Skyguard

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Shortpower, Nov 26, 2015.

  1. Liewec123

    people tried using that in deffence of old vulcan harassers, its not a great argument,
    sit 2 people on a flash, its a 2 person vehicle, should it be beating lightnings too?

    the way i see it, skyguard has one job and only one job, killing air, libs shouldn't be able to casually fly over and 2 shot them.
  2. Gundem


    Well first of all, 2 people on a flash can beat a Lightning. It's all about how you use the human resource as well as the game mechanics. A Fury Flash with a Decimator on the back can actually kill lightnings with ease, if they attack from the rear.

    Secondly, a Dalton cannot 2-shot a Lightning. That is simply factually wrong. If you are referring to a TB-Dalton strafe run, that's a different story.


    I'm not telling you if it's balanced or not, or whether the Skyguard needs buffed or the Liberator needs nerfed; I'm just telling you how it is, if you coordinate with Skyguards, you can lock out aircraft from the entire battle.
  3. Taemien



    We're going to have to agree to disagree here. I don't need more than 1 AA source to deal with ESFs. Other's may. Sometimes the skill of the pilot overcomes the dev's best attempts at balance. That's normal.
  4. Inex

    You aren't? As Liewec pointed out,

    it looks like you're implying that the balance between the two vehicles is based on maximum occupancy.
  5. Danath

    Except a single manned Lib can still Tankbust, use the Dalton and fly away.
  6. Gundem


    In part it is.


    This game, being an MMOF2P, relies entirely on it's population to sustain itself. As the devs have said, F2P's are what provide content.


    A slot for a player means the possibility for action. Players are action, they are in literal essence, possibility. Without a player to do something, there is nothing in PS2, literally.


    Now, consider this: A single player has access at minimum to every 1-man vehicle in the game, and every infantry-based utility. Each and every player can use his or her tools individually. Thus, each seat in a vehicle represents the possibility of an individual player using the tools given to them in order to influence the gameplay.

    A great example of the strength of a vehicle being based on the number of seats is the well known Galaxy Drop. When 11 players are suddenly coordinately dropped into a single area, such as a capture point or a building, they can easily turn the tides of a battle. When a Galaxy suddenly drops a dozen HA's behind, or even on top of a vehicle zerg, they can deal quite a massive amount of damage. What enabled them was the Galaxy, and it having 11 free seats. This is balanced by making the Galaxy massive, overwhelmingly armed and extremely slow for an air vehicle.

    Even the Flash exemplifies this concept. When the rumble seat was added, the Flash actually became quite a fearsome force if used correctly. Because of it's extremely low resource cost, it is extremely fragile. Paqu showcases just how effective a smart 2/2 Flash can be.

    The Harasser is also a great example. As a single player, you could indeed hot-swap to the gunner seat and peg away from a distance, but you'd be screwed against long range AV or vehicles in close quarters. In exchange for a second player sacrificing their potential to perform any other aspect of PS2, a Harasser gains the unfathomably strong ability to move and shoot at the same time. For a 3rd player, you can gain a mobile tank mine dispenser, constant repair symbiosis, and long range AV turret. If that 3rd player sacrifices the resources he/she could have spent on an MBT or a Lightning or an ESF or C4 or Medkits or Revive Grenades, he/she can pull an AV MAX and significantly bolster the AV potential of the Harasser.

    Yet another example is the also well known Sunderer. Alone, a dual Basilisk Sunderer is quite formidable. But a Sunderer that suddenly ***** out 6 AV MAX's with engis and medics to support or 10 HA's all at the same time on some unlucky tank that follows it? You could withstand quite a massive tank push. Even though your vehicle is regarded by the playerbase as a transport, the Sunderer represents the possibility of players.


    For the Liberator, we can apply this same concept and see the same results. If my fully manned Liberator crew were to split the human resources available into 3 AP Lightnings or 3 ESF's, they would suddenly become far more devastating then a lone Liberator. This is still balanced, because 3 ESF's or 3 Lightnings cost far more resources then a single Liberator does. If we instead pulled a 3/3 AV Harasser, we would still be quite competitive. They have the same human costs, and frankly they can perform about as well. The difference is the Harasser, being a far less expensive vehicle, is far more fragile by nature, and thus requires a more skilled driver.


