#Altitude/speed requirement for piledrivers
12 messages · Page 1 of 1 (latest)
Speed sounds as a reasonable limit, but altitude should be just 'not be in a a bush' I'd say.
Not even surprised this is a problem now. As soon as I saw Piledrivers during the dev stream I knew it was going to become cruise missile spam level of annoying except even worse.
Imo instead of nerfing these effective weapons they should become fairly limited. For example, just have two Piledrivers per Darkreach, or something low like that, so players are forced to take AGMs and perform CAS after they dump the ballistic missiles on the higher priority targets. Sure, theres plenty of room in the bays and it makes perfect sense to squeeze in more more of them because logic, but at some point we should just ask ourselves how much fun is doing low level loops around the airfield.
I think pikedrivers should be a strategic resource like nuclear warheads, they're about the same price as a nuke even conventionally iirc
I have a better idea of how to "nerf" piledrivers and other stand off weapons. Making a post now
Piledivers are true endgame i expect them to be good, only nerf i would give them is either tactical unlock or more initial alt loss
Im pretty sure same weapon should be have some minimal launch distance and speed to launch and height (maybe).
This weapon soo good and effective. And can easily destroy all enemy based, so i think allow to use it in strategic era or at least tactical
That actually works perfectly with realism, as there's current examples of nations becoming airframe-constrained specifically for ballistic missiles
Limited resources/ordnance per airfield would be nice
Thy bump is now
Is this pinos mrime