So someone on reddit has dug in the PS2 files and found some possible upcoming stuff. Who knows which of these will actually be implemented, but it's fun to look at.
With proper placement, can you take down a full health sunderer with two c4 packs? I typically explode two on the roof, which is enough to get it dangerously close to death, but frustratingly still alive. I wish there was some other tool I could use on my light assault to finish it off.
So someone on reddit has dug in the PS2 files and found some possible upcoming stuff. Who knows which of these will actually be implemented, but it's fun to look at.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
I think it has to do with the added mobility they have, it would just be crazy, kind of like if they allowed the infiltrators to do it. At least for the others to do it they need to be close or it takes time to reload.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
Well, for an engy that's almost always a 1 way trip. I can't speak for LA.
Unless there is no one spawning from the sunderer, I'm pretty much picked up immediately when I go in. It's a scramble to get both c4's out and exploded before getting shot, so I'm typically caught in the blast as well.
If you do survive, you're without c4, so you're going to be looking to find your way back to a infantry terminal anyway.
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
Being able to jet in is nice advantage, and I agree that it makes it quiet a bit easier than to do so as an engineer. HA's don't have a difficult time taking down sunderer's though, assuming they take the time to rocket them from behind. It's tanks that give HA's trouble.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
I'm curious as to what makes you say that? I play almost exclusively as engineer, and can't imagine how much it would suck to have to place mines before they could be used. Know what happens about 90% of the time when you place mines on a chokepoint? Some pubbies in tanks sit on the choke point to defend it (and usually they like to sit on top of your mines), and get into a tank battle with enemy tanks and the lobbed shells usually blow up my mines before they ever have a chance to do anything, and sometimes even getting themselves blown up from said mines. The only times pre-placed mines ever truly work for me is when it's just COA defending a base, and we don't have that silliness happening.
As for LA's it's not so much as what happens after you place your explosives, as getting to the Sundy in the first place. LA's avenues of attack are unlimited almost, whereas HA, Engies, Maxes have to go on foot. LA's can get to Sundy's much easier.
And one last thought. Many of you are using the term Zerg wrong. By it's very nature, an organized outfit is NOT a Zerg as it has a command structure and leadership.
But...The Zerg have hive minds and Kerrigan. Zergs in planetside have people yelling about where to go too. Just placing a market doesnt make it not a Zerg. Unless its significantly organized, a large mass of people heading from point to point is totally a Zerg.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
Boooo hissss. Tank mines are fine. If the sunderer is so vulnerable people should defend it. I take em out with mines all the time because people don't pay attention to the purple guy running through them. When they have people in the guns on that thing it's VERY difficult for me to tank mine it.
When you did have to place them they were AWFUL.
I'm pretty sure you can blow up an unarmored sunderer with two bricks of C4, just be sure you toss them under the rear bumper rather than the side or the front. Blockade armor substantially strengthens the rear armor though and lots of people have it up to rank two at least, so you can't really count on C4 working.
Even if it has armor you can usually set it on fire though, and then it's just a matter of shooting anybody who tries to repair it for a little while.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
also the level of strategic thinking that needs to take place in this game is so goddamn minor that treating anybody as though they're some type of sun tzu for giving directions in voice chat is ridiculous.
"Leadership" in this game isn't really about being outsmarting your enemies as much as it is about having squads that are actually committed to following directions. If you're at a tech plant and tell people to get on the generators, they either do it or they don't. If they do and you take or defend the place easily it doesn't mean saying "get on the generators" or setting waypoints or whatever makes you some kind of glorious leader, it just means the players in the group have made a collective decision to play the game in an organized way.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
also hooray, a (potentially) useful turret is (might be) coming! Plus it looks like it's wider than the default turret, so even if it winds up being worthless it'll be better at providing cover
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
Boooo hissss. Tank mines are fine. If the sunderer is so vulnerable people should defend it. I take em out with mines all the time because people don't pay attention to the purple guy running through them. When they have people in the guns on that thing it's VERY difficult for me to tank mine it.