    None of this is to say that the system of vehicles is perfect. It could use a lot of improvement, but it is true that vehicle balance is in part determined by how many seats it has.
    • Up x 1
  7. Gundem

    A 1/3 Liberator is dead meat to even a mediocre ESF. You can't dodge or fly while you aim and vise versa.
    • Up x 1
  8. Inex

    And that's my main point: making it clear that holding a position on the power something should have based on some property, implies some desired relative power between two things based on a comparison of that property. I'd almost be sorry to prompt you to write out that wall of text, but it's actually a good read.

    Which sounds super pedantic (especially when I word it that way :p), but it's the same thing that came up in your PSA thread (which I'll copy here to keep anybody from going over there and polluting your call to arms).
    I'm definitely in agreement that the number of people is a factor in balancing, but it's not enough to simply compare seats.
    Speaking specifically of the Skyguard:
    1. One of the more common complaints from drivers is just that once the sky is clear (whether you got the kill or not), that's it. Your usefulness is basically at an end unless more air shows up. If the Lib kills a Skyguard though? Well, it just proceeds to kill everything else on the battlefield too.
    2. Libs are significantly cheaper than Skyguards. Since the Skyguard is single crewed you need to pay for each one you put on the field. The Lib only has to pay once for the whole crew, making the cost 350/person for the Skyguards vs. 150/person for the Lib (225/person for a 2 crew).
    3. As a heavily armored air platform, the Lib has no real hard counter. While the Skyguard has to worry about mines, C4 and any other anti-tank weaponry, the Lib has no 'natural predator'.
    And I think this is probably what you were getting at when talking about not saying whether either platform needed to be changed. There are unfortunately enough people pushing the 1vs3 crew as the deciding factor that it's necessary to verify.
    And, something I should have addressed last time:
    It's also true that if you coordinate with Libs, you can lock out Skyguards from the entire battle.
  9. Demigan

    Even if the Lib is solo you still can't solo them with a Skyguard.
    Another problem is that the power difference between the two is also huge. A Liberator can be put to use as AI, AV and AA with varying degrees of effect, but it is effective. A Skyguard requires teamwork to function, and when it does have teamwork it's too good. that's my problem with it. The region where it's neither too good nor too bad at it's function with or without teamwork is too small, or even non-existant.

    Also, people want to gun for a Lib. They want to do teamwork, as this type of teamwork is more easily obtained especially because the gunners are stuck with the pilots goals. People dislike using a Skyguard or other AA and it's nearly impossible to get someone to teamwork with you. In 3+ years time using a Skyguard the best AA teamwork I've had was another random that just happened to have spawned one as well and was in the area. And you see the same with AA MAX's: It's not teamwork at all, it's just a few solo players that decided each for himself that they would be useful as AA. And even then there's usually no more than 3 or 4 doing it... From the Spawnroom.

    People should want to pick up AA. People should want to carry AA into battle over other things. People should feel effective while wielding AA, just as aircraft should feel effective in large-scale battles. This is why G2A AA needs changing: So that aircraft can function in a fight of any size, and so that AA will be present and dangerous regardless of how big or small a fight is.


    And how many times does a single Skyguard one-clip an ESF?
    Oh wait, it rarely does, because ESF can escape any Skyguard at all times. Whether an ESF dies or not to a Skyguard is about 85 to 95% in the hands of the ESF pilot, who decides his approach, attack run and escape route, while the Skyguard can only keep his aim up (which is made both easier and harder due to the Flak detonation range vs the set COF) and hope that the ESF makes a wrong decision somewhere along the line. In the meantime an ESF can destroy a Skyguard without the Skyguard being able to escape or kill the ESF in turn if the ESF chooses the right approach and uses Hornets.

