Author Topic: Ace Combat: Living Legends  (Read 8125 times)

0 Members and 4 Guests are viewing this topic.

Offline UN1T

  • MechWarrior
  • **
  • Posts: 241
  • Karma: 3
Re: Ace Combat: Living Legends
« Reply #30 on: January 11, 2010, 02:22:01 PM »
The problem isn't that Aeros are OP or there are no counters.  The problem is people deliberately spiking their pings to be untouchable.  Rarely do you see a good Aero pilot controlling the map on 15-20ping, because he's too easy to hit.  Nearly every time I see a dominating Aero now, it's someone with 150-250 ping.  I've even had people say in games things like "lol torrents work wonders :>" when I've questioned their ping.  It's fairly common knowledge and happening more and more, at least on servers I frequent such as Matchbox 2, Battletech EU and SPARTA.

Um...you need to get your admin to fix that... 3fl servers in australia have a 200 ping max anyhthing above that ..and *bang* auto kick...and aeros arnt a big problem ..as they hardly lag at all ..sure the missle lock is iffy..but the partians and the Huit...eat them up ... grab a Tank buddy ...you will find one in any game ..and run along side each other ..the 2 of you can dominate the air with your AA ..its what i do for giggles..as i hate those sniping Vtol bastards.
 ;D
But..they can be brought down.
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline (TLL)Sky_walker

  • Living Legend
  • *******
  • Posts: 2638
  • Karma: 65
  • Close Range Attack Forces
    • MWLL Wiki
Re: Ace Combat: Living Legends
« Reply #31 on: January 11, 2010, 02:53:45 PM »
single fighter can also bring enemy aeros to the ground without a problem - people in aeros usually take Fbombs or Tbolts, or other slow moving projectiles,  making them easy targets for anything with Mgun ;D
MWLL Wiki Newsletter: Wiki suffers from spammers and lack of activity - change it now, jump in and contribute with something useful! :D


Proud to be C.R.A.P. inspiration # MWLL Wiki Admin # MWLL Alpha Tester # Dev Team # MWLL Defense Force Mercenary - Battlemech Barracks

Offline TorinAldred

  • Recruit
  • *
  • Posts: 72
  • Karma: 1
Re: Ace Combat: Living Legends
« Reply #32 on: January 11, 2010, 05:13:13 PM »
Premise: Aero Space Fighters are Overpowered
Reasons: Too Hard to Shoot Down, Too Heavily Armored, Too Manueverable, Fly outside of Range
Validity: False

Counter Tactics:
1. A2A Combat - There is a specifically anti-air variant of the Sulla designed to deal with Air threats.  This requires that you are capable of basic dogfighting however it chews through enemy air units quicly and allows you to consistently hit the rear armor plate (or any single armor plate) which is critical to downing an aircraft.
2. AAA Vehicles - All of the Partisans are specifically designed as anti-air vehicles.  There is a requirement for a lock with the missile variant (which is relatively easy in the first zoom).  Tackle the inbound fighters head on and hit them with a steady stream of fire.  It becomes a veritable game of chicken when they are coming on a direct run at you.  If you can land 50% of your shots you will down the ASF before it has an opportunity to damage you.
3. AAA Mechs - The Hollander variant with a heavy gauss cannon is great for surprise popping of ASFs.  Realistically though any mech capable of 60 degrees of upward inclination is a valid anti-ASF platform.  The other solution is to turn your legs perpendicular to the direction of the ASFs attack run and jump to full throttle and track and fire with torso controls.  The biggest challenge most mech players have currently is that they see an aero coming, stop moving and try to shoot it.  This makes you one thing, a target.
4. Combined Arms - This is my favourite approach because it frustrates other aero players to the point where they stop flying and allows your team to establish Air superiority.  It requires a good pilot that is capable of landing a NARC shot on an opposing aero in which case your entire team can launch missiles without a lock.  When 4 players from various directions all fire it becomes almost impossible for the aero to avoid enough damage to survive.

Summary:
There are a number of solutions to deal with ASFs; most of which are simply a tactical adjustment.  Find out what is making you a target and stop doing that.

Offline TRIPTEX

  • Recruit
  • *
  • Posts: 59
  • Karma: 0
Re: Ace Combat: Living Legends
« Reply #33 on: January 11, 2010, 06:04:12 PM »
It's hilarious how people complain that ASF is OP.

Those of us who actually make successful pass after successful pass in a full 32 player server have spent the time learning the trade. To be a successful pilot in this game does take practice and it's because of that practice that we appear OP. L2P.

