Upcoming adjustments to Air vs Ground balance

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Higby, Dec 5, 2012.

  1. Ginosaji

    Oddly enough, enemy aircraft are usually the least of my worries as a Scythe pilot. I feel comfortable dogfighting with a reaver or mosquito. An AA MAX, however, will make me immediately turn around and full speed in the opposite direction. Often times he'll still manage to drop me before I get away.

    I would propose a significant nerf to dual bursters, and buffing other kinds of AA (e.g. skyguards). And much, much less lock-on spam.
  2. sadf

    The rocket pod nerf is needed, and maybe not even going far enough, flak boost is also needed,at least for skyguard, walker and phalanx, a light boost to burster maxes is ok as well.
    I can not really understant that some good pilots claim that rocket pods are ok.
    This is a screen from tonight, 80/1 in 90 minutes, and i am not even one of the really good pilots, some others out there properly get up to 100+/0 or something.
    http://i.imgur.com/8AjwA.jpg

    I dont like the lock on increase though, i said it many times, i think selfguided fire and forget missiles + there "press X" counter have no place in a competitive shooter, i would prefer seeing G2A missiles replaces with some kind of shoulder fired burster style weapon.


    honestly, a weapon that can hit air, can be used against armor with only slightly less damage than the anti tank missile and thanks to extremly fast projectile speed can be used to snipe inf as well.
    If you did not expect this to get changed at some point you are simply naive.
  3. TheEvilBlight

    After finding an emptyMossie on the ground, it was eliminated with 4 Nemesis shots.

    I wonder what insane pilot would stand in place long enough to get hit by four mossie shots.
    • Up x 2
  4. MexelVanMexelen

    I genuinely believe that ALL of us who are complaining are NOT complaining about the removal of dumb fire as such. Balancing the game is fine and dandy. What we're complaining about is the removal with NO RECOMPENSE of a feature we paid for and was in no way OP or responsible for gross cert-farming like rocket pods. The removal is unwarranted and is a simple money-grabbing exercise to push people towards the new Decimator.
    • Up x 1
  5. Cronoc

    I don't know why it was thought necessary to make the anti-vehicle rocket launcher into a lock-on only weapon. I don't always have the time to stand exposed waiting for a lock, and the AV rocket launcher gives me a real sight to look down, versus the iron sights that cover so much of the screen they actually can hinder aiming on the default.

    What this change means is that I'll be buying a decimator and using it from now on. Very rare is the case where I'm called to hit a moving vehicle at long range, and I'm a good enough judge of rocket drop to do that 50% of the time anyway. So yes, I'm spending money, but in the meantime the AV lockon launchers have been significantly degraded in usefulness.
    • Up x 1
  6. fish998

    Please resist the pressure of the pilots and stick with the buff to G2A, it's practically useless at the moment. 2 Libs can completely own any base no matter how many troops are on the ground defending it. They take down the fixed guns in seconds, and the kill HAs AA launcher guys in half a second. They just fly around in no danger wracking up kill after kill.

    When you get a missile away they have a hard counter with flares, and even when you get a hit, it does a laughably tiny amount of damage. At the moment the burster MAX is the only uesful G2A unit.

    You gave the HA the anti-vehicle weapons, so that must be a part of his role, so at least make him passable at it. A couple of Magriders round a base is just as bad as well. At least with the Prowler you have a fighting chance, but the strafing of the Magrider makes it stupidly overpowered, since it can keep crosshairs on you AND dodge incoming rockets.

    Where's the NCs OP units btw? They do have one right?
  7. Eric Smith

    3 seconds? Have you actually played anti-air? It takes an entire clip of *DUAL* burster, all landing on target, and with the target not having Armor upgrades, to actually take out an ESF. It takes like 3 reloads to take out a Liberator. And Dual Burster is the best AA as far as damage. The only time AA ever kills anything in 3 seconds is when there's a dozen of them on the ground all firing at the same target.
  8. Excidium

    Most people complaining about the patch seem to me about the lock on nerf, Find me a gaming with an Anti AA rocket than can also be dumb fired at all ground targets. Then if you find me that game, tell me how many people play it.
    I'm generally for this patch as it will cut the amount of ESF's in the air. That means I have more free reign to destroy all you bad infantry all day long. My most common death while flying is MAXX aas, then its teamate ESF **** pilots ramming me.
    To prove that rocket pods were okay, I'll go a few rounds with my turn laser, and still run between 20-70kills per life.
  9. Excidium

    Me and a buddy in maxx aas single handedly stopped 40 aircraft, with around 25 kills total in 10minutes against their zerg. Thats not balanced, ESF vapourized in under 2 seconds flat.

    Stop being a bunch of one man heros and use some damn teamwork, or go an hero if you can't so you don't pollute this board and turn this great team game into Call of Duty: PlanetSide
    • Up x 1
  10. Jawkflute

    Like said a long time ago :
    let the ESF render what lock/shoot at them.It is really unfair actually to be at 700m alt getting hit by something you dont even have a chance to see (and i dont speak of killing it).

    I was killed a tons time by MAX sitting safely near a tree with an engineer box. No skill needed for that, nor exactly normal since their range of engagement is 500+ meter while mine is 250- meters (at best).