When you did have to place them they were AWFUL.
Seriously, the level of obliviousness in this game is astounding. Case in point, during the Allatum Bio Lab siege I used the jump pad to jump onto the landing platform where a shitpile of MAX units were. I ran through a shitpile of red guys who just stared at me and drooled on themselves, put tank mines under some Burster MAXs, and killed off four of them. That platform was crawling with mans and there was no reason that should of even worked. The only reason I died was due to the firey tank mine explosion. Even when a Sunderer is surrounded by guys, most of the time I can just walk right up without getting shot at before blowing their Sunderer to pieces.
also, the reason tank mines are effective is because I believe they specifically attack the undercarriage of the vehicle regardless of where the trooper is standing. if the vehicle had mineguard, I bet the engi would do a double take when it was still standing, but then he'd just call in an LA or an ESF to finish it since its paper everywhere else.
also, the reason tank mines are effective is because I believe they specifically attack the undercarriage of the vehicle regardless of where the trooper is standing. if the vehicle had mineguard, I bet the engi would do a double take when it was still standing, but then he'd just call in an LA or an ESF to finish it since its paper everywhere else.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
Heh, I think all infantry anti-vehicle weapons need to be buffed. Vehicles are absurdly overpowered compared to infantry and we definitely don't need to make that imbalance even worse.
Vehicles can roll out of the gate with 0 certs spent and just own dozens of infantry all day long from complete safety.
If an engineer or LA wants to kill a tank he has to first spend hundreds of certs to unlock tank mines or then C4, THEN spend hundreds of resources buying C4 bricks, THEN make it through enemy lines dodging one hit KO vehicle fire the whole time to right on top of the enemy vehicle THEN throw a mine them THEN throw another (and if he's an LA, THEN detonate them!) And even then if the enemy sunderer driver wasn't a complete moron and actually equipped mineguard, you don't kill it anyway.
This is literally about 1000 times as much work as your average vehicle driver puts into the game, which is 'mouse cursor over infantry, click, collect exp'.
Tanks probably need to cost about 1,000 resources each. Their resource cost is laughable. As is air, really. I have never, ever, had too few certs to drive the vehicles I want too. The most I have ever had to wait on a timer was 20s for a lightning (and I have just the 1 cert timer reduction)
Meanwhile, infantry resources are used on grenades, anti personnel mines, anti tank mines, MAX'es, C4, healing kits, etc etc etc. It is by far the scarcest resource in the game. I'm always at something like 750/750/4 resource wise.
I also think the AA damage burster MAX's do needs to be increased. They have timers and take resources, just like the air craft craft they are designed to counter. But right now the damage they do is pitiful and any pilot who isn't braindead will just fly away before he dies, even to a couple MAX. You can spend a whole afternoon doing AA with another 1-2 burster max and only kill one airplane.
If it's just one burster MAX vs one liberator, the liberator can kill the MAX waaaay faster than the MAX can kill the liberator, which is absurd, given the MAX can only shoot aircraft and is a specialized anti-aircraft unit, and the liberator can engage all targets effectively, and is much more mobile.
If this game was an RTS, the balance would be total shit.
I agree with bascially all of that. The only inference to be drawn is that if you're not actively fighting in a base, you should be on a vehicle. There is almost no place for infantry outside. I also completely agree on Burster MAXes. We had I think 5 or 6 last night, and we only bagged stupid ESFs and no Libs.
Today I learned both sides can shoot through SCU shields! (The yellow ones?) But the person owning the base is the only one who can walk through it.
Also, apparently, the instant a base switches and the spawn room shields turn to your color ...you still can't shoot in but the other guy can still shoot out. For a few seconds after they've changed color at least. Long enough to get shot in the face and die
The reason why libs are coming out in droves is because ESFs can't stay around to kill them. Flak wrecks fighters. One AA max can pretty much hold a tower. It won't kill them, but it makes it so they can't stay around.
The only thing they need to fix is how XP is given.
