Lock on Rocket range for libs should be 700m

Discussion in 'PlanetSide 2 Gameplay Discussion' started by MisterBond, Apr 6, 2014.

  1. Drogra


    Unless that Lib has a Shredder, in which case that Burster Max is dead in seconds. As a Max, the Zephyr hurts, Dalton barely tickles (except on a direct hit), but the Shredder eats you for breakfast, spits you up, and then jumps on your remains. Libs are horribly durable, and unless you have help, 1 Burster does not kill a Lib unless its uncerted or piloted by an unexperienced pilot. The experienced pilot, will belly to the Max, and get XP, and if thats not possible, Afterburner around terrain, repair, and come back hunting for the 1 guy capable of scratching his paint. Thanks the the 'new' Lockon pathing, hitting an experienced pilot is a pain in the ****, as they just nose dive to the ground and laugh at your rocket impacting the ground in front of him.
  2. William Petersen

    No question, just an observation: that's ******* garbage design.
  3. BrowneHawk

    All i do is fly a reaver and i must say g2a does not need any buff at all. I need to worry more about getting snipped by ground lock ons and aa more than i do about other esf's. The answer to 4 libs is to get a squad and have them pull a bunch of fighters. Even baddies can swarm a good lib down with focus fire. I find libs high up trying to farm ground all the time. A few clips into them most go running away.
  4. Shockwave44

    Are you serious? Look at the personal waypoint.
  5. dstock

    No. There is too much space in this game where you can't even get out of the current range because of the very low flight ceiling. Up infantry render range, increase the skybox, and then we'll talk. Until then, No.
  6. Kristan

    What you gonna do if there are 4-5 proMLG BR100 ESF pilots around them? Or Libs will go belly up and snipe your squad of baddies with Daltons? I tell you how this will end up. Your "squad of baddies" gonna pick a spot for respawn in less than a minute.

    Don't compare yourself, ESF pilot, that most of times flying at the rendering range of infantry to Libs who use far further distances than yours. Or you trying to rocketpod tanks from 700 meters height?
  7. John_Aitc

    Increasing lock-on range may be the wrong change to help with the Lib situation.

    I think the problem could be solved by lowering the Lib's HP by a very small amount. They cost enough resources that they deserve to be the tough vehicles that they are. Just a little tweak would force Lib Pilots to consider the consequences of flying directly into a battle knowing that they will make it out alive no matter what combined arms are fired at their gun ship.
  8. DQCraze

    Bottom line is people don't like being killed by air, that's it. They don't like being podded, or shreddalphered. But being farmed by a viper is infinitely better and is exceptable.
  9. Flashtirade

    Not true, see splash nerfs on all tank guns (besides AP) and vehicle-mounted grenade launchers (but I don't know if they touched the Marauder). In fact, people will complain about being killed by any kind of indirect damage that isn't from the Lasher.
  10. Kristan

    You're wrong. People don't like being killed by something they can't kill in return. You can kill an enemy sniper. You can kill an enemy Viper Lightning. Dalton Lib? lol Nope. Go and get a whole platoon of dedicated AA units. Smells like BS.
  11. \m/SLAYER\m/

    500 or 700.. while rockets keep flying into walls. impossible to shoot down liberator with lock-on launchers only

    how about damage drop over a distance - max damage under lock range
  12. Sigmundr Rumare

    Why increase lock-on range? In a large fight with libs farming vehicles, skyguards or air should counter, there's plenty of resources going around there.

    It's the small fights that libs overly dominant. Just simply make lock-on time inversely proportional to the size(signature) of the target. I.E. The same launcher locks on to gals fastest, then libs, then ESFs. This mechanic even gives the devs another variable to tweak to get a good balance of AA via Air per type of air unit without affecting the other types at all.

    Plus, it's intuitive and logical, which all game designs should strive to be.
  13. MongooseTwoFive

    The shredder kills a max pretty quick if the max sit there and takes it. The max can easily duck in and out of buildings and use the spawn room shield. If the lib sits there with his gun trained on the door, he's leaving himself vulnerable to anything else that wants to open up on him. On my max, I've been killed by a shredder lib exactly once, and that was because it caught me by surprise, having never been killed by one before. Since then, I know to duck for cover before engaging them. If you're standing out in the open and getting shredder'd, you're maxing wrong.