[Suggestion] More powerful (and nanite-expensive!) missiles

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DarkStarAnubis, May 12, 2022.

  1. Demigan

    I disagree. The issue is their damage as the time it takes to lock on, fire and reload take too long to effectively engage aircraft. On top of that requiring infantry to pull off teamwork to defeat the most lone-wolf vehicle in the game is rather unfair. Just getting 3 people out in the open in a spot that is safe enough and aiming for the same target is tough without just sitting in the Spawnroom looking for them 24/7, and even then it's a dice roll if the aircraft won't just cut LOS to the spawnroom the moment a lock starts. And it also immediately limits the class options you have if all you can do is pick HA all the time with the right launcher to be prepared for an aircraft arriving.

    It's not that infantry isn't dumb enough, it's that it's an unfair balance between how cheap nanites actually are, the firepower that aircraft have, the chance they have to escape even if they have the wrong loadout (something ground units cannot do against aircraft even with the right loadout) and the lack of a proper communication system for an MMOFPS. Voice comms is severely lacking.

    So we need missiles that cost nanites. It lets us have the sub-par costless missiles as a backup if you run out, and the nanite-costing one's to kick some ***. It will both give infantry (and tanks who can benefit from similar systems) a better chance of fighting against vehicles and aircraft and it will add more variety to their capabilities.
  2. brutes359



    I also disagree. The whole point of nerfing the damage of rocket launchers in the first place was to force teamwork by demanding that multiple HAs work together to take down air targets. It does not make sense to suggest countering lone wolf tactics by advancing more lone wolf tactics in a team-oriented game. Increasing lock on range for standard shoulder mounted launchers would increase the versatility of the faction specific launchers (which still have dumb-fire for vehicles) and therefore increase the odds of multiple HAs targeting the same aircraft while still demanding teamwork to make the weapons work. If we keep demanding that damage buffs or nerfs are the answer to everything, we will eventually reach a point where all weapons are either super broken, or super useless.

    AA launchers are at that sweet point right now in terms of damage where they can be good if even just two HA are working together. If damage is buffed, the pilots will complain. If the damage is nerfed, the HAs will complain. The best overall solution is to introduce the buff that best suits a team oriented response that also increases popularity in the AA launchers by improving versatility. The current most versatile AA launchers are the faction specific AA launchers as they still have dumbfire. Therefore, the best way to increase effectiveness in AA launchers without rendering them op (and therefore overused compared to other launchers) is to increase their versatility via range, lock on speeds, and missile velocity. These things will ensure that missiles are more appealing to HAs without necessarily causing ESFs to become cannon fodder.

    Part of the reason these issues are so common is due to the primary lack of interest by the player community in playing dedicated vehicle hunter roles purely because they rely on lone wolf tactics. That is why LA is so popular and why aircraft are allowed to roam free without opposition. Though I will agree that shorter lock on timers would be a nice addition, we do not need additional damage missiles to cost nanites. I would also ask though for a larger lock on radius in the scopes aim reticule to make tracking fast moving aircraft (such as boosing ESFs) easier.

    However, I am not apposed to the idea of new types of missiles themselves such as proxy fuse missiles, SOFLAM designators and missiles that utilize them, and perhaps high speed low damage missiles. One idea I've considered is a magnetically launcher explosive harpoon cannon that sticks to tanks. It has decent drop but a fast muzzle velocity and does more direct damage at the cost of having absolutely no blast.
  3. Demigan

    Just because its team-oriented does not mean we should enforce it all the time. Worse is when you enforce it for one side and not the other.

    An ESF is a nanite bought lone-wolf power that lets it annihilate infantry (and vehicles) with relative ease. So why shouldnt infantry be able to buy lone-wolf power too?

    It also makes some sense in other aspects. If you bring a nanite AA launcher then your buddy can focus on protecting you. While this kind of rock-paper-scissors balance is a lot less than ideal its better than forcing multiple players to spend a magnitude more effort in preparing and taking down the aircraft that arrives.

    The game also lacks any proper communication for teamwork. The voice comms limit who you can talk to and work together with and its woefully inadequate for designating targets if multiple are available or people are in different positions. That is not even mentioning that if multiple players need to communicate only one can do so at a time. Asking players to work together with that limited system while the aircraft can just fly in solo and nuke them before all of them have even stopped what they were doing and pull out a launcher is just dumb.

    AA launchers are at the F-the-user point right now, like all G2A. Its not powerful enough to do anything alone (outside edge cases), it is more likely to attract attention and get you killed, if you are "successful" the aircraft just moves to another fight and you've just moved the problem instead of dealt with it and the only way to really deal with it is sit outside scanning the sky for something that might arrive in 10 seconds or half an hour with several buddies and the shoot it simultaneously after which you need to make the decision if you want to keep sitting around doing potentially nothing or switch out for something else. Its not good gameplay! Not a single part of the current lock on launchers is fun, engaging or properly worked out. Its a masterful way to show how bad you can design something for a single task that it cant actually complete to satisfaction.
    Once again compare that to an ESF that is powerful right out the package and doesnt need any teamwork whatsoever to nuke things on the ground and can escape with the wonderful teamwork of "point nose at horizon and hit afterburner". Oooh what a teamwork trip!
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