No you can't. If LA could kill a Sundy on their own it would be wayyy too overpowered. Use some teamwork if you want to take out a Sundy.
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
Heh, I think all infantry anti-vehicle weapons need to be buffed. Vehicles are absurdly overpowered compared to infantry and we definitely don't need to make that imbalance even worse.
Vehicles can roll out of the gate with 0 certs spent and just own dozens of infantry all day long from complete safety.
If an engineer or LA wants to kill a tank he has to first spend hundreds of certs to unlock tank mines or then C4, THEN spend hundreds of resources buying C4 bricks, THEN make it through enemy lines dodging one hit KO vehicle fire the whole time to right on top of the enemy vehicle THEN throw a mine them THEN throw another (and if he's an LA, THEN detonate them!) And even then if the enemy sunderer driver wasn't a complete moron and actually equipped mineguard, you don't kill it anyway.
This is literally about 1000 times as much work as your average vehicle driver puts into the game, which is 'mouse cursor over infantry, click, collect exp'.
Tanks probably need to cost about 1,000 resources each. Their resource cost is laughable. As is air, really. I have never, ever, had too few certs to drive the vehicles I want too. The most I have ever had to wait on a timer was 20s for a lightning (and I have just the 1 cert timer reduction)
Meanwhile, infantry resources are used on grenades, anti personnel mines, anti tank mines, MAX'es, C4, healing kits, etc etc etc. It is by far the scarcest resource in the game. I'm always at something like 750/750/4 resource wise.
I also think the AA damage burster MAX's do needs to be increased. They have timers and take resources, just like the air craft craft they are designed to counter. But right now the damage they do is pitiful and any pilot who isn't braindead will just fly away before he dies, even to a couple MAX. You can spend a whole afternoon doing AA with another 1-2 burster max and only kill one airplane.
If it's just one burster MAX vs one liberator, the liberator can kill the MAX waaaay faster than the MAX can kill the liberator, which is absurd, given the MAX can only shoot aircraft and is a specialized anti-aircraft unit, and the liberator can engage all targets effectively, and is much more mobile.
If this game was an RTS, the balance would be total shit.
Heavy Assault rockets don't require resources or have a cooldown so vehicles with both of those limitations should have some advantage. Are the value of air/ground/infantry resources balanced to each other? I think that is debatable.
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
The reason one libs are coming out in droves is because ESFs can't stay around to kill them because of how much flak wrecks them.
The only thing they need to fix is how XP is given.
I think one problem of air is that one of the traditional weaknesses of air is missing, a place to land and re-arm that is vulnerable to attack. The warpgates act as un-attackable airfields/carriers that cannot be bombed/shelled into uselessness/sunk. Due to the VTOL nature of PS2 aircraft and the abundance of airpads, damage inflicted and ammo expended is easily repaired and replenished if the aircraft can exit the engagement area.
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Which voice chat bug is that? I hear people trying to talk but it's always so soft I can't hear what they are saying. A little speaker icon and a 1/3 full blue volume bar pops up, but I'm not sure how to adjust it.
Also...is there any way to talk to just your side? I have tried different things. There is /say and /yell but there's nothing like "Hey guys, 3 of them are doing a sneak attack on the tech plant".
I also think the game very much emphasizes rolling around in zergs taking empty territory.
Defending gives you almost nothing - you don't seem to get that experience when you successfully defend a tech plant. So why bother defending when you could attack instead? And if you are going to attack, it's clearly easier to attack on an empty continent. You can have a whole zerg of half afk people in tanks drive dully from place to place and cap it and make quite a few certs.
And the vast majority of the places in the game are simply indefensible. Tanks can sit up on hills and shell the exits to the spawn rooms in perfect safety. So you can defend biolabs. The issue is, that if you are sitting around in a cut off bio lab trying to repel an enemy assault, you are getting crap for resource gain. Or even if you are furiously trying to defend the last couple places on continent to prevent the enemy from taking it. All the games incentives point to you joining the continent where you have the largest population advantage and are steam rolling everything.
