Any Air sunder shood be able to easy kill liberator!!!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Randomplayer11, May 14, 2014.

  1. EliteEskimo


    I'm not pleased with their buff against tank shells, even baddies can face rush with TB's, but if you saw them coming you could take them out before they got to you (riskvsreward). Now you can just nail them against and again and they'll shrug it off until they get close enough to TB you leaving you screwed after one accurate pass. A 1/3 Liberator can now easily 1v1 a fully certed 2/2 AV/AV MBT if they know what their doing and even if they make mistakes and get nailed by several tank rounds can still come out on top. It's a load of crap, and is another example of a stupid decision SOE made because they don't take the time to drive the tanks in their own dam game.
    • Up x 2
  2. Randomplayer11

    Libs dont have chanse kill my sunder only when im with zerg.
    And in that zerg are some ESF and lock -ons .
    But I am stay with this that sundie need a buf agains libs anywey .
  3. FaLI3N

    Looking at this and their long history of sledgehammer nerfs I am really starting to think they couldn't balance an escort on the end of their beef whistle.
  4. FieldMarshall

    You want the sunderer to be the hard-counter to libs while still keeping its role as spawnpoint and transport?
    Why not make SMGs have a Decimator secondary so i can counter tanks aswell. Dont worry, it would cost some certs or something.
  5. reydelchicken

    Well I don't know what your loadout is, but if you're using dual walkers or rangers + armour, and with decent gunners you should be able to kill a lib, unless you let them shoot you with their tankbuster, but if that happens then it was probably your own mistake.
  6. DQCraze

    Walker cof needs to be tightened and max damage range extended to 200m. I know it was 175m at one point, I feel the 50m really serves no purpose.
    • Up x 4
  7. axiom537

    Who suggested making Air powerful enough that it can destroy any ground force with ease. Currently, the Air ground dynamic is pretty good and if you have followed any of my thoughts on the subject, I want Top Armor to be remade into an "Anti-Air" Armor give it a 5%-10% over all buff and give it better resists against all A2G ordinance, that actually apply to all sides of the vehicle like a drape except the Dalton, which will only be effected by the 5% buff. I also support allowing vehicles to swap out their load-outs at vehicle terminals.

    You never need to organize a dozen players for AA. In my experience, 6 is a good number 2 Dual bursters and 4 A2G Lock-ons and obviously a few support classes, with this number of players you can focus fire a lib down in literally seconds, trick is not wasting rockets. I find that hardly a daunting task of organization and you certainly do not need a dedicated Air squadron, but having 1 or 2 players dedicated to the task of Air support makes a huge difference.

    These are my suggestions to players that complain about air, these are the things that organized squads/platoons do when faced against a foe that has an air presence. These are things my outfit does on a nightly basis and we do not have an issue with being over whelmed by Liberators or ESF, in fact we see them as nice big fat XP pinatas. If a squad is unable or unwilling to do these very basic things, then they really should not be complaining or they should find a more solo oriented game.

    We can not balance this game around small unorganized groups, because if we did not only would organized smaller squads be overly efficient but as those organized squads turn into platoons the damage they can do will scale increasingly and make those fights instant death for everything. In fact a strong argument could be made in that regard already in relation to ground based AA and Air vehicles, generally once a fight exceeds 48+ Air becomes an endangered species, because the overall AA literally instantly vaporizes them.
  8. Arsonix

    I have to agree with DQCraze. The Walker is utterly useless against anything on the ground with a skin that can resist normal gunfire and the slow bullet velocity of the canons along with the big damage dropoff make engaging far off targets a waste of ammo when flak canons were intended to reach high up and fast moving targets to begin with.

    Honestly I don't understand why a Flak canon has any damage dropoff at all. In reality all the power comes from the proximity explosive which inherits no momentum from the canon. If it can't depress low enough to engage infantry and it can't damage anything on the ground more armored than a sunderer at the very least it should be on par with the ranger at range.

    It doesn't need a tighter cone of fire, it just needs the damage dropoff removed entirely. Cut the damage down a bit but don't make the unbeatable strategy for attacking a walker sunderer to just go up a couple of feet.