    Also, AV mines OHK ESF. Do ESF now have to fear AV mines? No they don't, because they rarely touch down and have a teeny tiny chance of getting killed by them. The same counts for Heavies and their dumbfires. They can OHK (or nearly OHK in most dumbfire cases) any aircraft, it's just that the aircraft can fly faster than the rocket and unless they are almost on top of you there is a huge amount of luck needed for the ESF to keep in your rockets path.
    This last argument of yours basically comes down to "sniper rifles can OHK, thus a bolt-action with 10 rounds will get 10 kills per magazine, which makes them OP". Such an argument simply ignores all the skill required to lead at different distances, predict possible direction/speed changes of the target, possible COF when moving, possibility of retaliation by other hostiles or discovery by harder targets (such as tanks) etc.
  10. zuka7

    Same old forumside. Liberators are dominating the battlefield. That is why everyone is scrambling to get into one at the warp gate. Dalton is such a noob weapon. You don't even have to lead the target. This is why pilots don't let anyone else gun but their few friends. I mean you can 2 shot someone and one shot an ESF. And yet when I lone wolf with the skyguard I can't one clip a liberator. The only thing that is not kind of fair from my point of view is that skyguards do not render past 350m for enemy air most of the time.

    And btw the TANKBUSTER. It's such a troll weapon that most of the pilots always get in your face by flying low just to taunt you with the V6 voice macro.
  11. Taemien

    When the following two conditions happen:

    1. When I get in one.
    2. When the ESF gets close enough to make an attack on me or friendly forces.

    Obviously if they leave the area I can't kill them. But then he can't kill me nor my friendlies either. If he wants to kill someone, he has to die too. I can effectively do this to multiple ESFs. I start running into trouble when fighting 3 (if coordinated) or 4+. Give me a buddy in a Skyguard so we have a two man team and we can get kills on a much greater number. ESFs need 5-6 coordinated peeps to take us out, since now it needs Half a mag to kill one. Meaning they get less and less opportunity to make a kill or even cause damage.

    But that is the problem with the Skyguard. Its meant to kill ESFs one to one. And anyone can pull it off by just pulling one. Lightnings can be pulled from anywhere. There used to be a time when Lightnings could only be pulled from Tank terminals and they weren't so prevalent.

    Try it, get a ESF and get a kill or two. The lightnings and bursters come out.

    And those things become force multipliers on each other. Because like I said, all I need is a buddy and I can get rid of more than twice the aircraft I can do alone.

    If any change was done to the Skyguard, I think it should be that it should be much harder to use, but more rewarding. This allows air to dodge, but by dodging they can't attack. So they have to make a choice, they can stay in the fight, but be evasive. Or make an attack and risk taking lethal damage.

    I'm making this suggestion from an equally biased point of view. What this means is I want to see the Skyguard changed into something more useful as a USER of the Skyguard. But from someone who is frequently a target of it as I do know how to use a ESF, and fly as part of a Gal crew. I don't like the idea of the shots being assured.

    Obviously if an aircraft directly attacks a Skyguard the shots should be assured because of the angle of attack is straight on. I'm not against that. Then its a test of will, skill, mettle, and who got the drop on who.

    Something like this:

    300 RPM
    300m/s
    250 damage before 100m
    200 damage after 300m
    60 Max Indirect damage
    3s Reload speed (short and long)
    70 round mag1050 pool
    1.00 minimum Cone of Fire

    The stats in red are slight nerfs to make it more skill based. Green is the reward. Yellow could be a buff or nerf depending on who uses it. Better aim means better results. By contrast the Walker has .65 COF. While the current Skyguard has 1.25

    Personally I'd like to see the Harasser version of the Walker buffed slightly. There's something inherently wrong with the fact that two players can get a Skyguard each and be more effective that way than one pulling a Walker and the other gunning. I know there is a 350x2 nanite cost involved with the Lightnings.. but think about this for a moment. That's 2 vehicles vs 1. That nanite cost doesn't come close to comparing to the manpower cost.
  12. Imp C Bravo

    So much rationalizing, hyperbole, and flat out ******** in this thread (like every Skyguard or Lib thread.)

    Well -- let's get started...

