When will anti-air actualy be anti-air and not just eye candy?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Sirge, Nov 27, 2012.

  1. RetroRayner

    As someone else stated it is a very difficult things to get balanced.

    Me personally, I think 1 Dual Burster Max should be able to destroy Air Calvary with the ease Air Calvary can destroy MBT with Rocket Pods, If you want to go into a Bee's nest to steal honey, then you have to be prepared to get stung.

    As it stands right this moment Air Calvary know that if they are enganged by a SOLO Dual Burster Max, they have enough time to easily kill 1 maybe even 2 MBT with Rock pods.

    Air Calvary know if they can locate the Dual Burster Max, which I don't think is that hard you get a big red inicator, that you can fly up to that Max and easily destroy it.

    This say's to me Dual Burster Max are not a deterent they are an annoyance.

    So to answer your question, how much AA do I class as alot, this is fact, 3 days ago 3 Dual Burster Max, 1 single Burster Max, 2 HA with G2A Rockets and the 2 Turrets at The Crown, had about 8 Scythe 3 Liberators and the odd Galaxy constantly buzzing it, maybe 1 aircraft every 5 minutes got destroyed. While the Scythe and the Liberator didn't get a chance to destroy anything because they had to keep bugging out, the accuracy the spread and the range of AA is so poor it is easily avoided, so we got hardly any xp.

    I class that as alot of AA and while effective at deterring Air, it didn't destroy much and gain us any xp.

    And to clarify I have been running 1400m from one location to another and had an enemy aircraft fly over me on low healt and destroyed it, but that doesn't make my Max OP for once I was in the right place at the right time.
  2. Trollfeed

    First thing they should do is to give more bullet velocity to walker and skyguard, probably little bit accuracy too. Adding experience for just damaging aircraft would make playing AA more rewarding as good pilots will usually escape unless they make AA really overpowered.

    I can't really understand complaints about bursters though, they are very effective taking out aircraft when used properly. Just start shooting when that ESF enters its attack vector and you drop it pretty easy. Same goes for skyguard, but sadly its range is lacking due to its slow bullet velocity so it can only kill targets under 100m reliably.

    Please play both AA and try flying before forming opinions about the effectiveness of AA, you might be surprised.
  3. RetroRayner

    I did yesterday, when TR locked Indar on Miller, I was bored so I tried VS out for a few hours, I flew a Scythe over The Crown there was a Burster Max on the Air pad and the 2 turrets, when I starting taking damage it wasn't quick enough to make me think damn I need to turn and run, I honesly felt if I had rocket pods I could have taken the max or a turret out, I flew over all 3 of them then down and around to repair I was on 50% hp, I hardly did any severe movements. I just did not feel threatened,
  4. Scythar

    Got bronze at both sides for bursters, so you can kill, but they have to be not to far away.
    If there low at health, they'll go away, so yes you can coop with your own aircav. Got a lot of assists that way.
    i usually try to be close to a sun to cos ammo goes very quicly i'm afraid.
  5. Phasics

    then he got the drop on you. if he's already hovering and firing then you lost because you didn't see him in time. Had you seen him as he was closing in you would have ripped him apart with the dual burster.

    I do quite well for kills using the dual burster , and I can tell you it's all about seeing them before they see you.
  6. Cingal

    ESFs are too protected.

    They have too much health and deal too much damage.

    ESF's ability to kill each other should remain constant, reduce damage and reduce health.

    Their damage to ground targets is overkill.

    Presently ESF with rocketpods can probably do more than a Liberator can.


    Liberators, right now, are a bit weak to AA, they're slow and can't get away fast enough, so, they're screwed if they over extend or stay in the firing line of AA for too long.

    So, I'd say Liberators are fine right now, but, if more people start using AA, they may become too ineffective at ground attacking to be worth using.

    ESF need to fear AA cover.