[VIDEO] The pathetic state on Connery air game.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by KO-tic, Oct 25, 2014.

  1. KO-tic

    Well in briggs the air game very very diffrent
  2. KO-tic

    Says who?
  3. SNAFUS

    So your telling me the majority of brigs pilots are good?
  4. CNR4806

    You are not supposed to win a 1v7 fight.
    [IMG]

    The side with 7 aircraft has discovered how to effectively play wolfpack to prey on the others who don't, that's one of the few occasions that the tactical element this game has been missing on a whole shows up.

    And of course because teamwork and tactics are OP, people are crying over it.



    The Space Bushido talk again, how cute.
  5. Brahma2


    So I have a question, if one beat seven people who didn't know how to fly in a fight, but then fought them again and they had lockons and won... would you not consider that screwed up?
  6. SNAFUS

    There is no issue with air wings operating with large numbers here, though I'm sure some individuals dislike it. The primary issue people have on Connery, for the moment, is large air wings operating with pure A2AM or coyote builds. Their only purpose was to fly around the continent with multiple squads and simply do lock on spam on lone aircraft. These same airwings when countered by a superior force simply quit and come back when there is no one to resist them. It is this prolific and singular use of lock on mechanics that are currently far to powerful in groups that has created such a dire situation for the Connery air scene.

    And when people say what are they suppose to do against a larger force, before the use of A2AM mechanics were so wide spread a good pilot could actually win or at least take down a few enemy aircraft when outnumbered. My personal best was beating six enemy revers single handedly back at launch, was a rare victory but it was possible if the skill gap was present. A2AM remove that skill ceiling and allow a guaranteed damage on any enemy aircraft removing the competitiveness from that fight, creating a sense of helplessness and frustration for the receiving party. I fully support large air wings operating in the game and accept lock on mechanics as a good way to assist lower skilled pilots, but they need to be balanced in a manner that brings some level of competitiveness in the air.
  7. CNR4806

    *sigh* Another thinly disguised (or not at all) jab at lockons?

    I wasn't even talking about lockons in my post, but if you insist...

    No. Yes (god damn double negatives). They chose a weapon that stacks well with numbers and requires less practice to use with decent efficiency (read: no learning cliff involved), allowing them to build up the numbers to stack that weapon easier. It was a correct tactical decision.

    You can argue all you want about how lockons are evil etc etc, which I do not plan to address any further in this thread. What I WILL stand by, however, is that the players in question simply chose the most efficient tool for the task at hand, and they are not to blame for making a choice that the game itself provided, not matter how hard Sky Knights try to frame them with their Space Bushido bovine excrement.
  8. Brahma2


    There's no learning... anything involved. It doesn't take less practice, it takes no practice.
  9. CNR4806

    Less or none, that is not my point in either of my posts.

    I think we're finished here since we aren't even talking about the same thing.
  10. Brahma2


    We aren't? You seem to think that numbers trump everything, I'm telling you that in my experience that isn't the case. That especially goes for the air.
  11. WaaWaa



    I agree pathetic indeed.

    Vol.2 coming out this weekend/Monday.
  12. Degenatron


    Let me tell ya, running a Skyguard, and doing it well, is RARELY boring. I never pull an SG unless there is a need - that means targets in the air.

    I let pilots get in close - if you can't see your explosions, you are shooting at them from too far away. Wait until they are close and you down the aircraft 6 out of 10 times.

    You start downing aircraft, and you become "Mr. Popular". You better have your s**t all in one sock when you pick that fight because they WILL come after you.

    The real trick is to be as aggressive with them as they are with you - my personal favorite is when a Liberator takes a nosedive at me from behind, and I start blasting them and throw the lightning in reverse at the same time, closing the distance faster than they are ready for. They zoom over the top of me, getting the absolute worst the SG can deal out - they panic and run, but now I'm on their tail reloading. I let them think they got away over a hill, and before they can get their repair tools out, I'm on the hill hosing them down. Either they die there on the ground, or they get 50 feet off the ground and die. Lemme tell you, they REALLY hate that and it shows. They will come roaring back at you a minute later with a giant chip on their should determined to prove they can kill you - so you have to be ready for them.