    Not true. Reasons include but are not limited to

    Lib loses mobility when aiming it's gun. It has to follow a easily visible path to keep it's gun pointed at you -- one which also causes it to crash if it stays that way too long.
    Skyguards can engage libs first. They almost always do in fact.
    Skyguards can dodge tank buster and dalton if they are mobile. Libs cannot dodge flak.

    Nice hyperbole though.

    Libs are pretty anti ground buddy. Empirically verifiable. Can they fight air? Sure. Are they at an advantage? Not against anything except the Gal. You know what ELSE is anti air? Skyguards. You know what I've killed in my skyguard? Everything. Literally everything in the game. MBTs -- infantry of all types, harassers, sundies -- you name it. But wait! Skyguards are AA! I must be underselling the weapon by saying that....

    I'm sorry -- I don't mean to give you too much grief for that. I understand what you are trying to say -- which is that people are implying that because Libs are A2g specialized that they are somehow defenseless against air. A lot of pilots do imply that (I think some unintentionally and some intentionally) and you are right -- libs are not at all defenseless. They are not, however, at an advantage in most cases -- which is the point that some pilots are trying to make here and I think a lot of ground guys are willfully ignoring that.

    Not that the argument that air is the lib counter -- also equally ridiculous (I know you didn't say that -- just wanted to give a fair nod to it) as the counter to air should not be itself.

    Colored numbers mine.
    1. Nothing about g2a is easily avoided. Yes almost half of the air vehicles can boost away. The thing is, though, that air is also shootable by more things on the ground. Air literally is targetable by more sources and damageable by more sources than air is. Hence -- they die faster if people put any real effort into it. So yes -- they can boost away. However, if people dedicate some time to it they can't boost away before they die. A tank can operate in any sized fight. An infantry can operate in any sized fight. Terrain makes this possible. Air cannot boost or no boost.

    2. Skyguards can totally kill stuff. I kill stuff in my skyguard. It is the only vehicle I run on the ground and I pull it every day. But -- they kill air that stay around or at the VERY LEAST kick them out of the fight before too much damage is done. Solo.

    3. You are 100% correct. That's a ******** argument.

    4. I think it is more complex than that. Not everyone can use air because a.) air is arguably (again arguably -- not definitely) the highest skill req + b.) air is more vulnerable to a larger number of sources of damage from a greater number of people simultaneously than armor +c.) air is highly prioritized. Quite simply -- most people die to ground -- not even including other air looking to dogfight em down - fast. It is, quite simply, often times a thankless job where you spend a large part of a 30 minute fight over a base just trying to get in position TO have an effect on the fight without getting ganked by other pilots or shot down by flak. Pilots who team play spend a LOT of time not shooting and that turns a lot of people off.

    You are right that said argument was a poor defense of harassers. I just don't think that is the argument being made here...
    And for the record -- if the skyguard driver is halfway not crappy they will win against all but the best lib pilots -- or force them to run every time. Libs don't casually fly over anything or 2 shot anything. This is hyperbole.

    True. This does require a skilled pilot. And an equally good skyguard probably wont get caught by that one unless taken completely unawares. In fact, a slightly less skilled skyguard probably won't get killed by that one.

