Author Topic: A simple fix for Air vs. Air combat  (Read 1090 times)

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Offline -SM-SUCKER

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A simple fix for Air vs. Air combat
« on: January 10, 2012, 09:06:24 PM »
Today I was forced to use some TBolt action against the enemy team. As it proved effective they rolled out a AA unit. The ultimate one of course, Beatshiva.
So after dying rather quickly I wanted to fight the beast, but had not enough cash for the only real counter, another shiva E. So I tried a SullaA.
Got behind him and started shooting. The usual rolling around with near zero speed started, but I stayed behind him. Even shooting some times, hitting his engine, hull and wings. Nothing serious happened. At some point he just turned to his base, to let the turrets kill me instead.

TL:DR: Air units other than the beatstick shiva are useless against other air units.

The simple fix: Reduce the engine armor so it is actually easy to destroy.
Change the hitbox that it is mostly hit from behind and a little from below.
This would make Air vs Air interesting again.

Offline Arghy

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Re: A simple fix for Air vs. Air combat
« Reply #1 on: January 10, 2012, 09:15:25 PM »
Yeah was in the huit prime yesterday and i was watching aeros/VTOL's playfully roll under sustained salvos from 4x UAC2 2x UAC5's without apparently any worry. I'd love a lock on feature for AA units that showed me either a lead circle or actually started physically tracking the aero unit for me. An air asset isent supposed to sit still to work so when your only option as AA is to try and hope they sit still long enough for your weapons to begin to work your pretty much a waste of space for your team.

Offline Sesambrot

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Re: A simple fix for Air vs. Air combat
« Reply #2 on: January 10, 2012, 09:33:01 PM »
Yeah was in the huit prime yesterday and i was watching aeros/VTOL's playfully roll under sustained salvos from 4x UAC2 2x UAC5's without apparently any worry. I'd love a lock on feature for AA units that showed me either a lead circle or actually started physically tracking the aero unit for me. An air asset isent supposed to sit still to work so when your only option as AA is to try and hope they sit still long enough for your weapons to begin to work your pretty much a waste of space for your team.
Oh please!
Yes they are powerfull.
Yes they are annyoing.
But seriously?!? ???
That Huit Prime can take down a Sulla in seconds in the hands of a skilled pilot, and even a Shiva isn't that hard to take down or at least severly damage. Taking into account that ASF-movements are usually highly predictable, all you need is some practice...

On topic tho; the problem with air to air balance is, that no matter what you do, the Shiva E breaks it. It's always been that way, and will be as long as it's in and simply stating over and over again: "but it's able to mount it" is not going to fix it...
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Offline Cik

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Re: A simple fix for Air vs. Air combat
« Reply #3 on: January 10, 2012, 09:43:32 PM »
have engine damage reduce ability to turn, or reduce max speed. that way if you were a decent shot you could at least stop them from beelining for the base towers as soon as they come under attack from something they failed to alpha.

Offline =KoS= Eldragon

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Re: A simple fix for Air vs. Air combat
« Reply #4 on: January 10, 2012, 09:55:06 PM »
Huit can certainly stomp aero, but it depends on the map and skill (and ping) of the aero pilot.  Mirage and Kagoshima? Huits don't scare me in the slightest.

But aside from that, Air to Air combat needs to be a viable gameplay mechanic, but right now its really lame. No need to dodge an enemy aero, just fly back to base and your base defenses will shoot down anyone on your tail faster than they can shoot you down.

Engine damage slows down the aero or just less armor on the engine.

Offline Cik

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Re: A simple fix for Air vs. Air combat
« Reply #5 on: January 10, 2012, 09:59:09 PM »
Huit can certainly stomp aero, but it depends on the map and skill (and ping) of the aero pilot.  Mirage and Kagoshima? Huits don't scare me in the slightest.

But aside from that, Air to Air combat needs to be a viable gameplay mechanic, but right now its really lame. No need to dodge an enemy aero, just fly back to base and your base defenses will shoot down anyone on your tail faster than they can shoot you down.

Engine damage slows down the aero or just less armor on the engine.

well the real problem is that right now these sections just absorb damage that actually could be killing the aircraft. i have NEVER EVER seen an aircraft killed by damage that wasn't on it's fuselage. right now, a hit anywhere else is wasted. these things need to be more vulnerable, or the handling of the aircraft is gradually damaged once they drop below 50% or something. as it is now, the only part of the aircraft that exists are it's body and it's weapons.

