Air gameplay is totally broken

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Alkaid1, Aug 9, 2014.

  1. Gleerok

    More time in the air for new pilots, more chance for them to learn.

    As for me, more pilots in the air, including newbies, intermediate, and experienced ones, means more targets.

    And more fun.

    I'm finding myself poking less at ground when I pull a full A2A loadout because there is always one guy or another flying around.
    • Up x 1
  2. SpartanPsycho

    Good old rguitar! To the OP's statement...... Learn to lolpod a2a It will save your life!
  3. SpartanPsycho

    It's useless if you don't learn to engage multiple targets.
  4. SpartanPsycho

    Troll......
  5. RigelDominar

    Flying is fine. Lots of fun, many baddies to blast. Turbo sharks all around gentlemen.
    • Up x 1
  6. MichaelS

    Then be versatile and switch to ground.
    It's skill wen there are only 3 enemy's to fight but not when you have to fight more?
    • Up x 1
  7. RobotNinja


    If it's just a bunch of noobs pulling ESFs as you claim then you should have no problem...in fact it sounds like free xp and kills!

    You want 1 vs 1 fights? Play World of Planes...and good luck even with that. Or did you not get the memo that PS2 is a MASSIVE multiplayer online FPS? If you want gentlemanly duels where you have a picnic and tea before drawing pistols and walking ten paces then PS2 isn't the game for you.

    Hey, here's a thought...ever heard of a squad? Better yet...ever heard of a squadron? Fly alone...die alone.
    • Up x 4
  8. Thesweet

    I did see your thread earlier on but I had the same idea as you awhile ago but every one loves the VTOL mechanics. I actually have a whole heap of ideas I just keep putting together that I could only wish that it got implemented. I paste it here for everyone to have a read but I am sure no one will like it because it is new, and as the croods say, "new is bad". Personally ps2 reminds me of a larger bf4 and nothing of ps1.

    **command improvements**

    -Command points only awarded to people in a squad leader role or higher. Battalion commanders offered the position by highest command level with most time played in battalion command(BC). If it is not accepted then it rolls on down the line for PUGs. If it is an outfit group then BC is offered to the highest ranking individual of the outfit. Battalions can be designated an outfit or pug battalion on the creation of a squad.

    -Command structure for infantry only, up to 12 squad leaders, 3 platoon leaders, 2 company leaders and one battalion commander with second in command.

    -command structure for air and tank squadrons only. 4 pilots per wing, 2-3 wings per squadron and one squadron commander with second in command.

    -The higher command the more resources and firepower available. Maybe even have 3-4 generals per side based on command time played to co-ordinate between battalions and squadrons.

    -battalion/squadron commanders and 2ic get the command module option for gal, sundy or mbt.

    -modules could have things like AWACS for long range radar guided missile accuracy within the AWACS operational range, thermal imaging or UAV launch and control for the commander to get intel or view battles.

    -squad leaders could have access to smaller airstrikes on targets where as BC could order in a gal bombing run, so more resources are made available to higher command. Squad leader can request higher lever strikes off higher commanders to approve.

    -if a mortar/air strike is approved by a BC then it is passed on to the nearest air/tank command for the highest ranking officer to assign a ESF, lib, gal, tank or lighting to strike the position. The air/armour wing command gets a small view of the strike area on a map with a target, he can choose how many aircraft to send. Squadron 2ic can also mark out any AA in the area if it has been spotted recently. This small map mission overview is given to pilots assigned to the mission. If the commander does not have the air/armour available then they decline the mission, it then gets passed onto the next commander further away.

    -solo pilots/tanks get mission offers when targets are made but only from CUDS, laser locks are only available to air commanders.

    -if the air/armour squadron has a squadron leader the can also pass on vital information collected by the battalions recon on things like AA or AT emplacements.

    -The target is assigned to the pilot/armour, they have a certain amount of time given to complete the strike.

    -targets can be given by recon laser spot or by a leader using a command uplink device (CUD) to give co-ordinates. This then activates a bombing/arty request to commander further up to approve.

    **counters for targeting or dumb fire missiles**

    -counters for laser targeting are, own teams recon using jamming UAV to stop Laser target information getting back to their commanders.

    -tank laser defence system. Detects enemy laser acquisition, then fires a missile at the location destroying the recon if he does not move. (Only 37% accurate)

    -laser detection warning with the option of releasing IR smoke.

    -ballistic counter measures. Fires a small missile out of the tank with a flat steel nose to intercept projectile. 5 counters before a reload from a ammunition point is needed.(Only works with infantries smaller missiles)

    -laser defence. When activated shoots lasers to intercept infantry missiles. 2 intercepts before it deactivates for re-charging. Does not need to be reapplied with more ammunition.

    -counter for CUD selected targets is that smoke will land on the site to be bombed before the strike occurs giving10-15 seconds to move.

    **changes for vehicles**

    -increase in vehicle spawn times and cost.

    -tanks should receive more armour, HP and weapon and gadget slots. This means they can support and work with infantry better.

    -tanks main guns should do more damage for infantry based weapons, however, their main guns should only have a 90 degree range of movement to their front. The turret rotation should be slowed down meaning they are horrible in built up environments, but dominate in open areas. The gunners should have more damage and accuracy against infantry but smaller magazines meaning more reloads making them better at range but horrid in built up or urban environments.

    -Recon can laser targets for nearby tanks giving a type of target on their huds with a range and bearing to shoot at. Infantry can also designate for tanks main or secondary guns but their range is only 50-100m max.

    -tanks should have the option of two types out of 3 ammunition. They can swap between them with a long unload then reload time.

    -Lightnings guns should be reworked into making them useful. Weapon options could include missile locked AA, mortar system along with 4x30mm AA IR smoke, HE, flack or gas and main cannon with HE or SABOT.

