PlanetSide Universe - View Single Post - Balancing Aircraft/AA with Altitude
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Old 2011-08-05, 02:00 PM   [Ignore Me] #16
Raymac
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Re: Balancing Aircraft/AA with Altitude


Originally Posted by Malorn View Post
I posted in the PS2 forum for a reason. Its PS2 but since we have very little information about air combat and AA in PS2 it is in the context of PS1, but assuming different AA types and higher flight ceiling.

Generally in PS, the higher you go up the more vulnerable you become to AA. In some cases distnace will help you but a good flak gunner can lead appropriately and still land most of his shots. Sparrows will find their mark most easily, and starfires are still very effective. I think distance and height should matter and it should be reflected in AA effectiveness. Make AA effective at ranges where the aircraft can also be effective. Lib and gal are the exceptions as noted above, but for good reasons.
Sorry, I didn't mean to come off as being snide by saying your post worked for both PS1 and PS2. I just meant, in my opinion, altitude alread affects AA even though there is no change in stats depending on height. And I'd really like to keep it that way. Even though I spend about 80% of my time in a Reaver, I really don't like the idea of AA having damage degredation over distance.

I believe that altitude already has enough of an affect on AA and doesn't really need to be changed. At high altitude, you can still avoid a good flak gunner by out manuevering since they have to lead you by so much, and as for the lock-on AA, the rounds will hit you, but you can get far enough away to break the lock and ensure that not enough rounds land to kill you.

The best place to see where high altitude already affects AA is on Hossin. I feel safer at max altitude there than I do flying map of the earth (although I do love flying through those swamps with afterburners going, dodging trees).

TL;DR - I like it exactly the way it is, so the closer PS2 is to PS1 for this issue, the more I'm likely to be happy about it.
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