[Suggestion] Galaxies need a resistance/armor de-buff

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Krinsee, Apr 16, 2015.

  1. Krinsee

    As it stands currently I've seen Galaxies suck up almost a full platoons worth of AA up and STILL be able to get to drop and fly off a bit before popping.

    Now give this health to a galaxy that this certed for A2G with 2 Bulldogs. and you have something better at suppressing a spawnarea, AND with 2 walkers able to hold off air. Plus being able to suck up a few dumbfire rockets, these things are beasts.

    I agree that they need to be ABLE to get to the drop zone. but seriously? if you have a whole platoon worth of people firing at them they should be able to remove 2-3 gals before they can hit drop zone. ( or paste the whole platoon with bulldogs)
    • Up x 1
  2. Liewec123

    a whole platoon of AA?
    i've had 55 hours in galaxy and can tell you that if even 3 different AA sources are focusing on you,
    you need to get the hell outta there.

    yes they're tanky, the tankiest thing in the game, but lets to exaggerate :p

    also one AP anchor prowler is all it takes to utterly ruin a galaxies day.
    (speaking from experience of getting sniped from 2 regions away.)
    • Up x 4
  3. Lucidius134

    Galaxies need to be able to tank AA and get to where they are going. I do not believe that this tankyness should also contribute to A2G Gals. I think that's where OP's issue may lie.

    Also with gals just being inherently tanky versus AA, there's a certain threshold where if you do not has X AA sources, most of the gals will make it to the drop point regardless of how many you can kill after they drop their payload. it's like a 3-1 ratio, 4 if it's a composite armor gal.
    • Up x 4
  4. grazr

    You want to reduce the amount of battles by making nerfing Gal's so they can't get in for a drop, which is pretty much the sole purpose of the vehicle in the first place.

    I don't know about you, but i'd have more fun dealing with the fight, than seeing 2-3 players pop a Gal before it even gets to its destination. Yeah, Gal's are quite tanky, but i still find it more fun to play the game this way from both ends of the stick.
  5. Lucidius134

    Galaxies do not make battles, they contribute to them.

    If everyone bails before making it to their 'optimal' drop off point, they are still alive.
  6. Krinsee


    What My issue is with is the Gal Gunships ability to suck up so much damage and then waltz on out, 2-3 time if not more damage than a liberator. And it can target 2 different ground targets WHILE having 2 guns open for AA duty. I DO think they should make it to a drop zone if they are under the 3 to 1 ratio AA wise. My concern is lately seeing the number of gals now these days just hoving around a mid to large level fight for the amount of time they can.

    The Best solution I can think of to help with this is a possible Drop shield that acts like a vanny shield. BUT it is consumed and needs to be reloaded. And it is Truly invulnerable for 5 seconds, that should be more than enough time for a gal to get to drop position once they start taking heavy AA fire. Also I feel like this Time and having to go to an Air pad to re-arm it will keep it from being more benifitial to Gunship than say FS.
  7. Mythologicus

    Galaxies are in a tight spot because they need to be extremely sturdy to do what they do, but they have a similar issue to what Sunderers are currently boasting: They can be rigged as front-lines assault vehicles and cause more damage than actual front-lines assault vehicles. Indeed, a Bulldog is essentially a straight upgrade to the Zepher these days, so a single Galaxy hovering over a base has the firepower of two AI Liberators while simultaneously having about as much durability (especially against tank shells) as two.

    Though personally I have more of an issue with how Galaxies manoeuvre, as it is far too easy for them to duck, bob and weave considering their size. Ironically, I consider them the hardest air vehicle to hit with tank shells for this reason, as they can flop about like a fish (whale) and generally be impossible to hit.
    • Up x 1
  8. Wooffgang

    I would cry about the number of tank shells they can take. But I am playing NC and can't say anything about that because VS/TR don't have a anti-everything MBT platform. All honesty. I have no idea how many tank shells are needed to take down a Composite gal since I have never been able to do it by myself w/o any help from the friendlies but I can assure you its around 10. Corect me if wrong.

    I can understand people not wanting to be in a flying coffin. But how many ppl have the experience to Dumbfire/Tank Shell a moving aircraft. Some ppl even have trouble with the stationary ones....

    And the problem is not really it's too tanky so it can make it to the point. Like OP said. It's soo tanky it can farm you even with AA sources on it. This is a A2G Issue. And Nerfing the Buldog again won't help solve this particular issue.
  9. dstock

    So, they are barely getting their troops to the point before exploding, and this necessitates a nerf?

    gg, forumside
  10. Ronin Oni

    well, that's why the bulldog now has virtually no splash and has the velocity of a spitwad now.

    It's still good in a way... I mean, it can OHK and all, but I don't see BattleGal farming like I used to... I'd say the nerf was effective.
  11. Lucidius134

    Don't talk to me about the bulldog having **** velocity and splash unless you've played in beta pre november lol.

