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2013-01-20, 11:29 AM | [Ignore Me] #31 | |||||
Corporal
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Then they came for the ESF's, but I did nothing because I did not fly an ESF. Then they came for the MAX's, but I did nothing because I did not use a MAX. Then they came for my assault rifle, but then there was no one left to speak for me. |
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2013-01-20, 11:31 AM | [Ignore Me] #32 | |||
I'm a Shredder Liberator fanboy, don't forget that before you start jumping into conclsuions. |
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2013-01-20, 03:03 PM | [Ignore Me] #35 | |||||||
Second Lieutenant
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Having said all that, against an organised squad a lib is pretty useless. Against a zergy squad, a lib is super ragequit, cry-inducing OP. So you have to stop and think: "Am I complaining because I'm a whiny bitch, or am I complaining because I honestly can't do anything about it?" Can I inspire/cajole or browbeat the nearest 5 zerglings to grab AA maxes or ESFs and take out the problem? If no, then shut up.
But I agree with your last line. All turrets in general are paper fragile. That's just dumb. AV turrets are equally useless vs Tanks.
Me and my pilot have had to spend many certs and hours practising to become a good team. If 2 people decided to form up as an anti-lib ESF team and spend the same numbers of certs and hours as we did, they would completely dominate and ruin the game for me. So far though, there's only about 3 people on the whole server that give us trouble, and I haven't seen Skyexile for a long time. Liberators are designed to destroy anything on the ground in the open. It's not my fault that base designs are rubbish and that people don't want to counter me. I'm just loving my job. Don't hate the player, hate the game. Last edited by StumpyTheOzzie; 2013-01-20 at 03:28 PM. Reason: typos. |
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2013-01-20, 03:28 PM | [Ignore Me] #36 | ||||
Sergeant Major
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Once you get to the point where you're defending a base, MAX's and AA turrets are all you have- thus the problem. No one says that Liberators are overpowered when they're in a massive zerg-caravan of Sunderers, tanks and Libs. People say Libs are overpowered when they're in a base trying to defend it, and lib bombs are literally killing you through the walls of the building. Last edited by BlaxicanX; 2013-01-20 at 03:34 PM. |
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2013-01-20, 03:50 PM | [Ignore Me] #37 | ||||
Corporal
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Ground units with AA have a much better chance, but they are still disadvantaged by the very simple fact that their lack of mobility means they lose initiative and first strike capability. How do you propose to give ground AA an advantage over a more mobile, flying opponent without being broken? Lock ons? I'll just fly low and break it with terrain. More flak? I'll just be patient and look for holes, or swoop in when you're firing at another aircraft. Saturate the area with so much AA? I can farm my little running chunks of xp somewhere else.
- Everyone gets Aerospace resources. - Everyone can pull any air vehicle. - Anyone can learn to fly. Even if you can't fly, you can pull an ESF every 15 minutes, and practice for 2 minutes before you crash and kill yourself. If you have a solution that negates the speed and mobility advantage of Air that you can give to ground AA that won't break the game, please feel free to share it. (Because seriously, this whole thread has offered nothing constructive on Libs, it's just "I hate libs.") Personally you can give it a 10% speed boost, reduce armor by 30-40%, and make it a heavy fighter platform that can't afford to hover if 2 or more AA is present, and that's fine with me...but people will still complain about it when it kills them. |
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2013-01-20, 04:02 PM | [Ignore Me] #38 | |||
Sergeant Major
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Boom. I'm such a genius. |
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2013-01-20, 04:11 PM | [Ignore Me] #39 | |||
Captain
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The solution could be to make libs slightly less manouverable and to reduce the "bomb" spam by reducing projectile speed and the firing rate (i would have no problem if the damage output or splash range would be increased instead - more like a real "bomber"). Maybe also reduce maximum ammo capacity, because i see liberators spam-bombing spots for quite some time without having to restock. Last edited by Babyfark McGeez; 2013-01-20 at 04:12 PM. |
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2013-01-20, 04:20 PM | [Ignore Me] #40 | |||
Okay, let's go somewhere paticullary wierd. How does RL balance things? What stops supersonic aircarft from winning wars (wars!)? What stops helicopters from winning wars? What stops the infamous Specter from being a replacement to all tanks, troops and battleships? This is a wargame afterall... |
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2013-01-20, 06:16 PM | [Ignore Me] #41 | |||
Corporal
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Artillery and missile strikes stops everything else from winning wars. "Ok men, we're going to move out to...*BOOM!* (Half the platoon killed by artillery). Just imagine the U.S. Military cloned twice, and all 3 are pitted against each other. They have unlimited resources. I don't think anyone but artillery and drone operators wants to play that game. =P But back to Liberators: How do you think they should be balanced? |
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2013-01-20, 07:21 PM | [Ignore Me] #42 | ||
Corporal
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Whoa wait a minute... Now we're saying that Liberators are balanced when the fight is out in the open, but not during base fights? Let me ask this: Do you think Liberators are overpowered in relation to Bio Labs? Assuming the answer is no, the conclusion we can reach is that Liberators are not actually the problem.