We are essentially flying tinfoil and occasionally our jets will kill us just pulling into the hanger to repair... it's a tough life.

If the ASF is overpowered then by all means please loud out AA and try to stop me. Maybe you'll shoot me down but I've already NARC'd your heaviest assets.

And those of you who think the Huit B is the answer to our thunderbolts. Our max range is 1000m while yours is 700m... alot can happen in 300m and usually it's a NARC + 2 bolts to the turret followed by raining fire from my friend waiting patiently. 

I also fly with a mouse.

Offline (TLL)Palad1

  • Bondsman
  • *
  • Posts: 16
  • Karma: 2
Re: Ace Combat: Living Legends
« Reply #34 on: January 11, 2010, 06:58:05 PM »
Are you airjocks using joysticks or KB/M (with the broken down means nose up feature :/ )?

Offline Hangman

  • Recruit
  • *
  • Posts: 78
  • Karma: 2
Re: Ace Combat: Living Legends
« Reply #35 on: January 11, 2010, 07:11:25 PM »
Well, i think the Air assets arent overpowered.
With a capable AA Gunner, you can shoot down every Aircraft.
If you suck at Partisan, you could try to shoot it down with a Sulla.

I mostly fly the Shiva Prime and Pound on the AA  ;D
and BTW: Dont try to counter an experienced Shiva Prime pilot with a sulla or other shiva.
He/she will outmanouver you and kill you with his/her dual gauss.

Offline Askis

  • Star Colonel
  • ****
  • Posts: 1893
  • Karma: 38
Re: Ace Combat: Living Legends
« Reply #36 on: January 11, 2010, 07:15:10 PM »
Are you airjocks using joysticks or KB/M (with the broken down means nose up feature :/ )?

Broken? It's usually that way, since with a joystick, pulling back means nose up to.

Quote from: TRIPTEX
Those of us who actually make successful pass after successful pass in a full 32 player server have spent the time learning the trade.

In a full 32 player server, pilots also have the advantage of the lag shield most of the time.
When I play on Euro Servers with less than 20 players, if everyone has a good ping, taking down ASF is surprisingly easy ;)
Which makes it all the more challenging and fun to do a succesful bombing run :>

Offline TRIPTEX

  • Recruit
  • *
  • Posts: 59
  • Karma: 0
Re: Ace Combat: Living Legends
« Reply #37 on: January 11, 2010, 07:39:50 PM »
Are you airjocks using joysticks or KB/M (with the broken down means nose up feature :/ )?

I fly with a mouse and keyboard. I'm used to flying in BF2142 (up is up, down is down) so I always have to change the options to "Invert mouse" which actually un-inverts my mouse in the the flying vehicles. 

Offline Ninjars

  • Recruit
  • *
  • Posts: 74
  • Karma: 1
Re: Ace Combat: Living Legends
« Reply #38 on: January 11, 2010, 07:51:09 PM »
Really getting tired of this. The game seems to consist of 15% mechs, 15% vehicles, 15% BA, and 55% ASFs.
...
Missiles are retarded and utterly worthless against them. All the pilot has to do is pull a modest 2G turn and the missiles will completely miss. This is worse than MW3's missile system, which I thought we were trying to avoid... in addition, they have respectable amounts of armor, so even if you do lay down a stream of fire and actually manage to hit them, your odds of killing them is very low.
...
In a 45 minute game, the ASF whores on the other team had about six deaths between them, most of which were when they just suicide crashed into our mech hangar at the beginning of the game.

Lol, I was in the game when you were bitching about aeros - you kept saying stuff along the lines of "OMG - 5 aeros IMBA!!!  Moan..."  when there were 2 or at most three fliers on our team at any one time.  Over-exaggeration seems to be your forte.  As to missiles, sure, most of the time aeros dodge, but most of the damage I sustained in that game was from them.  when you're getting continuous missile locks, from arty batteries on the hills and maybe a hawkmoth as well it gets a little tricky to dodge everything continuously and eventually you make a mistake.  Or maybe that's just me.
 
Last time i was flying people actually began going out with AA support - shock! Horror!  all of a sudden I was having to work to drop my thunderbolts, as opposed to cruising in from 1000m in a straight line as I was able to do against you in that game. 