    Colored numbers mine
    1.Not true. In fact a skyguard is dangerous even against an ace lib with an ace gunner if the skyguard is also skilled. Just two days ago I took on one of the better TR genudine lib pilots with his 2 esfs escort buddies while sitting in the middle of a fight with prowlers shooting at me from every which way. Shot him down to flaming, he popped fire suppression, and then back down to flaming (he crashed soon after) before I got teamkilled by a harasser:( A lot of skyguard users don't utilize the mobility of their lightning and instead choose to sit still (this is partially a problem with the shake and huge COF of skyguards) -- however when that agility is factored in it becomes far more competitive.
    2.See above. I have never seen 2 skilled skyguard users working in concert get killed by a lib (or even two libs.) The libs usually escape to be fair. However, those libs are not killing the skyguard users willy nilly (unless the skyguard user is bad or unlucky -- again see above),
    3.A lot of people see skilled lib gunners put up great numbers and want to do it. DFA is fun. However, most people aren't good enough to do those numbers. The cold hard truth it -- they want easy kills and don't realize that the lib is not easy unless no one is even trying to fight it. Then it is SUPER easy.
    4. You are 100% correct. I feel you brother.
    5. Also correct.
    6. Not so correct. A skyguard IS slower than an ESF and as such can't outrun it. A skyguard is about as agile as an esf and can aim it's gun and move independantly of eachother. ESFs have to keep their nose 1 way to attack which means they have to fly one way to attack -- they have to break off the attack to dodge damage. Skyguards can totally dodge while continuing to damage.
    7.Also true. One could argue that skyguards are not targetable from as many damage sources as air. Air, by it's very nature, is (when in the fight) always visible and always hittable from a larger number of enemies. Also ground has the limitation of gravity to help keep other ground from getting to it. Sure there may be a harasser looking to kill my skyguard -- but he has to go through the two magriders I am sitting behind first. Air has no such buffer. I think those kind of cancel eachother out -- but that is just my opinion.

    Whew.

    Personally I think the skyguard muzzle velocity should be a fair bit higher. I use my skyguard a lot (only ground vehicle I have certs in) and I like it. But yeah -- that damn thing fires bullets with parachutes on the back of them :mad: I swear my grandmother can throw a loofa faster than Skyguard rounds travel!!!!
  13. Moridin6

    ill skyguard with you, we can curse the rest of the team together as we get snuck up on by tanks while defend the air, but yeah ill go
  14. CNR4806

    IMO the Skyguard should be a Walker Mk.2 instead of a flak weapon. A slightly beefed up Walker on a Skyguard turret would make it far more versatile than it is right now. Just imagine a Walker with slightly better damage and no depression limit. It will shred infantry and Harassers like no tomorrow when there is no air to deal with, and having used both myself I'd say it's far less frustrating to shoot at air with the 1000m/s Walker than with the proximity-fused Skyguard.

    On the other hand, the Ranger could use a considerable damage buff and a CoF nerf to make it a proper close-range deterrance.
  15. EvilWarLord

    When using a skygaurd always be on the look out for Hostile air if you see a lib as he tries to sneak up on you shoot him as soon as you see said lib. As soon as you start shooting the lib he'll duck behind the closest hill to make repairs, what i do is keep an eye on the trails Air craft go and i wait for them for said air to return for more.
    Or if you want some tips Wrel has a video for the Skyguard its better to have 2 or 3 running with you.
  16. Taemien


    This is a good point. Its hard to fight air with air because the enemy likely has AA of their own. That's after you learn to fly the damn things.

    Whenever one of my friends on TS says, "I'm gonna get a Lib," The response I typically give is 'hell no'. This is usually because we're fighting a ton of ground vehicles and it sounds great on paper that a good amount of Dalton passes will take a chunk out of the column.

    Will it? Nope.

    Between lockons, skyguards, bursters, and tank rounds even.. the lib will get chewed up pretty fast. In everytime someone suggests a Lib.. its always because they are struggling on the ground.. On the ground.. they're having a hard time. What chance does a Lib have if the ground is already saturated with vehicles? It doesn't.

    Liberators are horrible vehicles due to the counters. In the cases they should be used, they get gibbed fast. In the instances where the counters are light, the things wreck everything. This is due to an underpopulation on the ground. You usually have to outnumber the opponent to get the Libs in to 'dominate'. But in every case where Libs dominate, the battle has already won. No battle has ever been decided by Liberators.

    ESFs fare slightly better. One person needed to operate gives these things flexibility. They can move into a base, unleash hell and zoom out before their presence causes another defender to redeploy in.

    If I had my way, AA weapons would be gutted. Not removed, but overhauled. They'd universally require more skill to use, but have an effect to match said skill. They would also be more effective against ground targets to a limited degree so the AA user isn't bored, but can participate in a fight.