Offline =KoS= Saber15

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Re: A simple fix for Air vs. Air combat
« Reply #6 on: January 10, 2012, 09:59:33 PM »
I've only taken damage to the engine one like two occasions - when i was bouncing off dunes in my Shiva on Sandblasted, and yesterday when I was flying at an odd angle away from AA fire. I just rotated a little bit after that and lol wing damage.

I want aerospace to violently explode when the engine is destroyed. When it's damaged, the aerospace slows down and afterburning causes massive heat buildup. Make the hitbox bigger, but leave the armor about the same.

Wing destruction should cause the aerospace to go plummeting to the ground, spinning wildly until it smashes into the ground and explodes.

Tail destruction should make the plane very erratic in flight, and disable yaw entirely.

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Offline =KoS= Eldragon

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Re: A simple fix for Air vs. Air combat
« Reply #7 on: January 10, 2012, 10:02:38 PM »
Or just have engine and wings have a less armor overall. So aiming for a wing is actually a viable strategy. Because unlike every other asset, there is just 1 hitbox that matters: Center body.

Offline =KoS= Saber15

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Re: A simple fix for Air vs. Air combat
« Reply #8 on: January 10, 2012, 10:03:45 PM »
Or just have engine and wings have a less armor overall. So aiming for a wing is actually a viable strategy. Because unlike every other asset, there is just 1 hitbox that matters: Center body.
Wing loss only disables their weapon and makes the aerospace slightly hard to fly for all of 3 seconds. After that, it flies fine.

"Concentrate on the moment, each moment is its own reality. It has a particular thisness. You can't predict, but you can explain. Or try. If you are observant, and lucky, you can say, this is why this is happening! It's very interesting!"

Offline Cik

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Re: A simple fix for Air vs. Air combat
« Reply #9 on: January 10, 2012, 10:07:11 PM »
Or just have engine and wings have a less armor overall. So aiming for a wing is actually a viable strategy. Because unlike every other asset, there is just 1 hitbox that matters: Center body.
Wing loss only disables their weapon and makes the aerospace slightly hard to fly for all of 3 seconds. After that, it flies fine.

yes. again. pointless. make these components cripple the aircraft and they will have a purpose. until then, wasted shots.

Offline Cik

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Re: A simple fix for Air vs. Air combat
« Reply #10 on: January 10, 2012, 10:14:13 PM »
is it possible to change damage mods for individual components? for instance, would it be possible to make the wings of craft more vulnerable to specific weapons, like say lasers? then you would have something to aim for on the ground. the thing about aircraft is the same annoying problem (planned to be fixed, though) with tanks: there is no real strategy in destroying them. you only get one real choice: aim for the body. all the skill in the world won't get you any additional advantage.

Offline Arghy

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Re: A simple fix for Air vs. Air combat
« Reply #11 on: January 10, 2012, 10:14:23 PM »
Huit can certainly stomp aero, but it depends on the map and skill (and ping) of the aero pilot.  Mirage and Kagoshima? Huits don't scare me in the slightest.

But aside from that, Air to Air combat needs to be a viable gameplay mechanic, but right now its really lame. No need to dodge an enemy aero, just fly back to base and your base defenses will shoot down anyone on your tail faster than they can shoot you down.

Engine damage slows down the aero or just less armor on the engine.

Yeah it was mirage and i was blasting with all weapons with my huit prime and that aero pilot just ignored me and i was actually killed by a VTOL but that was after i got hit by a LT. The VTOL problem is the damn thing can bounce all over and at 800m the lead time of your shots means its very hard to keep that stream on it. The aeros are worst since if they give you a side profile your going to spread damage all over pointless hit boxes.

Offline Ressk [CSF]

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Re: A simple fix for Air vs. Air combat
« Reply #12 on: January 10, 2012, 10:23:52 PM »
i want a phoenix missile, like they used to have on the tomcats
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Offline Waffnuffly

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Re: A simple fix for Air vs. Air combat
« Reply #13 on: January 10, 2012, 10:51:11 PM »
How to balance the Shiva E:

1. Make Air-Only LBXs like we have Air-Only SSRMs
2. Make the Air LBXs fire twice as fast, deal half as much damage, have twice as much spread, less AA damage modifier
3. Enjoy your Shiva E which requires skill to hit and kill targets!

The LBX5 VTOL will also be far better against air and slightly worse against ground, making it more of a dedicated AA-killing machine, but that's hardly a bad thing considering its equipment (none).

Offline Waffnuffly

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Re: A simple fix for Air vs. Air combat
« Reply #14 on: January 10, 2012, 10:54:50 PM »
Another idea:

Damaged engine = risk of exploding your entire plane if you use the afterburner.