The 'resource' system might be realistic, but it sure doesn't encourage people to fight in areas they are losing.
The reason one libs are coming out in droves is because ESFs can't stay around to kill them because of how much flak wrecks them.
The only thing they need to fix is how XP is given.
I think one problem of air is that one of the traditional weaknesses of air is missing, a place to land and re-arm that is vulnerable to attack. The warpgates act as un-attackable airfields/carriers that cannot be bombed/shelled into uselessness/sunk. Due to the VTOL nature of PS2 aircraft and the abundance of airpads, damage inflicted and ammo expended is easily repaired and replenished if the aircraft can exit the engagement area.
That;s not a problem with air though. Everything can do that in this game. Tanks, infantry, air, ect.
Heavy Assault rockets don't require resources or have a cooldown so vehicles with both of those limitations should have some advantage. Are the value of air/ground/infantry resources balanced to each other? I think that is debatable.
Yes, but heavy assault rockets are terrible. I've never died to someone using heavy assault rockets. It's always other tanks or more often aircraft that get my tank.
Magriders are basically immune to rockets, given how slowly they move. Even lightnings and prowlers can run off and repair with ease. A single HA is not going to kill a tank with a single rocket, even if he spends 5 minutes creeping around behind it for the perfect flank shot. And in the time it takes the HA to reload and fire another shot, the enemy tank can be gone.
I think tanks being immune to OKO from infantry while being able to deal OKO with ease to any infantry is quite enough of an advantage already.
Also...is there any way to talk to just your side? I have tried different things. There is /say and /yell but there's nothing like "Hey guys, 3 of them are doing a sneak attack on the tech plant".
There's region chat (/re), but it hardly ever seems to work yet. If the region is too populated, then it won't go through.
The reason why libs are coming out in droves is because ESFs can't stay around to kill them. Flak wrecks fighters.
Flak also needs to wreck liberators.
An AA max needs to annihilate a hovering lib in a straight up shoot out. Both have timers. The AA Max takes the very scarce infantry resources, while the lib takes the very plentiful air resources. The liberator is faster, able to engage tanks, infantry, and aircraft. The AA Max is incredibly slow and immobile, and can only hurt airplanes.
The damage AA MAX's do to liberators needs to be boosted until this is the case. (or alternatively, the damage liberators do to MAX's dramatically lowered - but then all MAX become hard for lib pilots to kill instead of just AA Max) There is no excuse for the timer and resource bound specialized hard counter to air being so bad at it's job it can be mowed down by the very thing it's supposed to counter.
The skyguard is in even worse shape, but the same applies there. A single skyguard should annihilate single liberator that decides to hover right above it and duke it out.
Also...is there any way to talk to just your side? I have tried different things. There is /say and /yell but there's nothing like "Hey guys, 3 of them are doing a sneak attack on the tech plant".
There's region chat (/re), but it hardly ever seems to work yet. If the region is too populated, then it won't go through.
Thanks. I tried using /region but nothing I said ever appeared Good to know I wasn't crazy!
an uncerted tank can kill infantry for days from complete safety... until two guys with rocket launchers show up, and suddenly the tank driver is in big trouble
my lightning legitimately can own infantry for days (until it has to reload, anyway), but that's after buying the HE gun and spending a thousand or so more certs on top of that to turn it into its single-seat infantry murdercar self
so I feel I'm entitled
plus there's the universal truth of this game that no matter how many tanks you spam at a base, you can't capture it without enough infantry to get in there and overpower the defenders. So I don't have that much of a problem with tanks.
Eat it You Nasty Pig. on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
The reason why libs are coming out in droves is because ESFs can't stay around to kill them. Flak wrecks fighters. One AA max can pretty much hold a tower. It won't kill them, but it makes it so they can't stay around.
The only thing they need to fix is how XP is given.
To be fair, the Skyguard is still fucking awful. They need to reduce the bloom on that thing's gun so that it can actually hit things at the range it's supposed to hit things.