    The max AA is way to precise, thus they can do far better than their duty to keep ESF at range, the Turret have the right dispersion, ESF cant go near but they cant kill ESF from afar. Well 2 clip needed to kill an ESF, when you meet two MAX in ESF your life esperance is in SECONDS.

    With A2G rocket doing their job, what we will see will be another stupid tank zerg spam into a base. Be happy to be camped by gazillion of stupid tanker. When will we have the counter to idiot tanker pilot? A true boomer cert (not the stupid C4 that kill more the user than the tank), a true automated turret, a true EMP grenade Cert, a true detector cert, a true minefield anb deployable count...you want defense incentive, let put us massiv minefield. IE tank would need recon to survive and tank serg would stop, emp nade would be universal cert.
    Put ammo for the repair gun, same for medic, why have they unlimited ammo, something that other class dont have?
    Why not following PS1 idea to limit the amount of repair/heal you can do?

    Want to do something against air...do real forest like in PS1, hide the cap point inside and not outside where every idiot can shoot from air, do defense as well for air and ground...Turret fall way too short for HP...it took a solid 1 minute to repair them, but a single MBT take 10sec to repair for less HP : what s the point putting them there ?

    If you need to change somehting it is the engineer cert, because actually it perform way better than any other class, beeing the jackalltrade of the vehicule (be happy it dont heal himself) :
    what chance have a decimator guy against a engie in a tank? tank get hit by deci, engie insta pop out, repair in 3secs, if in danger insta pop in : In PS1 you had an animation that prevented you from doing this....DO IT again, insta invincibility is just plain stupid, like the insta repair, no class should be able to do this. It was a terrible choice to not have put it in PS2, it is why PS2 seems more a clone of BF and such.

    I personnaly think that above 40% kills in PS2 are made in engineer class (driver/gunner), which is unbalanced
  11. Virgul

    whine flyboys, no more easy farm for u, will need some skill now at least

    AA turret MUST win vs air 1 on 1, its useless otherwise, now YOU'll need to learn TEAMPLAY
  12. Arcanotechnician

    Another option that I'd prefer to the removal of dumb fire from the rockets would be to make them operate like the ps1 striker - you wouldn't have a lock on time at all, but would have to maintain lock during flight.

    I'm my squad's anti vehicle guy. I try to deter aircraft from messing with us, but also do what I can to chase away lightnings (and do a small amount of damage to heavier vehicles). If these changes go through as proposed, there won't be any good infantry general AV weapon. If you implemented any of ps1's AV weapons - lancer, striker, or even the phoenix, then I could still fill my role against unpleasant odds. (The Lancer's already in the game as the Saron HRB - make an infantry version!) And let us cert up our AV weapons!

    You've probably seen the airzergs and tankzergs that form when people aren't clearing vehicles out. Don't make it even more painful for infantry to deal with them.
  13. Sian

    HA can already take on all comers with the combination of launchers, AV grenades, C4, and way-too-accurate LMGs (I'm looking right at you, TR) so too bad for having to make a hard choice between taking an unguided and guided launcher now. I own the G2A launcher and I'm not complaining.
  14. Alexander Angelos

    Got my rocket 2 days ago for SC... and now SOE makes me regret it :(
    The hell guys?!

    Also I do not feel that they were OP after using them for a while...
    Anyway, the saddest thing is that they are better than AAR since it takes 2 rockets + several shots to kill an ESF, and a ton of those to destroy something larger unlike the rocket pods...

    Well *sigh* .... If only it was possible to get a refund on SC...
    • Up x 2
  15. Vérszomj

    I am not glad to hear that news. I bought NC anti-air rocker launcher Hawk but after this i can only fire after lock on? only air? bit fustrating , not worth it , i hope if this changes come i can sell it...
    tanks needs less rocket to die, air veiches can dodge,flare,even just fly out of danger and reprair, if you playing as anti air you must go into a high pace because if the enemy notices you are locking on they just try to fast go towards , meanwhile enemy infarity killing you , or even if you hit something and he near to death he simply jumping out,go into a rock or something.... boom exploding and you will have no xp....
    • Up x 2
  16. Vermana

    Please do not let the Decimator make normal dumb-fire Rocket Launchers obsolete.

    I'd rather see faction specific AV's instead anyway.
  17. Excidium

    You're missing the point. The good pilots will continue to destroy you even after the nerf. The instant we get equal draw distance is the instant liberator **** squads will material. You cry of rocketpods, wait for the ground and pound of liberators not getting 50 g2a missle locks. All your bad positioning that use to work for deterring air won't work. No more standing on platforms firing guided rockets, or maxx having free reign.

    These changes will be epic for the zerg vs zerg battles at all bio/tech/amp and crown fights. You know, the fights where ESF normally don't do well at when there are a million players all with AA max and G2A launchers. 3 Liberators will completely lock down the base, seeing as they have an equal chance to defend itself, not some invisible ghost destroying you.
  18. Phrygen

    Then skyguard should cost 400 resources.
    • Up x 1
  19. Rituel

    Lock on Rocket Launchers (AV and AA):
    - Range Increase :cool:
    - Faster reload time (to compensate for lock on time) :p
    - Now require lock on to fire :mad:

    Review in this case the behavior of the rocket when the tank is hull down...
    • Up x 2
  20. Niller

    It would just be bad if it ends up like in the beta, where there were no aircrafts because of AA.