#Current balancing dissuades flyers
1 messages · Page 1 of 1 (latest)
Regarding the missile launchers, there was a discussion about making their lock-on have a limited time, so they can't be used to pressure planes at long-range (or like, spamming missiles from the base to target everyone's planes in the map)
so i just fire one missile, trick the target to use it, and after one second the chaff status over and i unload the rest 5 missiles to it
though i think missiles are just meant to be the ever-present hazard to any aircraft
As a plane player, I think it's pretty fine. It is true that flyers struggle to physically contest capture points (it's not impossible though, but definitely a lot harder than for ground) but you have the advantage of mobility and can strike from vulnerable angles so you're generally better at killing (especially against isolated targets). There is not a lot you can do against clumped up ground bots sitting on a cap point, but what you can do very well is prevent that situation from happening in the first place by picking them off on the way to the cap, or killing people on their way back from respawning, or attacking enemies at the back of the group like healers and snipers.
As for fighting vs missiles, try to stay out of line-of-sight from people with them until you're in close range where they struggle more. Also missiles do have a cooldown but it's per-launcher, so if someone has a bunch of missile launchers and fires them slowly one at a time they can do semi-constant fire, however the DPS from this is not great.
Btw when using countermeasures module, try to wait until there are multiple enemy missiles in the air before using it — it'll break all missile locks at once (for the missile player, the way to counter this is fire one missile at a time until the opponent pops countermeasures and then fire all the rest, but it does reduce the immediacy of the threat and many missile players don't do this anyway).
mathematically the DPS of missiles is always the same regardless of where each of the six missiles is placed on a cycle
The sustained missile DPS is the same, but it means you're going to be swapped to just missiles all the time instead of firing the entire salvo and then swapping to primaries which means lower total DPS.
Unless your primary is like flux weaver against air at long range I guess, in which case it doesn't really matter
oh the primary of only thing i equipped with missiles is flux weavers which i now see the difference between perspectives
What do you mean by point 3, exactly?
Roll, pitch and yaw rates? Acceleration?
acceleration has impact on top speed, and reaction control can make bots overturn and if it is based on wing stats it cannot affect the turn rate of those turned by thrusters
so i don't know how agility of aircrafts can be universally increased
and thats why you carry TWO countermeasure modules!
planes are mostly fine
minus lackluster physics
just break LOS on the missiles? if you can shoot at them expect to be shot at
Flyers seem pretty balanced IMO. Sure, it sucks if you're alone up there and the gauss bots are paying attention, but it just forces you to play very tactically.
I've put out some good rounds as air plasma vs a ground heavy team, even with attentive gauss and rivet players.
Air is astonishingly tanky if you build it right.
Most matches I’ve been playing there have been players with 6+ LOML volleys. If the expectation is to then stack 6+ counter measures that’s silly.
Doesn’t change the fact there is not really a delay for the missies since everyone stacks so many modules while counter measures have a cooldown.
Easier said than done when there is zero time for a missile to target you. There is no time to “evade” until you’ve already either been hit by a volley or have used up your counter measures
i've found plenty of success flying low to the ground in high aa situations preventing the enemy from having los
even if the enemy has missile planes you're still not making yourself a target by staying below the hills
I have a feeling that those were actually multiple players, not just one having that much missiles
good LOMLs use one missile to bait your CMs, then fire the other 5 after you can be locked again. That's when you pop the 2nd CMs. You dont need 3, because usually they are not targetting you exclusively, or cant bait every time, or you can break LoS
Alternatively, you can dodge the missiles
Or shoot them
Or hide behind/in your countermeasure cloud
what you replied is exactly the way to deal with two countermeasures
thats why you stagger fire to make it feel continuous
if you need 3+ CMs on a plane, that's probably because you're just hovering in the middle of the sky without using cover
bring 6 and have them up permanently
what are you talking about