But generally yeah, Bursters are perfectly fine. The really important fix will be to give AA XP for every hit it lands on an aircraft. Once that's done the balance will sort itself out.
I will agree that the resources need to be shifted around some. Either infantry resources need to become cheaper or vehicles need to become more expensive. When capturing territory, I want taking certain regions to mean something other than owning most of the continent does.
A good example is Wokuk on Amerish. That is TRs only source of Air resources and Vanu can make a legitimate snatch of it. after about 30minutes and a few aircraft kills, you notice TR isnt fielding that many aircraft anymore.
I've always been of the opinion that liberators should be just as scared of AA as ESFs. I dont care if they are VTOLs, you make bombing runs. You go in, you shoot up the joint, you get out. Assess your damage and ammo, do it again.
the skyguard's range is really, stupidly short. There's a video somewhere on the soe forums that shows a lib hovering over a skyguard, bombing it. The skyguard meanwhile can see the liberator, but can't hit it with the cannon
I'd really like to buy one just because I've dropped so many certs on the lightning anyway, but it can't be justified at all at the moment
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
Posts
Magrider secondary gun: http://i.imgur.com/ifeW6.png
Magrider fins (I want!): http://i.imgur.com/9GSoy.png
Vanguard railgun: http://i.imgur.com/jJaLmh.png
Prowler quad-cannon: http://i.imgur.com/T5mgWh.png
Engineer rocket-turret: http://i.imgur.com/GsRYj.jpg
Reaver railgun: http://i.imgur.com/3x4R5.png
EMP mine: http://i.imgur.com/RYIgw.png
Orbital Strike tool: http://i.imgur.com/9syuD.png
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Steam (Ansatz) || GW2 officer (Ansatz.6498)
OH MY GOD, DO WANT. That fits perfectly with the Gauss guns that the infantry use. That quad cannon for the TR looks scary for infintry.
PSN = PessimistMaximus
Heavy Assaults, AV Maxes, and Engineers can take out sunderers on their own. Jump jets are the determining factor here?
I think it has to do with the added mobility they have, it would just be crazy, kind of like if they allowed the infiltrators to do it. At least for the others to do it they need to be close or it takes time to reload.
Edit: Except those damn anti tank mines.
Well, for an engy that's almost always a 1 way trip. I can't speak for LA.
It's much harder for an HA or an Engi to get to a Sunderer than it is for an LA. Even then it might be tricky for the HA to pull off. Jump jets are the determining factor.
For the record I think Engi AT mines are bullshit in their current implementation. They should have to be placed or something.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Unless there is no one spawning from the sunderer, I'm pretty much picked up immediately when I go in. It's a scramble to get both c4's out and exploded before getting shot, so I'm typically caught in the blast as well.
If you do survive, you're without c4, so you're going to be looking to find your way back to a infantry terminal anyway.
Being able to jet in is nice advantage, and I agree that it makes it quiet a bit easier than to do so as an engineer. HA's don't have a difficult time taking down sunderer's though, assuming they take the time to rocket them from behind. It's tanks that give HA's trouble.
But...The Zerg have hive minds and Kerrigan. Zergs in planetside have people yelling about where to go too. Just placing a market doesnt make it not a Zerg. Unless its significantly organized, a large mass of people heading from point to point is totally a Zerg.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
When you did have to place them they were AWFUL.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
Even if it has armor you can usually set it on fire though, and then it's just a matter of shooting anybody who tries to repair it for a little while.
that's why we call it the struggle, you're supposed to sweat
"Leadership" in this game isn't really about being outsmarting your enemies as much as it is about having squads that are actually committed to following directions. If you're at a tech plant and tell people to get on the generators, they either do it or they don't. If they do and you take or defend the place easily it doesn't mean saying "get on the generators" or setting waypoints or whatever makes you some kind of glorious leader, it just means the players in the group have made a collective decision to play the game in an organized way.