    Skyguard would still lose to a Viper in a straight up fight of course.. but I'd change it so that circumstance could tip the scale a bit more often than it does now. While a Viper Lightning could kill a Skyguard.. it might not be able to against a Skyguard and one Heavy Assault that nailed it once or twice with a Shrike or Crow.
  17. Obstruction

    wraith fury with decimator, actually. i heard that the best dalton gunners in the game are doing this for fun.
  18. Demigan

    So because the Lib and ESF decided to stick around for the 4 magazines it required to get the ESF killed and the Liberator to burning, which also requires close range as I assumed you used half a magazine per ESF, the Skyguard is suddenly OK? And those prowlers must have been bad as well. I have used the Skyguard for a loong time and I know exactly how to use it. Moving in it even on a straight road you'll find it's not that straight, and one little bump can make you aim waaay of target because the basic attack distance of aircraft is farther than other attack distances, so 4 magazines is even an incredibly lenient guess.

    The Liberator could have escaped you any time, the ESF as well. If they were dummies and decided to hang around and not attack you, that's their problem, not the Skyguards. If they had decided to attack you you would have been crushed, or they were really newbs who just jumped in for fun.


    You've probably seen two skilled skyguards maybe twice in your lifetime, and didn't stick around long enough to see what happened to them. This is because Skyguards working together is rare, and we still have the problem of bad scaling, where multiple flak weapons scale exponentially. See I don't just look at it from the G2A perspective, but the A2G as well, and i'm trying to give both a better gameplay rather than trying to keep the status quo.

    Flying a Liberator is not easy, but the power gained for being skillful is far too high, especially since an equally skilled Skyguard cannot win a fight against a Liberator solo, even when the Liberator is flying solo.

    Then I hope you see I'm not trying to simply buff G2A, but buff it's solo play while nerfing it's power in teamplay so that aircraft can function in large fights, while solo G2A would be capable of fighting off a Liberator/ESF harassing a small fight.

    Yes, but they cannot properly escape an ESF with Hornets that makes an attack run from behind. In fact my vehicular kill score with Rocketpods is mostly from killing Skyguards from behind. With Rocketpods you do have a chance to escape, but since an attack from behind means a surprise attack by default it takes too long for most of the people to react in time and survive.


    I know that there are far fewer effective counters to aircraft than there are to vehicles, if only because classes and vehicles taken are easily outfitted with AV weapons that can deal with infantry as well, while G2A is always niche weapon that requires teamwork to work, and if you are successful aircraft simply leave and move to a more safe area, which infantry and tanks have far more trouble doing.

    I'm not sure if you've read it already, but I would nerf the detonation range of flak rounds from it's current 4m distance to 0,5m distance, then tighten up the COF while leaving the current speed, maybe buffing it a little. This means there's far, far more skill required to actually hit aircraft, and aircraft get a chance to avoid damage through evasive maneuvers rather than "use speed to get distance and escape over horizon". This also means far fewer hits overall... Which means the damage can be increased on all flak shells. With the damage increase they can actually kill ESF if their skill in leading and predicting course changes is higher than the ESF's skill to avoid your shots.
    Preferably Liberators/Galaxies would still be able to tank the shots because they are too big to dodge the improved Skyguard. At which point MBT primary canon AA comes in. Something like a Viper canon but without bullet drop and the ability to kill Liberators with one or two clips, but with a slow velocity on the shells so Liberators could dodge the shots and ESF don't need to fear it unless they hover around.

    Taemien, your score on the Skyguard is horrid, you are far below the average population in Accuracy, Kills per hour and Vehicle kills per hour. you have only 44 kills with it for crying out loud! You are completely full of it with this one.

    I doubt you have that experience. You've only used it for 8,8 hours total man!

    No it can't.

    I killed the bursters far, far more often then they killed me and often killed the Skyguards, or I just moved to another area if there were too many for an attack run (this rarely happened). The problem for me is that I heavily dislike the way the A2A combat works and get killed every time by a top A2A player, rather than any ground units.

    Yes they are force multipliers, which is the problem on the other side of the coin. They are too strong a force multiplier, but even then not fun to use as you will have to share the kills and then be looking at nothing to do if you are successful. You would know that if you had used them properly.

