planetside players with many of us I remember from EARLY beta. Soooo maybe it's the pilots keeping the game alive... ;)

    Some of us from early PS1... 8o
  9. NinjaKirby

    inb4 It's ironically the Air game driving all the ground players away with BS capabilities and antics.

    This has been hashed out so much, and I have nothing new to say, except re-state what's already been said:

    I feel this thread wouldn't exist if Aircraft had to specialise - end of. I have a few idea's for this, some rather straight forward and already mentioned idea's in the past.

    If an ESF is going to fly with Rocket Pods, then the weight of the weaponry should counter it's flight abilities somehow. OR, it should remain the same, and Afterburners should actually play a bigger part, like actually hitting Mach3 so their ability to dogfight is actually increased, but lose the ability to carpet bomb.
    Liberator's, if weilding heavy duty weaponry could also suffer a weight bonus, creating more sluggish/drag movement, penalising their movements for the extra fire power.

    These options are extreme, and need to be refined, or something SIMILAR needs to be put in place to control the type of Aircraft and capabilities they have.

    But if it does every happen, it's going to be too late, the games going to be ******, because it takes forever to release a single Continent, and forever to release a resource revamp.

    This Game can be Combined Arms, it just needs to be done right. Use the Test server Dev's, experiment and get this **** under control.
    • Up x 2
  10. Konfuzfanten

    Yea, right :rolleyes:

    Air nearly killed the game back in nov-dec 2012. I agree thats libs adds some flavor to PS2/combined arms, but most ESF's and their pilots are nothing but parasitic in their gameplay.

    If the devs had removed A2G ability from the ESF in beta, PS2 would properly have had a much larger pop and better gameplay today then it currently have.

    ESF's are the smaller sickly brother of the BFR.
    • Up x 3
  11. z1967

    At least ESFs are easy to kill, if you have 1000c/700sc to spare :|
  12. Goretzu


    To be honest it's not people being killed in the open that gets complained about.



    It's basically one of two situations:

    1. Spawn camping.

    2. Capture point camping (where it is open to the sky).

    Both are basically bad base design compounded by Air/AA issues.



    Strangely out in the open you've likely got more chance of dodging say a lib because they don't just aim for the spawn doorways/cap-point.
    • Up x 1
  13. axiom537

    First of Welcome...And yes your assessment is correct...

    If you look at those people complaining about Liberators for the most part you will find that many of them have a few of the following things in common with very few exceptions.

    #1 They are not part of an organized outfit or like to work with others and feel they should be able to solo a 3 man vehicle, just by looking at it...

    #2 They do not fly or can't...ie they really have no idea what they are talking about and they really hate Liberators and ESF and argue that AA isn't strong enough or there are no counters, even when they can't keep theirs up for more then a minute and complain about other players being too skilled...

    #3 They are mostly F2P players and do not want to spend free cert points into AA gear (2nd burster, lock-ons or Skyguards) and generally do not want to have to be troubled to pull those weapons when needed.

    #4 They die 99% to other infantry or ground vehicles, yet lead everyone to believe liberators are the cause of most of those deaths and dominate every fight, when in actuality Air vehicles have little influence over all in most fights.

    #5 They have no idea about balance and do not realize that you can not make ground based AA the primary counter to Air craft, otherwise there would be no need to have an Air game and that Air vehicles need to fight Air vehicles to gain and hold Air superiority.

    I am a good pilot, I am also a good driver and I am damn good at killing any vehicle in this game as infantry and I play all three roles all the time and I NEVER get farmed, because I am not a lemming, unlike others. I also always play in a squad or two on teamspeak with my outfit members nightly and my experience is completely different then those players that come in here and whine about liberators. Why? Because we use team work. When we are in the Air we use team work, when we are in ground vehicles we use team work, when we are ground pounding we use team work. If we see a bunch of Air vehicles, then we counter it with AA or better yet other Air vehicles, but we do not just start randomly shooting like lemmings we coordinate and focus fire and we obliterate the enemy because of that coordination be it in the air or on the ground.

    I do not argue that the liberator is not a strong vehicle, it is, nor that other things can't be tweaked vs the liberator...BUT... increasing infantry based AA is the wrong approach and it would completely ruin the air game, it must be vehicle based and mostly defensive...

    Feel free to see my latest post on the tweaks to the skyguard, MBT and Harraser that would give them greater survivability and better countering capabilities to the liberator...

    All the Air/Ground game dynamic needs are a few tweaks...
    • Up x 2
  14. iccle

    This is just absolute nonsense, but considering you have a total of 4 hours spent in a max I can see how you could make that mistake, dual bursters + extended clips is the minimum viable deterrent for a max anything less and the best you can do is tickle air.
    • Up x 1
  15. Zenanii

    Better yet, remove AL vehicles and just have one spawn point for each connected lattice link (you own a link, you have a spawn). Also rename it Call of Planetside while we're at it.
    It would probably be more popular overall, but I really preffer the current planetside because I'm selfish like that.
  16. z1967

    Even the AH and Banshee AI noseguns allow you to basically glide up to them and shove their faces full of shells, knocking them out in seconds. To quote a TR "V6" taunt, "Its almost too cheesy easy!"
  17. FishMcCool

    Let's say it happens overnight. I give it ~3h before the threads start flooding in:
    "Sundie spam"
    "Nerf Sunderer"
    "Bulldog OP"
    "Nerf Basilisk"
    "Thermal OP"
    "Tired of Bus Simulator Auraxis"
    "Dual Kobalt..."
    "Remove Sunderers"
    "Fury is OP"
    "Roadkilled again"
    "Sundies too strong"
    "Why is NC Sunderer better than TR/VS?"
    • Up x 6
  18. z1967

    Made me snort. +1 to you for that lol.
  19. DQCraze

    Probably because you now are experts at the most overpowered weapons in the game...who wouldn't stay?
  20. Archlyte

    First of Welcome...And yes your assessment is correct...

    If you look at those people complaining about Liberators for the most part you will find that many of them have a few of the following things in common with very few exceptions.

    #1 They are not part of an organized outfit or like to work with others and feel they should be able to solo a 3 man vehicle, just by looking at it...

    #2 They do not fly or can't...ie they really have no idea what they are talking about and they really hate Liberators and ESF and argue that AA isn't strong enough or there are no counters, even when they can't keep theirs up for more then a minute and complain about other players being too skilled...

    #3 They are mostly F2P players and do not want to spend free cert points into AA gear (2nd burster, lock-ons or Skyguards) and generally do not want to have to be troubled to pull those weapons when needed.

    #4 They die 99% to other infantry or ground vehicles, yet lead everyone to believe liberators are the cause of most of those deaths and dominate every fight, when in actuality Air vehicles have little influence over all in most fights.

    #5 They have no idea about balance and do not realize that you can not make ground based AA the primary counter to Air craft, otherwise there would be no need to have an Air game and that Air vehicles need to fight Air vehicles to gain and hold Air superiority.



    This was a good "Poison the Well" post. The complaints about libs are valid even coming from non-flyallthetime players.