[Vehicle] Mustang AH

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TheFlamingLemon, Sep 27, 2015.

  1. Flag

    Yeah I am. Although you could extend that to 'ESFs are OP'.

    Then give it more ammo to compensate.
  2. stalkish

    Alert victories are THE WORST POSSIBLE stat to measure weapon balance.
    FFS, the dont take into account population indifferences or time of day.

    Heres a question:
    What if for 3000 of VS's alert wins, they had 50% population on the alert cont? Of course theyl win those ones and therefore it throws the entire thing out of whack.

    What you need to do is only take into account 'prime time' alert wins, and funnily enough i attempted this with the Miller server the other week. I took the last 100 alerts and only used alerts within the timeframe 16:00 to 00:00 GMT.
    The percentage of wins for NC rose to 50% during prime time up from 30% total, so using your logic, NC needs a serious nerf......on Miller only......during prime time only....
    VS on the other hand won 33% of prime time alert wins, and strangely, 33% of the total alert wins on Miller.
    According to your 'logic' VS is PERFECTLY balanced.......on Miller only.
    Then we come to TR, they scored 34% total alert wins, but only 13% prime time wins.
    Again by your logic, TR needs a serious buff.....on Miller only.......during prime time only.....

    o_O

    Hopefully you see how much there is wrong with using alert wins as a factor in anything gameplay related, theres just too many variables it doesnt take into account.
    Even when using 'prime' only it cannot possibly take into account which outfits or 'leaders' are online at the time of the alert.
    • Up x 2
  3. Lureh

    I don't know where to start on this.....
    Let's see....
    Yes they are..
    • they have the hp and armor of a tank,
    • they have insanely high damage weapons which rival that of the vanguard,
    • they have (cruising) speeds of above 200kmh,
    • they can farm tanks and infantry alike,
    • they can kill their counter (skyguards? turrets? bursters? heavies? wait what counter?) with ease
    • and most importantly they can fly !
    If esfs aren't OP then I don't know what is.
    [hmmm....I have the vague idea that I might not be talking about esfs.....]


    Now to the airhammer....
    • It can oneshot infantry. (the only weapon that can do this...)
    • It has a 5-9 round magazine.
    • Its dmage drops with distance.
    • It fires explosive pellets. (which also have damage drop on the explosion)
    • IT IS SHOTGUN. (read: the pellets spread)
    If it oneshots you then it is most likely too close and should have been taken out by a dumbfire rocket, at latest the second time it comes to dive.
    If you can't be bothered to switch to a heavy for 20 seconds then it is a different story...
    But the reavers that one shot kill, are the ones that can be one shot killed WITH RELATIVE EASE.


    The airhammer is the best AI nosegun against esfs.
    It is the worst AI nosegun against anything with some kind of armor (Libs, Harassers, Tanks, Galaxys, Sunderers, Valks).

    Overall:
    SHOOT IT DOWN!!!!! It is just a single rocket.

    Offtopic: does the S1 launcher have less drop or so? I feel like I can hit much more tragets much easier with it.
  4. stalkish

    Its strange isnt it, i feel exactly the same way, it just seems easier to use.
    I was under the impression that all 3 dumbfires were effectively the same, guess i could go look on the wiki, there might be a slim chance that the info on them is correct....
  5. Liewec123

    if you say AH is OP then you have either:
    never used AH.
    or
    never used PPA.

  6. Mezinov

    It is my experience and understanding that the default launchers are identical in stats. However, the S1 has a different visual effect on the rocket. In comparison the S1's rocket trail is more pronounced and lingers longer than the SKEP or Shrikes. To me, this makes the trajectory more noticeable and as such accelerates and facilitates the process of learning the weapons arc and rate of travel.

    While this "training" is directly translatable to the SKEP and Shrike, the lack of visual feedback they provide leads to the user second guessing their muscle memory and a general drop in efficacy results. This is less evident in more "twitch reliant" players, such as those that turn and run immediately after launch. Their efficacy tends to remain the same.
  7. Taemien


    I have never said to nerf anything. But what I did say is it makes no sense to nerf anything on a faction that statistically doesn't win. Primetime isn't a good indicator, and here's why. It represents the part time player. Its when the most cert farming and directive farming happens. The serious player plays into the wee hours of the night.

    Primetime represents a large number of players. But it is only 4 hours of the day. 20 hours pass that are not prime time. In those five 4 hour chunks, there could be just as many players as primetime (or more) spread out. Sorry to say, even though some of you are racist as all get out (I know some of you hate oriental players) those players still count.

    My means of balancing isn't perfect, but it has the least amount of corrupted data, or at least the most diluted of corruption due to it encompassing all players all the time. But there is a better way. Get the alert statistics of Jaegar. You want to look at raw uncorrupted data? Look at the sever where everyone starts with over 100,000 certs, have no need to farm, directives don't matter, and its invitational only by the best of the best.