    I've spammed the same mantra on these forums for months now, even added a whole series of idea's on how to get it done. You can find an abridged version above.
  19. Taemien

    First of all, I have multiple characters. You looked up one that I logged in last to check up on a supicious player. And hadn't actually played in over two months, congrats!

    Next, who the f- sits there with a little flak gun for hours and hours? If that is what you have been doing, I can see why you are so irate about the thing. Why would you pull a Skyguard if you DON'T need to deal with air?

    Nine times out of Ten you DON'T need to pull a Skyguard. And the reason for that is if you've got air up above, you Don't have infantry on the ground. Most bases do NOT have places air can affect the real fight, which is near objectives. Normally when air gets thick, I tell my guys not to worry about it. "They're up there, not down here."


    I want you to do something. Check your own killboard on your most recently played character. Filter it by timeline (default) and then under that click deaths so it only shows deaths. Then I want you to count how many times air has killed you. There's a good rough percentage of your deaths by air (it shows the last 100 deaths).

    I've personally had three. One by hornet, 2 by airhammer. Ooh.. no libs in there. Here's the Ironic thing. I'd wager your experience is about the same unless you've spent time in the air or went looking for air to fight. That's right, I'm not calling you worse off.

    But why when players DO have similar experiences of low air related deaths they still hate it? Because it always sneaks up on them. They don't face air as much as other threats and they get complacent. Thats when they get nailed by it out of nowhere. Believe me, its normal for me to go 3-5 deaths from air every 100 deaths.. and even -I- get riled up when it happens. My first urge is to get a Skyguard or burst them down with a MAX.

    Resist that urge, focus on the objective and air isn't that bad. It also makes the Skyguard roughly useless. But not because of itself. But because of a lack of targets. Think about this, imagine how awesome the stats on the Annihilator would be if no one pulled tanks anymore? You could buff the crap out of it, make it one shot 4 vehicles at a time, but if no one pulled it, it would be trash still.

    Now before you go apesh-t at that statement remember I'm not pulling a Skyguard because of lack of targets. I'm not pulling it because those targets aren't meaningful. The majority of Libs I see are just trolling and not actually helping anyone. If I knock them down, they are going to be a meaningful problem if they spawn nearby. So I let them go, let them go troll some newbies somewhere. I've got stuff I've got to do.

    I'm sure you're 10 times better with a Skyguard than I am. But I don't have the patience to sit there and wait for targets to come to me for hours. I'd rather spend that time capping their bases. When I do pull one its to facilitate the push forward. Or to keep them off Sundies. And I can say one thing. When I do pull a skyguard, the air DOES go away. Either it gets destroyed by me, by my friendlies after I softened them up, or they just leave and don't come back.

    But there's the real problem. Air is typically only good for either sundy hunting, or trolling(farming). Sundy hunting being the only useful one. And lately I've not seen air do particularly well at that. Not like it used to anyway.
  20. Alexkruchev


    My problem is that the Liberator is a solo vehicle when it's nose gun is in use. I get killed by Solo Libs in AA vehicles all the time- more than any other single threat. And if you pull a 2 skyguards, you are pulling 700 nanites of vehicle to barely counter 450 nanites. THat's a losing resource battle. And worse, the real problem is a liberator can spawn with a tankbuster, shredder, and Drake, and it can kill anything, and do well at it. AA, AG, AI. It's just fine for that. But a Skyguard? You can kill... aircraft... sometimes... maybe... if you brought 3... so no one pulls skyguards. As a fan of AA gameplay (Due to many, many traumas of rocketpodspam from 20 ESFs and AOE blasts from 3 liberators at once, I typically run an AA harasser with a walker. Why? Because the Walker is honestly better than the Skyguard at long range, and in a solo harasser, you can have a slim, SLIM chance of evading a strafing run. A Lightning? Forget about it, you're dead. Besides, a 150-250 nanite jeep is no big resource loss- and if the air dies, (unlikely) or flies away to repair for 5 minutes (More likely), then you can still use the walker as a light anti-armor weapon to annoy tanks from behind a hillside, or to drive up on infantry and gun them down. You're not helpless the second anything shows up to kill you, like a skyguard.