    Ye Olde Bulldogs had massive drop and lasher projectile velocity. They were so bad you still had to aim above cross hair and lead within 20m or something. This was before an air varient was created and it was the same as the sunderer one.

    • Up x 1
  12. Crayv

    My question is why do the things have so much resistance to tank mines and C4?
  13. grazr

    Sure, if you only play alerts.

    Plus if you're in a galaxy, chances are you're in a team organised to just redeploy if and when they miss their mark.

    So yes, i would say suggesting "popping" 12 man galaxies from as low as 2 AA sources is a complete waste of gameplay.
  14. Lucidius134

    3-1 is fine if they spec for it and don't pull double duty as gunships.

    You're missing my point.
  15. InoxGecko

    I'm fine with gals having a ton of armour and HP when they are performing their intended role of transporting troops to the front lines. Nothing wrong with that. However, having 4 gals locking down a spawn room with bulldogs is just complete and utter ********. And In light of the soon to be gal utility buffs, this problem will only get worse (imagine 4 rep gals camping a spawn together -.-)

    Just remove AoE A2G capability of the gals and be done with it. If you want A2G support, bring libs. As is, the gal is way too powerful and annoying, this is even more obvious in "smaller" fights where some squad brings 2 battle gals, at that point the fight's pretty much over.

    Basically just make the gal a dedicated troop transport with some AA so it doesn't get shrek'd by everything flying around the continent.

    Who's smart idea was it to give it bulldogs anyway...ffs
  16. Lucidius134

    Lots of PS1 vets requested the 'Galaxy Gunship' archtype for the Galaxy in PS2 and the PS2 Dev team's half ***** attempt of creating one vehicle that can be kitted out into multiple archtypes failed ******* hard.

    So the gal is basically half gal half gal gunship.

    It's got the walkers and tankiness of a Gal Gunship with the Troop/Max Transport of the Galaxy. You don't even have to go for one or the other.
    • Up x 1
  17. Calisai


    So would you be fine with a Composite armor system that allowed it to soak damage, but at the expense of maybe the side guns (bulldogs), leaving only the walkers for defense? Or maybe a drop shield (like vannie shield) that would disable weapons... allowing a Gal to pop it right before hitting a base, but it couldn't be used to bulldog farm?

    I always had an issue with the swiss-army knife system they did for vehicles... its fine, as long as there are trade-offs... having a high damage-soak system... and combining it with infantry farming weapons is the problem. Having a high damage-soak but offensively limited option isn't as much of one.
    • Up x 2
  18. Ronin Oni

    I've been playing PS2 since PS1 vet beta invite wave 2 (I played PS1 for a month to become eligible :p )

    I actually liked how Mortar was a MORTAR... but splash?

    IIRC Splash was actually lethal and big. I dunno if I used Mortar a whole lot so maybe it was the exception, but lolpods, HE, HEAT, Zephyr... holy ****, the DALTON!!!...

    all of them had much bigger and stronger splash than what we see today.

    Bulldog Splash has also been significantly reduced since launch... but maybe it had no splash to speak of in beta before I really used it much?
    • Up x 1
  19. Lucidius134

    M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:
    • Magazine size has been reduced from 10 to 6.
    • Magazine size certifications now 1 round per rank increase.
    • Projectile speed has been increased
    • Direct hit damage has been increased
    • Splash damage will no longer damage heavy armor.
    • The M60-A has a faster projectile than its ground based variant the M-60G.
    • Common: M60 Bulldog: Outer radius blast reduced from 8 to 6 meters.
    So yeah, back in the day it had an 8m splash radius but in march (the great AOE nerf) it got neutered and then the M60-A didn't get nerfed until mid 2014 IIRC.

    Ever since launch I flew my lib in an opposite configuration actually.

    Shredder for AA, Bulldog w/ NV (when it highlighted) for AI. It took a long time for that to pick up as the meta lol.

    Agreed though, they were pretty mortary. I wouldn't mind the old M60's as much if they made a hit indication on the minimap of where your shot landed?


    Squad spawn and being able to transport more than your gunners should be the 'drop ship' arc type only. The gunship archtype should allow bulldogs to be mounted.

    Won't happen though b/c as you said they took a really swiss army knife approach to stuff like ESFs and Gals.
  20. grazr

    Probably. I agree with your first comment, then suddenly you took to playing devil's advocate. I'm not really sure what you're trying to achieve by doing that. We both seem to agree that Galaxies are supposed to soak up the damage that they do. Then all of a sudden you remark it's no big deal if they don't.

    First you say Galaxies don't make battles, they contribute. Then you claim Galaxies are flying fortresses. I'm not sure even you know your point.