Remember - COMBINED arms, not rambo.  If you get killed by BA or aeros, think about using a counter or suggesting your team does, don't bitch on the forum.  I used to hate BAs, but things that are good at killing them are GOOD at killing them, if you know what I mean ;)

Offline ~SJ~ Karuik

  • Star Captain
  • ***
  • Posts: 1197
  • Karma: 22
  • Lol.
    • Smoke Jaguars
Re: Ace Combat: Living Legends
« Reply #39 on: January 11, 2010, 08:01:14 PM »
BA couldnt be easier to kersplode if you actually take time to work at it isntead of complain like many do.

aero can be tricky but if you actually bring AA whats the problem?

the huit b outside 600 meters is nothing more than a big brick of a target.

NOTHING is overpowered, its just that people need to get their asses in the game and start playing, and get off the boards and stop whining

i admit balancing will still be nessecary, but you learn how to pop a target and you can kill it, no exceptions.

Offline ~SJ~ Amarus

  • Star Captain
  • ***
  • Posts: 1176
  • Karma: 38
  • Clan Smoke Jaguar's Loremaster
    • Clan Smoke Jaguar
Re: Ace Combat: Living Legends
« Reply #40 on: January 11, 2010, 08:07:03 PM »
Karuik, you are the man...reading all the whine and I come back to a post by you...it always makes me smile.


Chalk up another, "Aero arn't that bad" point...though the partisan is lighter I can do some damage with those quad AC5's


In short in matters battle armor, aerospace and omnimech
I am the very model of a rabid fan of Battletech
-Aposiopesis-
http://z9.invisionfree.com/Smoke_Jaguars/  

Offline (TLL)Palad1

  • Bondsman
  • *
  • Posts: 16
  • Karma: 2
Re: Ace Combat: Living Legends
« Reply #41 on: January 11, 2010, 08:16:24 PM »
Are you airjocks using joysticks or KB/M (with the broken down means nose up feature :/ )?

Broken? It's usually that way, since with a joystick, pulling back means nose up to.

When I pull the mouse towards me I'd expect the nose to go up, it doesn't, hence the broken remark.

It works fine for infantry though...

Offline =KoS= Eldragon

  • Living Legend
  • *******
  • Posts: 2327
  • Karma: 85
Re: Ace Combat: Living Legends
« Reply #42 on: January 11, 2010, 08:19:54 PM »
To all those people who are having problems with ASF, simply follow these 5 easy steps, and they will bother you no more:

1) Pick out an Anti-Aircraft tank. 4xAC Partisan, 4xAC2 Partisan, 4xUAC2 2xUAC5 Huit, or 3xUAC5 Gauss Huit. Don't forget Ammo.
2) Drive out to where the aircraft are out causing trouble. If your AA tank does not have ECM, go into Passive mode. ASF pilots rely on their radar. pop into active mode for a very short time just to get an idea where the ASF are hiding.
3) Pick a target within range, switch to chain fire mode. It nullifies the lag shield. Don't use group fire all the time. you're going to run out of ammo too fast.
4) Shoot at someone until they explode. You are going to need to lead your target. Once you get a good bead on someone, go to group fire.
5) Repeat Steps 2 through 4.

9/10 ASF pilots get frustrated from being shot at by AA guns and go roll a mech after just 1 or 2 deaths. On Clearcut and Sandblast I spend the whole map doing this and rack up a ton of points/kills.

When I pull the mouse towards me I'd expect the nose to go up, it doesn't, hence the broken remark.

It works fine for infantry though...


As I understand it (Please correct me if I am wrong), right now if you are not using a joystick, you have to go into the crysis config menu and invert mouse every time you hop in an Aircraft. the actionmaps.xml does not support inverting the mouse at this time.

Offline Askis

  • Star Colonel
  • ****
  • Posts: 1893
  • Karma: 38
Re: Ace Combat: Living Legends
« Reply #43 on: January 11, 2010, 09:07:04 PM »
Are you airjocks using joysticks or KB/M (with the broken down means nose up feature :/ )?

Broken? It's usually that way, since with a joystick, pulling back means nose up to.

When I pull the mouse towards me I'd expect the nose to go up, it doesn't, hence the broken remark.

It works fine for infantry though...

Um... It does for me o_O
Not in Aero: pulling mouse in my direction = aim down to the ground
In Aero: pulling mouse = nose goes up to the sky

And I haven't changed anything in Crysis or the actionmaps...

Offline TRIPTEX

  • Recruit
  • *
  • Posts: 59
  • Karma: 0
Re: Ace Combat: Living Legends
« Reply #44 on: January 11, 2010, 09:14:59 PM »
However your are on the ground you will be opposite in the aircraft if you use a mouse..... get it?

I have to switch all the time in the Crysis mouse and keyboard options, ignore what the box says (checked/unchecked) if you need it changed just changed it there and it will work.