    -gadgets for the lightning could be air radar that allows for a lock on air over the horizon for its AA missiles and extended altitude lock but with only 25% accuracy for both options, jamming system that disables any nearby radar guided missiles up to a range of 3-400m or a radar system that helps detects enemy mortar/artillery fire and uses the mortar or AA missile system for counter fire.

    -harasses should have less armour and HP but have more recon abilities like long range thermal camera, ground/air radar. Maybe a Small air missile system, mortar system etc.

    -air should be revamped with less armour, accuracy and HP but more speed and firepower. They should be utterly useless without ground targeting support unless they are doing counter air.

    -esf should have the option of ground bombing build with high speed AGM with little splash damage but more directed at armour penetration. AA build with speed and radar guided missiles main cannon or satellite guided missiles that works with the AWACS or Lightnings air radar. Lastly, SEAD ESF build with a good top speed but good counter measures with a stealth coating for long lock on times, it has a SEAD missile system that automatically locks onto ground radar based AA locking onto the ESF, does not work on flack or AA cannons.
    All ESF should have the option of radar missiles and main cannon, but choosing between AGM and satellite missile will mean the ESF with the sat missile with have a much better advantage in an air fight.

    -libs should get a variety of load outs jdams, smaller free fall bombs, nose cannon that is controlled by the gunner for a10 like gun runs. The lib should have a pilot and a gunner and the damage from libs should be moderate splash, having the gunner allows for the lib to fly the best path without having to line up a bomb/missile.

    -Gals should get a dalton like gun along with a zephyr on the side with a 3 man crew (ac130). Other options should be available like cluster bombs or 1000kg free fall bombs.

    -free fall bombs still need a target designation for targeting data like when to drop at what altitude and speed on the HUD, where as jdams ect just lock onto the smoke or laser target.

    **Maps and bases reworked**

    -Remove all the smaller bases on the maps and replace them with capture points that provide resources.

    -Make the larger bases more spread out with more smaller buildings for more urban fighting. Have more smaller bases around the main base 4-5 of them.

    -Main base could have a command centre with a UAV/pred(different costs) launcher, emp missile. The range being just outside the smaller bases. battalion commanders and 2ic can use these to help defence or command if their command sundy, mbt or gal is down.

    -Base turrets should be down for 10 mins before they can be repaired due to fire meaning you don't have to sit there and keep hitting them constantly.

    **infantry**

    -anti vehicle weapons should have their effective range reduced but the damaged increased meaning they are brutal up to 100m. Heavies can extend their AT range to 300m with a improved locked on rocked that is only at 100m but is extended with recon targeting. The weapon has only 3 rockets and they are reduced to only carrying a pistol. The other option is a Deployable rocket that takes 10-15 seconds of standing still and only has 2 rockets.

    **summary**

    These ideas increase team play. Working together brings greater benefits.

    A reason to have command and platoons.

    co-operation between infantry and vehicles.

    air can no long just sit at a base and farm, they will need to get in and out before since they will be easy to shoot down, yet valuable to the fight for the firepower.

    It would also mean being a higher ranking officer in an outfit would have benefits

    Can spread out over the map more since a squads can be supported with heavy fire support in a timely manner.
  9. Gleerok


    Fortunately or unfortunately, thats one of the crudest ways to describe REAL air play on Planet Side 2

    Duels can be fun for some? Yes they can, they are possible when you get a flight club together, you go toe to toe with pilots who are as good as you or MUCH better than you in a "fair" environment. Now, in real fights, that is not the case at all. We all play "dirty", and thats the truth.
    • Up x 2
  10. Rift23

    It's like that movie Caddyshack.
  11. Brahma2


    Welcome to Connery you ****ter, some of us have been here a while.
  12. iller

    *Air Chav detected*

    Valkyries are coming soon. Prepare your Aileron
  13. Rhadiem

    More aircraft in the sky means good pilots have more to farm. What the changes do though is make it so newbie pilots can get good because they can spawn another and another so they can get more experience to kill those "veteran 100 hour" pilots.
    • Up x 1
  14. Kunavi

    All I know is people asked for MAX increased cost, but nobody is annoyed by 348 hovering Farm Machines, in Small, Medium and Large sizes. That's the only difference.
  15. caboMcpawnz

    For me, beeing a pilot newb the current resource overflow makes it possible to spam aircraft and practice a lot of flying (and dying). Just to add my 2ct to the disscusion.
  16. andy_m

    Anyone thought of practising to fly in VR?

    Just wondering...
  17. iccle

    Seriously cannot win with Air, a few weeks ago people were up in arms about how hard it is for new people to get in the air game, now complaints that too many people are getting in, Air is not a special cookie they have no exclusive rights to 1v1 battles just the same as everyone else.
    • Up x 2
  18. Zagareth

    I suggest you to adapt to the new situation - the dinosaurs could not adapt... well, you know what happened to them?
  19. SafetyDance

    Maybe if you didn't farm infantry as much as your signature suggests you might have a better idea about the actual fun the airgame can be. And that is without half a dozen different missiles which take no or barely any skill to use.
    Ask any high level pilot if they think specialized loadouts with specialized counters would be more fun than engaging actual threats.
  20. Gammit

    This is a great thing for new pilots, because now the skies hold more than the elite-esf pilots that typically shoot them down in under 2 minutes.

    The old guard is going to have to learn to adapt, or perhaps they can institute a flight ceiling for air-to-ground and ground-to-air attacks. Leave those who hover close to the infantry to kill them vulnerable to the same infantry, and leave the strictly air-to-air stuff out of the range of the infantry. Just a thought, tho not thoroughly processed, tbh.
    • Up x 2