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2012-02-28, 12:57 AM | [Ignore Me] #16 | |||
Sergeant Major
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My complaint isnt so much against skyguards, its against lock on style AA that I cant seem to escape even if i\\\'m hiding behind something solid at times. It just pisses me off when i\\\'m clearly behind a wall and im still getting hit from missiles that I should have \\"dodged\\" and then it leads to my death. Either way its not really balanced that reaver\\\'s/mossy\\\'s die after 1.5 seconds of damage compared to it taking me almost a full minute to get a kill on something that\\\'s full life. I shouldn\\\'t have to go repair every 10 seconds of combat... Its frustrating. I just hope to see some added survivability in. Aircav needs to have a bit more power this time around. I love playing planetside, but not as air... and yet air power is my passion. Shouldn\\\'t I be able to play my favorite aspect of the game without wanting to kick my computer over in frustration every time I try my hand at it? Last edited by Synapses; 2012-02-28 at 01:00 AM. |
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2012-02-28, 06:52 AM | [Ignore Me] #19 | ||
Colonel
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It\'s not even uncommon to not like something in a game that is a true passion to you in real life.
I for example have a friend who has done several tours as a sniper to afganistan, but he would never consider playing a sniper in any game Games have balance to consider, which is why they cant probably make aircrafts \"as fun\" as you find them in real life. That said, the problem with PS1 in mind seems to be you, not Reavers in general.
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2012-02-28, 03:51 PM | [Ignore Me] #20 | ||
I don't think PS1 or PS2 was or ever will be very favorable to air.
My impression is most PS players are into ground-based weapons. Be it an infiltrator knifing someone in the back...all the way up to a tank gunner causing mayhem on any number of ground-based targets. Hardcore Air Pilots need to go to Flight-driven games. I like the concept that AA essentially creates a flight ceiling - err, floor. AA should be able to effectively keep/force aircraft to stay at or above a decently high ceiling over ground battles. The more active AA (on a base, or vehicle / softie-based) that is concentrated in an area - the less air activity the typical ground unit will see or have to worry about. Then, when a really BIG ground battle develops - high altitude bombing starts to become more enticing.....this in turn, would give REAVER, SCYTHE, or MOSSIE pilots someting to go after.....then.....you essentially could see the same mix of air vehicles duking it out (up high) as there is ground-based varieties of encounters. PS2 needs to build things so dog fighting becomes a major component for pilots. To have ONE real-life F-22 pilot roar down over a PS2 battlefield and kill 500+ softies on one run.....would ONLY be fun for said pilot. It's an MMO. To attract and keep the "MASSIVE" numbers required to be a $UCCE$$FUL MMO ..... SOE needs players. I see SOE building the gameplay in PS2 to give what the majority of their community wants ......FPS action (primarily ground-based). Having said that - I definitely think they could do a LOT to add gameplay for pilots. GALS & LIBS in formations to help protect against fighters ...... fighter escorts......figher-vs-fighter dogfights. The Airboys should have PLENTY of action. 80% of theit fighting should be up well off the ground. When pops are lower, or AA defenses are well worn by ground assaults ..... then air can venture down lower with better survivability. Last edited by Chaff; 2012-02-28 at 04:16 PM. |
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2012-02-28, 03:57 PM | [Ignore Me] #21 | ||
AA should do a bit of both: Keep aircraft in the high skies or of range of AA but that also keeps the ground units out of range of the aircraft.
As well as encourage ground striking aircraft to stay lower altitudes and use terrain for protection from anti-air devices. A strike-chopper which must bob and weave around while avoiding AA and hitting targets is an inherently more interesting activity than flying over at thousands of feet dropping a bomb at a dot on your map.
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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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2012-02-28, 07:52 PM | [Ignore Me] #22 | ||
First Lieutenant
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The better games out there are designed around gameplay, not realism. Realism doesnt work in a game. Real life has to worry about budgets, and real world travel time, logistics, fuel, fuel costs, and the lists go on and on. If real life were a game we would drop prob 80% of the vehicles we use in the military if not much more because cost wouldnt be a problem nor would logistics etc, we would use a much much smaller array of weapons and vehicles. A game must instead make all vehicles viable since cost and logistics is irrelevant.
Aircraft like the reaver were already more powerful than anything else in ps1 comparatively. It took vehicles which required two people to take out the solo aircraft. And reavers could easily rack up the kills better than most all other vehicles even those that required many more times the manpower. So saying they were weak just shows that you dont know what you are talking about and most likely were just a bad pilot. Because if anything, they needed toned down rather than beefed up if you want to get picky on actual balance.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. Last edited by BorisBlade; 2012-02-28 at 07:55 PM. |
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2012-02-28, 08:26 PM | [Ignore Me] #23 | |||
Sergeant Major
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That video is pretty intense. I cant imagine what it would be like to fly a chopper with all those nobs. I know the R22 (the one we learn on) is fairly simple in that sense. But when I start getting my turbine hours I know it'll step things up a notch on that level. Last edited by Synapses; 2012-02-28 at 08:38 PM. |
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