that's why we call it the struggle, you're supposed to sweat
that's why we call it the struggle, you're supposed to sweat
Seriously, the level of obliviousness in this game is astounding. Case in point, during the Allatum Bio Lab siege I used the jump pad to jump onto the landing platform where a shitpile of MAX units were. I ran through a shitpile of red guys who just stared at me and drooled on themselves, put tank mines under some Burster MAXs, and killed off four of them. That platform was crawling with mans and there was no reason that should of even worked. The only reason I died was due to the firey tank mine explosion. Even when a Sunderer is surrounded by guys, most of the time I can just walk right up without getting shot at before blowing their Sunderer to pieces.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Or just throw a third mine.
Or even a fourth! *muahahahahaha*
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Heh, I think all infantry anti-vehicle weapons need to be buffed. Vehicles are absurdly overpowered compared to infantry and we definitely don't need to make that imbalance even worse.
Vehicles can roll out of the gate with 0 certs spent and just own dozens of infantry all day long from complete safety.
If an engineer or LA wants to kill a tank he has to first spend hundreds of certs to unlock tank mines or then C4, THEN spend hundreds of resources buying C4 bricks, THEN make it through enemy lines dodging one hit KO vehicle fire the whole time to right on top of the enemy vehicle THEN throw a mine them THEN throw another (and if he's an LA, THEN detonate them!) And even then if the enemy sunderer driver wasn't a complete moron and actually equipped mineguard, you don't kill it anyway.
This is literally about 1000 times as much work as your average vehicle driver puts into the game, which is 'mouse cursor over infantry, click, collect exp'.
Tanks probably need to cost about 1,000 resources each. Their resource cost is laughable. As is air, really. I have never, ever, had too few certs to drive the vehicles I want too. The most I have ever had to wait on a timer was 20s for a lightning (and I have just the 1 cert timer reduction)
Meanwhile, infantry resources are used on grenades, anti personnel mines, anti tank mines, MAX'es, C4, healing kits, etc etc etc. It is by far the scarcest resource in the game. I'm always at something like 750/750/4 resource wise.
I also think the AA damage burster MAX's do needs to be increased. They have timers and take resources, just like the air craft craft they are designed to counter. But right now the damage they do is pitiful and any pilot who isn't braindead will just fly away before he dies, even to a couple MAX. You can spend a whole afternoon doing AA with another 1-2 burster max and only kill one airplane.
If it's just one burster MAX vs one liberator, the liberator can kill the MAX waaaay faster than the MAX can kill the liberator, which is absurd, given the MAX can only shoot aircraft and is a specialized anti-aircraft unit, and the liberator can engage all targets effectively, and is much more mobile.
If this game was an RTS, the balance would be total shit.
PSN: Vorpallion Twitch: Vorpallion
Also, apparently, the instant a base switches and the spawn room shields turn to your color ...you still can't shoot in but the other guy can still shoot out. For a few seconds after they've changed color at least. Long enough to get shot in the face and die
PSN: Vorpallion Twitch: Vorpallion
The reason why libs are coming out in droves is because ESFs can't stay around to kill them. Flak wrecks fighters. One AA max can pretty much hold a tower. It won't kill them, but it makes it so they can't stay around.
The only thing they need to fix is how XP is given.
Heavy Assault rockets don't require resources or have a cooldown so vehicles with both of those limitations should have some advantage. Are the value of air/ground/infantry resources balanced to each other? I think that is debatable.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
I think one problem of air is that one of the traditional weaknesses of air is missing, a place to land and re-arm that is vulnerable to attack. The warpgates act as un-attackable airfields/carriers that cannot be bombed/shelled into uselessness/sunk. Due to the VTOL nature of PS2 aircraft and the abundance of airpads, damage inflicted and ammo expended is easily repaired and replenished if the aircraft can exit the engagement area.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Also...is there any way to talk to just your side? I have tried different things. There is /say and /yell but there's nothing like "Hey guys, 3 of them are doing a sneak attack on the tech plant".
