[Suggestion] AA is Stupid, Let's Fix That

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Verviedi, Jul 20, 2014.

  1. WTSherman

    A tighter CoF would definitely be nice. But the range and CoF are linked, because putting a hard cap on Skyguard range would be stupid. A hard cap would just mean "if you're this high up you can kill Skyguards with zero retaliation, because nothing in the game can reach you".

    And I would hope that Skyguards usually win fights with ESFs, if it didn't then it would be a rather poor counter.

    Besides, it's kind of hard to feel sympathy for pilots when their number one cause of death by a huge margin is trees, and the number two is collisions with other pilots. ESF nose guns are third, and flak if I remember right is fourth.

    So really pilots don't die to AA very often compared to suicides, ramming, and other pilots.
  2. TheBand1t

    Tighten the CoF

    Add magazine size cert line

    Increase the velocity just a smidge

    Add gravity to the shells so that you can't hit aircraft out to render distance. This rewards the accurate Skyguard driver at close/medium range with all of his shots hitting the target.
  3. Botji


    You are assuming that I am assuming something.. Cant say I like that.

    I have not argued that a Skyguard will lose against a single ESF so there goes that.

    The majority of what I listed is indeed only the single Skyguard shooting at a single ESF, I dont see whats wrong with doing that since you dont balance anything else based on "what if x is also shooting the target?". It shows what terrible odds someone that pulls a Skyguard has to deal with.

    Still, even arguing that something so specialized as a Skyguard should even need support from another player to take out a single ESF is the whole point.. It shouldnt be an argument, it should be as much fact as a HE Lightning bumping into a AP Lightning and dying a horrible death unless there is a huge gap in skill.

    Aircraft have the extreme pleasure of killing any tank they come across that doesnt have the required AA support. I just think its fair that a Skyguard should have the extreme pleasure to at least return the favor against ESFs but now I am going to assume that you and other pilots will chime in and tell me that would be completely unbalanced and not fun at all to deal with and not care at all that tanks have to deal with it.


    Your idea for nerfing the Skyguard range would require equal nerfs of all aircraft weapons, otherwise they would simply sit outside the range and plink away at any Skyguard until they die or rage quit because they are a dedicated AA weapon that cant fire at aircraft in the air thats shooting at them... Aside from that, range is also the only weapon a Skyguard has against Liberators. If a Skyguard cant put about a full clip into the Liberator before it gets close the Skyguard is little more than a free kill, taking into consideration the time it takes for a Skyguard to dump a full clip and the speed a Liberator has you would probably have to buff the DPS on the Skyguard to make up for the lost damage done over range.

    Similarly the COF "buff" would also be a sort of nerf, with the slow projectiles the large COF is one of the saving traits that lets you hit long range targets. With a tighter COF you would have to be much more pin point accurate to be able to hit long range shots.. the gain/loss in damage from this would I think end up in Skyguards doing even less damage over range than what they are currently doing.
  4. asmodraxus

    AA needs to deter aircraft say the airchavs, if you want to kill us get in an aircraft...

    The only true deterrence is to kill said aircraft as otherwise they only come back from a different angle after repairing.

    I don't mind a slight decrease in the effective range IF the damage of AA goes up seriously to compensate.

    As it stands the number killer of air is not AA its things like trees, so forget about air being the biggest killer of air either.

    AA should kill more aircraft then trees ffs.

    Pilots complain about AA as it stacks so well and ruins good dogfighting.

    Ground pounders and tankers complain that air shuts down good small fights and makes and entire squad of people useless until 1 or 2 people grab AA to scare them off thus making those with AA max units or skyguards useless (and possibly dead) for every other target.

    As it stands their has been a proliferation of AA for one good reason, people hate being farmed by Air. If AA (like the skyguard, maybe if their was an option to add a second skyguard turret?) was more effective at killing air then conversely less people would actually need to pull it to deal with the current problem, but also potentially open up larger areas with less actual AA (a single player can only look at one place at a time). Of course this would be the mid to long term, in the short term airchavs would die rapidly (and complain but then they might not see this short term pain for longer term gain).
  5. Matti

    At the same time, while using an engie turret you are stationary. You will get OHK by not only
    the very vehicle you are supposed to counter but you are also free certs to any sniper that can see you.
    You also reder from futher distance when you use a turret meaning that you are an easy target from air.
  6. Jiel

    I think flak is perfect right now where it is. They pay resources to kill your thing that costs resources. G2A needs to be changed because they can kill without spending any resources. Flak should be killing instead of deterring and lock ons need to deter, rather than kill.
  7. ohknoh

    All units in this game can be killed without resources, and that's how it should be. Your fighter already grants you a huge advantage over ground targets, that's what you pay resources for, not for dictating how much it should cost the other player to kill you.


    G2A lock on missiles don't kill esfs, unless those fighters are almost dead already. That's how the game works though, you might be out fighting someone, or you might have escaped a bad situation, only to get shot in the face by someone who happened to be nearby.

    Ground to air is easily the most dangerous role to play, simply because you're not watching your back while trying to take on aerial threats. You're relying on your team to cover for you, something that isn't going to happen unless you're in a good outfit. The rest of the time, it's a group everyman for himself mentality, and you're sacrificing your own safety to help your allies.

    G2A is also the least rewarding role to play, simply because there usually aren't that many targets in the air, and in order to be effective, you're going to have to spend resources, and spend lengthy amounts of time staring up at the sky trying to keep the air threats off of your back. And even when you fulfill your role, and attack enemy aircraft, the game is balanced so that you only drive them off, you don't get kills. Now this isn't the case at all times, but it's sad when I can nearly one shot an esf with my ap python lightning, but can do nothing more than force an esf to back off with my skyguard.


    Now that liberators have been curtailed to some extent ( I rarely see them now after the nerf, and I'm LOVING it), I think that G2A is in a pretty good spot, although I do think it's a little much to force a player to play such a dangerous role for very little reward. The one thing that I really hate is the tankbuster on the libs, your skyguard simply can't compete with such a hard hitting weapon, especially with the follow up bulldog.

    I like the idea of shorter range/ more damage for the skyguard, simply because it would really just be a damage increase. You're not going to do anything meaningful with the skyguard at long range, the CoF and projectile speeds prohibit this completely. Even if you successfully lead a target at those ranges, your CoF will make sure only one or two rounds actually hit.