    There NC wins occasionally, but VS is still dominating. So again, I'll ask, what sense does it make to nerf the NC when they aren't winning most of the battles.. Where it matters. Server Smashes and other Events.
  8. p10k56

    Devs needs to Immediately Nerf AH and LPPA to Banshee level cos it is unfair for TR.
    After this there will be clean table for discussion.
  9. Ronin Oni


    lmfao stopped reading.
  10. Ronin Oni

    so, make them ALL useless?

    That doesn't make much sense.

    I'd leave AH pretty much alone. It's very high risk against infantry. MAYBE they could lower damage and increase ammo, but ROF would need to be buffed as well (for a still lower overall TTK/DPS but not as bad as flat out nerfing.)

    I'd overhaul the LPPA to make it more of a faster firing, shorter range weapon somehow (kinda like ground PPA change, but not make it utterly useless like they did... speaking of, ground PPA still needs tweaking)

    Banshee needs some nerfing undone. Reducing splash radius dmg degradation seems the most appropriate solution.
  11. Ronin Oni

    actually, I'm pretty sure the S1 has noticeably lower velocity (like 80 compared to 110 or something)
  12. Peebuddy

    Our poor poor banshee, you are missed so much.
  13. CorporationUSA

    Yeah coyotes suck now because of stealth. I never really understand the hate for them though, they have terrible range and are mostly just good for dogfighting and ganking. Anyone with good aim and AB pods can RM away in a hoverduel and essentially render them useless. The only secondary that is still functional at that point are tomcats. People made a big fuss over coyotes, but tomcat sniping was always(and still is) the cheesiest way to play.

    A reaver with tomcats and an AH isn't bad, but the problem then becomes successfully using the AH against infantry without AB pods. The biggest strength of the AH is its ability to hit and run in heavy AA, but this greatly relies on AB as well. Personally, I'd take racer 3 and AB pods over tomcats for survivability against both air and AA.
  14. Takara

    This....I've no issue with the gun other then it's effectiveness at A2A.

    Banshee needs a slight range bump
  15. Taemien

    I dunno what the big deal with the AH comes from. Its only used by NC because it somewhat works against other ESFs. Nerf it to the ground and we'll go back to our Rotary and do the same thing.

    Do you all want us doing that? I mean we can kill infantry just fine with our breaker rockets, despite having less per mag and not shooting two at a time. But then we'd be deadiler against air. AH lets us have a little fun with a nosegun. But the real kills when I'm doing AI duty is from my breaker rockets due to the range. I typically use the AH when my rockets are reloading or out.
  16. Flag

    Both the AH and L.PPA are capable of being OP at the same time.
  17. CorporationUSA

    That is the top complaint about the air hammer. People should be complaining that the other AI noseguns need more viability against air if they are going to be such an obvious sign of weakness against it. It's easy to hear a banshee or see a scythe shooting big energy orbs and know they are an easy kill. And, aside from the rare occasion that a very experienced pilot is using them, they usually are if they aren't surrounded by friendly air/AA.[/quote]
  18. Ronin Oni

    yeah, I typically use AB pods myself, I was just experimenting with AH + TomCats.

    Still use racer, and just save the AB for escape, using only std thrust for approach.

    Still not as good at purely attacking ground, BUT you can join in on air brawls much better, and you have a solid weapon with which to engage Libs and Gals (and Valks, but who cares?)

    AH still does decent damage to all those, but requires dangerous engagement ranges.

    AB fuel AH is just more fun though.
  19. Taemien

    [/quote]


    But they want us to switch to Rotaries and don't realize what a Reaver can do to a Scythe or Mossie... or even Lightnings, Harassers, Prowlers, and Magriders. Its a mini-tankbuster. Outside of hurting other ESFs, everything the AH can do, the Breaker Rockets can do better (as can Dual Photons and Hellfires).

    What I'm surprised is there is no real push to reduce the effectiveness of the AH against vehicles. I mean if I suggested all AI noseguns to do no damage to vehicles, like none even against ESFs. They wouldn't agree to that. They just want to take a toy away from NC. Nothing more.
  20. zaspacer

    I agree that it is a very wonky stat. Too many major non-balance variables that affect it.

    This is better, but even this can be a somewhat wonky stat. I have seen many Primt Time (full population, population balanced) Alerts where two Factions ignore each other and just attack the 3rd Faction... even when that 3rd Faction is not winning. You also have the scenario where one Faction is so conditioned to losing, that some people on that Faction in the Alert do not try to play toward winning the Alert, but just continue to play as they would at non-Alert times.
    • Up x 2