    Also. Skyguard do an amazing job at killing Sunderers and Harassers - but if you get too focused on doing that, and ESF will take you out.
  13. iller

    no actually I wasn't being serious. the guy's a massive troll but he's one of the most entertaining players in the whole game
  14. zaspacer

    ESFs are currently not good vs. Sunderers. Most the ESF weapons are terrible vs. Sunderers with very slow Time-To-Kill. Sunderers often have plenty of Infantry to repair them (and further slow the Time-To-Kill them) and/or Infantry with AA (Rockets or using Sunderer Weapons) that make engagement not viable. And they can deploy so that even killing the crew won't keep them from returning to defend it.

    Even a weapon like the Hornet takes a lot of shots (13) and reloads (6)(more if the Sunderer has Armor, Shield, Nanite Repair [from self or other Sunderer], Fire Suppression, or Infantry Repairing it), whether hovering or in attack run passes, and it's typically not worth it unless the Sunderer is vacant or driving in the open with only a driver inside.

    The ESF is typically better off farming the Infantry around the Sunderer. And bailing if/when it gets too hot. And if it wants to destroy a non-trival Sunderer, the ESFs best bet is to Q-Spot it and otherwise alert allies, and let those allies take it out (or assist in taking it out).

    ESFs in general are much worse than they used to be at taking on varied types of units. 3-of-the-4 Noseguns are only effective as A2A vs. ESFs (and some lower skilled Libs), and the other Nosegun is very effective vs. Inafntry but bad vs. other targets. 2-of-the-4 Wingmount weapons are only A2A. The 3rd Wingmount Weapon (Rocket Pods) is good vs. Infantry and Ok vs. Armor (I don't use it much, so can't comment on the details of what it's best against). The final Wingmount weapon is good vs. (non-Skyguard) Tanks or Base Turrets or stationary Harassers and Ok vs. Infantry.
  15. WaaWaa

    You'd think they'd learn.
  16. KO-tic

    Yea pretty much since our pop is so low and air game is composed of a few master ace pilots
  17. zaspacer

    Well, I think they *will* learn. It wasn't too long ago that Sunderers and other units were much safer targets. ESF weapons were better against them, their weapons weren't as effective against ESFs, etc... or, if those things were already in-game, at least the one that spawned didn't have loadouts that were as effective.

    Getting Resources to spawn ESFs are a lot easier now too, so many ESF pilots take a lot more risks (or don't bother learning) of losing their ESF without worrying about it: they can just spawn another. Before the Resource change and Acquisition Timer removal, I was very careful with my ESF, if I was repairing it and attacked (by a hard hitting unit) then I would jump into it and try to save it. Now if I am repairing it and am attacked by a hard hitting unit, I abandon the ESF and try to survive, and just redeploy (or run to a Terminal if I am at a Tower) and spawn a new one.

    I also think a lot of players aren't as aware of many changes that hit the game. Sure, they'll figure out big ones that affect stuff they use, like Resource changes and Acquisition Timer removal. But they'll be slower to pick up on Nosegun damage resist rate changes by various targets, or various weapon buffs by various weapons against ESFs. And for certain changes, like changes to ESF weapons they don't have or OP loadouts that are emerging, they'll have no clue until/unless the buzz on them from others gets very high and they happen to hear about.

    As it is now, if I see a Sunderer or Lib (or sometimes ESF) target, I will often "poke" it to see how vulnerable it is. Also, I will often be more likely to engage it if it is not covered in bling. If it tries to run or otherwise doesn't show signs of being difficult, then I will engage it to take it out. Sometimes I will do this on a Lighting, to see if it is a Skyguard or not, and depending on my loadout.