I also think the game very much emphasizes rolling around in zergs taking empty territory.
Defending gives you almost nothing - you don't seem to get that experience when you successfully defend a tech plant. So why bother defending when you could attack instead? And if you are going to attack, it's clearly easier to attack on an empty continent. You can have a whole zerg of half afk people in tanks drive dully from place to place and cap it and make quite a few certs.
And the vast majority of the places in the game are simply indefensible. Tanks can sit up on hills and shell the exits to the spawn rooms in perfect safety. So you can defend biolabs. The issue is, that if you are sitting around in a cut off bio lab trying to repel an enemy assault, you are getting crap for resource gain. Or even if you are furiously trying to defend the last couple places on continent to prevent the enemy from taking it. All the games incentives point to you joining the continent where you have the largest population advantage and are steam rolling everything.
The 'resource' system might be realistic, but it sure doesn't encourage people to fight in areas they are losing.
PSN: Vorpallion Twitch: Vorpallion
That;s not a problem with air though. Everything can do that in this game. Tanks, infantry, air, ect.
Warpgates take a long time to get to.
Yes, but heavy assault rockets are terrible. I've never died to someone using heavy assault rockets. It's always other tanks or more often aircraft that get my tank.
Magriders are basically immune to rockets, given how slowly they move. Even lightnings and prowlers can run off and repair with ease. A single HA is not going to kill a tank with a single rocket, even if he spends 5 minutes creeping around behind it for the perfect flank shot. And in the time it takes the HA to reload and fire another shot, the enemy tank can be gone.
I think tanks being immune to OKO from infantry while being able to deal OKO with ease to any infantry is quite enough of an advantage already.
PSN: Vorpallion Twitch: Vorpallion
There's region chat (/re), but it hardly ever seems to work yet. If the region is too populated, then it won't go through.
Flak also needs to wreck liberators.
An AA max needs to annihilate a hovering lib in a straight up shoot out. Both have timers. The AA Max takes the very scarce infantry resources, while the lib takes the very plentiful air resources. The liberator is faster, able to engage tanks, infantry, and aircraft. The AA Max is incredibly slow and immobile, and can only hurt airplanes.
The damage AA MAX's do to liberators needs to be boosted until this is the case. (or alternatively, the damage liberators do to MAX's dramatically lowered - but then all MAX become hard for lib pilots to kill instead of just AA Max) There is no excuse for the timer and resource bound specialized hard counter to air being so bad at it's job it can be mowed down by the very thing it's supposed to counter.
The skyguard is in even worse shape, but the same applies there. A single skyguard should annihilate single liberator that decides to hover right above it and duke it out.
PSN: Vorpallion Twitch: Vorpallion
Thanks. I tried using /region but nothing I said ever appeared
PSN: Vorpallion Twitch: Vorpallion
my lightning legitimately can own infantry for days (until it has to reload, anyway), but that's after buying the HE gun and spending a thousand or so more certs on top of that to turn it into its single-seat infantry murdercar self
so I feel I'm entitled
plus there's the universal truth of this game that no matter how many tanks you spam at a base, you can't capture it without enough infantry to get in there and overpower the defenders. So I don't have that much of a problem with tanks.
that's why we call it the struggle, you're supposed to sweat
But generally yeah, Bursters are perfectly fine. The really important fix will be to give AA XP for every hit it lands on an aircraft. Once that's done the balance will sort itself out.
A good example is Wokuk on Amerish. That is TRs only source of Air resources and Vanu can make a legitimate snatch of it. after about 30minutes and a few aircraft kills, you notice TR isnt fielding that many aircraft anymore.
I've always been of the opinion that liberators should be just as scared of AA as ESFs. I dont care if they are VTOLs, you make bombing runs. You go in, you shoot up the joint, you get out. Assess your damage and ammo, do it again.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
I'd really like to buy one just because I've dropped so many certs on the lightning anyway, but it can't be justified at all at the moment
that's why we call it the struggle, you're supposed to sweat