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2012-05-23, 10:09 PM | [Ignore Me] #31 | ||
Sergeant
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While I am not a fan of vehicle regen, I certainly hope that air vehicles are harder to take down with AA if flown at high altitudes. If you can't take them down from the ground then send up some pilots to bring them down. If the devs maximize the ceiling cap to cater to air to air battles, high altitude will be an entirely different battlefield; even to the point of enabling air vehicles to fly above the clouds to conceal themselves from ground units while traversing the continents. Think of the layers of progression air ops would have to consider.
1. High altitude travel towards target objective. 2. Air cav/scouts fly ahead of support aircraft to overcome enemy air to air and gain air superiority. 3. Additional reinforcing support fighters escort in the gals and libs and provide cover. 4. Fend off the waves of reinforcing enemy aircraft. 5. etc. etc. These tactics are limited when ground units have just as easy an ability to take down air vehicles(minus flak weapons which have always been high altitude capable). Yes, I agree, people will die a lot to pilots, but it is certainly not exclusive to pilots only. Once aircraft come into the "common zone" below high altitude where they are more vulnerable, between flak, MAX's, and any Ground-to-air equipped vehicles, there will be plenty of pilots getting punished. Crippling the skies by making Ground-to-air weaponry more efficient is counter productive to air tactics. It's not like defending factions can't defend the skies with aircraft based defenses. If, however, the advantage is solely in reference to regen, then obviously that should be addressed. I think repair pads, as someone mentioned earlier, are the most practical solution. Last edited by kertvon; 2012-05-23 at 10:11 PM. |
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2012-05-23, 10:14 PM | [Ignore Me] #32 | |||
Contributor First Sergeant
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A pilot that bails on top of you essentially has a full new life to screw you over with (most games don't limit pilots to a flightsuit and a pistol, which makes them a double-threat). A pilot that runs away is out of the fight until he bails or repairs, this usually takes longer than a respawn would. Last edited by IMMentat; 2012-05-23 at 10:16 PM. |
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2012-05-23, 10:18 PM | [Ignore Me] #34 | |||
Colonel
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And frankly, while I think we really need to limit pilots to flightsuit and pistol(maybe a repair tool), at a bare minimum they should be limited to light assault and assault rifle, they should definitely not be allowed to carry around heavy AA/AV as a pilot. BF3 montages where you bail out of your jet and shoot the enemy jet in the face with an RPG in mid-air need to stay in BF3. Last edited by Stardouser; 2012-05-23 at 10:19 PM. |
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2012-05-23, 10:36 PM | [Ignore Me] #35 | |||
Major
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2012-05-23, 10:42 PM | [Ignore Me] #36 | |||
Corporal
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I agree with you here, there was a system like this in all the Battlefield games before the Frostbite engine (Battlefield games after 2142 sucked, with the exception of Hero's) and it was a great way of handling disables. Last edited by SoNaR; 2012-05-23 at 10:48 PM. |
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2012-05-23, 10:47 PM | [Ignore Me] #37 | |||
For instance, up in the sky, there aren't many line-of-site obstructions making it easy to target you. This goes for my feelings in preferring the Lib as an attack gunship and Galaxy as something that acts more like a transport helicopter rather than a paratrooper transport.
__________________
All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2012-05-23, 10:48 PM | [Ignore Me] #38 | |||
Colonel
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The bails, otoh, were one of two things. 1: "*%#*& you AA n00b, you're not getting kill exp!", where the pilot bails out to spite whoever was killing him, knowing they'll land somewhere they will be completely worthless. 2a: "Whatever, I'll just AB over to the tower and get a couple kills before I die", where the pilot gains a magical second life and virtual immunity to the AA that was just killing it. 2b: Where they AB over you and gain a magical second life and transform into a unit designed to kill you. I'm fine with bailing as an insertion mechanic. Hotdroppers were a valid emergent playstyle players developed. But it should require a very lightly armed/weaponless variant of the fighters, imo, not something you instantly transition to out of a solid A2A or A2G aircraft when you get into trouble that you can't run away from. I mean, imagine if that bailure drops on to an AA max with AV at the ready, and that AA max pilot bailed out with an AI weapon. It'd be ridiculous. |
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2012-05-23, 10:50 PM | [Ignore Me] #39 | ||
Part of the bailing problem will likely be dealt with be providing exp on vehicle kill, not just player kill.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2012-05-23, 10:52 PM | [Ignore Me] #40 | |||
Colonel
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The only thing is, even if they tinkered with the disable percentage, don't Javelins still disable in one hit even if they don't take you to 34%? Also, you still have to repair ALL the way to 100% to stop it, right? |
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2012-05-23, 10:55 PM | [Ignore Me] #41 | |||
Major General
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2012-05-23, 10:59 PM | [Ignore Me] #43 | |||
Colonel
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1. Will there be a resource sharing system? 2. Will playing as infantry classes be significantly cheaper than using vehicles? 3. The tie in question is; if there's a resource sharing system, won't that mean that an outfit's infantry can share their resources to its pilots, allowing them to use wasteful tactics a lot longer, perhaps even indefinitely? Note that I am not suggesting a sharing system, I'm just anticipating an issue. Maybe if Hamma was able to cover the Resource system during his visit, we'll know enough to decide if this is a worthless question or not. |
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2012-05-23, 10:59 PM | [Ignore Me] #44 | ||
Colonel
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That and the requirement for ejection seats. Hopefully pilots don't have easy access to repair pads either, so being a jump troop isn't a given. Or, hopefully it'll be hard to land as a jump troop unless you're relatively low and slow.
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2012-05-23, 11:04 PM | [Ignore Me] #45 | |||
Major General
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from what i understand with infantry you have to pay to change your equipment loadout or something and purchase new unlocks,(this is the same with vehciles, but it seems you have to pay to get the vehicle) but to go back to that saved loadout it costs you nothing, i would expect maxes to cost resources. come to think of it, i do vaguely remember something about a base model vehicle with no upgrade been free, but one with better weapons on it would cost resources to pull. Last edited by SKYeXile; 2012-05-23 at 11:06 PM. |
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