The problem most likely lies in the design of the Tech Plants and Amp Stations, since their spawn rooms are isolated and easily camped. Luckily for us, the devs have already acknowledged this and are expecting to fix it on the 30th. Wait until that change goes through, and I think we'll see a lot less liberator spam. I really do think the lack of tunnels at major bases between spawn points and objective points is the root cause of a lot of vehicle balance demands. They don't need to change flight characteristics of a vehicle when they don't need to be changed in all circumstances. That would truly be a mistake. |
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2013-01-20, 09:18 PM | [Ignore Me] #44 | |||
Sergeant Major
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It's what's been said all long. Yes, the problem isn't with Liberators specifically, it's with vehicles in general being far too effective at suppressing the defenders of the base. Vehicles should play a maximum role out in the open, and be relegated to merely a support role when assaulting a base, while infantry does the bulk of the heavy-lifting. What we actually have is infantry playing a support role basically all the time while vehicles are the stars of the show, making or breaking any engagement at any time, sans Biolabs (though, even then, get enough sunderers parked next to teleporters or man-cannons and it basically becomes just a matter of time until biolab defenders are overwhelmed). 50% of that problem comes from poor level design- like you said, none of the bases in the game are easily defensible except for Biolabs, and a lack of canopies, overarching roofs and shields means that all bases are basically deathtraps, and defending one means being a fish in a barrel that libs and lightnings can farm at their leisure. But that's only 50% of the problem. The other 50% of the problem is that, like it or not, defenders of a base will almost always be 90% comprised of infantry, and with the current state of the metagame, there simply is no reliable way for infantry to kill aircraft and vehicles. AA turrets suck, and have the durability of wet toilet paper, lock-on missile launchers suck, and Max's are decent at fighting vehicles, but they're a finite resource, and rely too much on squishy engineers to stay alive and armed. Thus you run into the problem of base defenders being completely overwhelmed and forced to, essentially, cower inside their base until they lose it, or rally at the warpgate and try to push somewhere else. So, there's three ways to fix this: 1. Buff vehicle direct-hit damage and nerf their splash damage, which would force them to be better at killing other vehicles than at killing infantry. 2. Buff base defenses so that they're actually useful. <- My personal favorite; AA turrets shouldn't have health, they should be invincible and capable of being disabled via hacking or the destruction of a generator. No buffs to their damage necessary. 3. Buff rocket launchers so that they do more damage to vehicles. The least interesting option, and the hardest to balance imo. |
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2013-01-20, 09:40 PM | [Ignore Me] #45 | |||
Major
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For evidence, I cite the many times that a tank has just saw my rocket flying right at them and either strafed or mashed the W/S keys. And for aircraft? Even a hovering lib, and especially a hovering ESF, you're throwing luck right at your target... hoping they are complete noobs. Infantry just need to be able to deliver their damage in the same window of opportunity that a vehicle can. I believe this factor should be normalized instead of made even more extreme from situation A to situation B [tank far, tank close, tank noob, tank pro, shooter pro, shooter noob, tank faction, density of tanks, density of shooters, area, tank already damaged y/n, more, at least 220 possible situations]. Normalizing this factor can be done by making it more likely for an infantry-based unit to deal damage in the first place. Last edited by AThreatToYou; 2013-01-20 at 09:49 PM. |
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