Welcome to LockonSide2

Discussion in 'PlanetSide 2 Gameplay Discussion' started by phungus420, Jan 25, 2013.

  1. xelotar

    you know, this idea isn't even all that bad... maybe a laser that engineers can place (in trade off for their turret) that shoots lock on missiles within a certain radius (can be upgraded with more certs), but i personally would be down to support armor and air with some sort of infantry item/weapon when it comes to lock ons
  2. Gav7x

    Well the sundy already takes 5 rockets from the normal launcher, the annihilator deals less damage, dont expect to kill the thing fast, esf die in 3 annihilator missiles tho, just 1 more missle then the anti air lock on launcher
    • Up x 1
  3. Lodeclaw

    Guided missiles are absolutely required for TR and NC heavy infantry. A standard rocket launcher will never hit a Magrider unless it's very short range since the Mags can just sidestep or magburn away long before they get hit.
    • Up x 1
  4. Bloodlet

    Smoke and flares.
  5. TeknoBug

    Yup I noticed an increase oflockons when in my Lightning, even with maxed out IR smoke I couldn't keep up and had to break LOS many times.
    You guessed it, TE is a crazy outfit, they did a MAX zerg last night, saw more than two dozen MAXs in the biolab and it got ugly.
  6. aedn

    Lock ons are fine, ran a HE lightining yesterday at feldspar on matherson, take 2 -3 hits and back off and repaired. also went on an absurd 90 KS during the farm with an ungodly number of kills overall. thanks TR for parking that sunderer in the main bay where all your infantry spawned out into LOS.

    The only issues i had during that 2 hour battle, was when the game crashed on me 2 times and i had to go back and get another vehicle. Using terrain, i only lost 1 vehicle when the enemy actually made a combined arms push.

    As far as the NS annihilator its a subpar weapon, unless you have a minimum of 5-6 players using it and calling targets.

    If people cant use terrain, and want to attack mass infantry without any kind of support, then frankly, they should be dying.
  7. Aliasse

    Every vehicle needs a ANTI LOCK Flare :/
  8. Joe-H2O

    I'm sorry that you can't farm infantry with impunity any more. It must be heartbreaking.
  9. almalino

    Roadmap:
    February. Remove lock on launchers
    March. Forbid infantry to look up into the skies
    April. Forbid infantry to move so that those Air gods can kill them easier.
  10. Mootar

  11. wowie

    Surprised that didn't happen sooner.
  12. Shinrah

    Any smart organized outfit will have lots of people with Lock-on´s ready to deploy as soon as enemy armor or aircraft is moving in, and before these can even render the enemy, they are already locked and under fire.
    And quite often the terrain does not allow you to dodge, Esamir plenty of flat surface, Indar Comm Array a hill with perfect LoS to all surrounding terrain for at least 1,5km, list goes on and on.

    And to top it off they buff these weapons....Don´t get me wrong, I think everyone NOT using them atm must be stupid. Considering how effective these weapons are, when used in large group, this is kinda logic.

    Yesterday we had this Sundance guy from MLG on the stream, how the hell does wannabe pro gaming go together with the kind of "dumb it down" patching we see lately? If you want to have any kind of "pro" players around, you need to provide a sufficient skill ceiling, that allows individual players to stand out. But if you at the same time keep introducing and improving weapons that have a very low skill ceiling, you simply wont attract that kind of playerbase.

    But hey what do I know, I mean the guys who thought BFR´s, that are almost invincible, were a good idea probably know what they are doing.
  13. MrLee.NO

    The problem imho is the dual purpose launcher. Force people to chose between one and things will balance out. Too bad they already introduced it and it's no unfeasible to take out.
  14. CBCronin

    Lock on launchers by themselves don't win this game, try some combined arms and the vehicle spam works fine.

    -Sending in a few infiltrators pretty much neutralizes guys standing still for a few seconds trying to get a lock.
    -Any terrain blocking the picture resets lock.
    -Work as a team, as in one plane/vehicles draws fire while the others locate and terminate.
    -Prowlers and lightnings running horizontally to a shooter can't be hit, missile impacts ground behind them.
    -and many, many more.........

    If some of you guys spent as much time figuring out counter strategies, as you do trying to nerf items, you might find that playing is more enjoyable than stomping grapes.
    • Up x 1
  15. TheEvilBlight

    I would consider a change to the G2A weapons that used splash damage instead of direct impact to deal damage. Or perhaps a weapon cert that would allow for a faster, splash-damage, but lower base damage missile favoring anti-ESF usage or a slower, harder-hitting, long-range missile for Liberators.

    It doesn't address the fact that most people do play HA...and in the long run, until SOE can encourage a diversity of playstyles there will be lots of Annihilators, since it's the only reliable option to attack vehicles or aircraft.

    If HA's started with a burster or the rocket launcher, people would probably never buy the guided weapons, and would trust a single-fire burster for their air deterrence. As it is, the only weapon available to deter air happens to be guided. What do you want them to do?
  16. Gav7x

    Agreed whit february change, but march and april ones are a bit too much if you ask me
  17. sunflight

    My tomcats fail to actually hit slow moving targets without flares in the open sky constantly. They are kind of miserable sometimes to be honest. They tear a liberator in half but are easily jukeable by accident even.