[Suggestion] Liberators need a Nerf

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Cute-CandyPants, Dec 22, 2012.

  1. Rossmasta

    Yes, not enough people understand this point. Just because the base hasn't been taken yet and you can still spawn there, doesn't mean the battle hasn't been lost. You let your enemy have air superiority and now you've lost. Stop spawning and running out to be farmed like a lemming. This is one of the differences between a good outfit/platoon and the zerg. Smart players know when it's over and leave, they don't keep mindlessly running out to be killed instantly. Spawn somewhere else and regroup.

    Have these suicidal lemmings never realized that many people will leave a point uncapped or a sunderer unharmed specifically so they can farm people like this?

    Libs are flying whales. An ESF specced for air superiority will shoot them down if they're not terrible pilots. And if their libs also have proper esf escorts and you can't shoot them down? Well your team's simply been outplayed.
  2. colt .45 killer

    hit detection is client side, if I cant see you I can fire a million dalton rounds where you are standing and you will take zero damage.
  3. Killde

    Actually, he can't kill you. Hit detection is done purely client side. If his client does not know about you (AKA you are not rendering) It can not know that you were in the blast radius now can it?
  4. Talizzar

    What? You are saying that his bombs when they hit the ground won't damage me or anyone? My client can't see the people that my mines blow up 20 hexes away but I get credit for it. How can one work and the other cannot?

    Or are you saying that we on the ground will die and you won't get credit?
  5. Killde

    Mines might be one of the very few things that is done server side (or perhaps on your client instead of theirs.) But for liberators at max height, I've been on both sides. I've seen his shells landing almost right on top me me as I repair my tank and not taking damage as my tank is getting raged, and I've fired a zephyr all over a sunderer as it was being repair and got no kills as it continued to be repaired. Both happened with the liberator was very high up, out of infantry render range.
  6. Kefkah

    I think the primary issue right now with liberators is the strength of the Zephyr. I feel it's relatively fine with infantry for the damage it does, but could do with a smaller magazine size or longer reload. The problem I see with it is the damage it does to armour. At the time being it doesn't cause any significant hit indicator to armour (Neither does the Dalton), but because of it's high magazine size and the amount of damage it does to armour, it makes the Dalton redundant, particularly since it can take out a Skyguard with top armour in a single pass. So, for the most part, the Zephyr just needs a similar nerf to what the Bulldog received, a smaller mag size and reduced damage to armour.