Forum Discussion
The other issue is AA wildcats not being their own vehicle spawn. And sharing a spawn slot with tanks, anti ground wildcats, and that track vehicle.
Everything else is fine. This is battlefield. You will die to vehicles. You will find yourself in situations where your current loadout can't fight them. If you want to be able to kill anything and everything no matter your loadout, this is NOT the game for you. It's this kind of thought process that spawned 2042 to begin with and why its considered one of the worse BF in the series.
You are having trouble with aircraft? Play rao. Play angel. Play Sundance. Play Liz. Use AA rockets. 90% of the games I play I end up going AA (wildcat or rockets) and I'm one of the few actually doing it. The issue isn't so much vehicles, it's more that players are not playing anti vehicle loadouts. They're not incentivized to do so. Here's some strats
-Rao
Hack a target first, then launch an AA rocket. most of the time its a guaranteed hit. The hack disables their stealth and flares.
-Angel
Infinite rockets with the loadout
-Liz
Self guided rocket. Takes a bit of practice to aim, but can be incredibly good against aircraft since it doesn't require a lockon.
-Sundance
Throw an anti armor grenade first then a AA rocket. Grenade throws people off and masks the AA rocket or it forces a flare pop because they're new.
Whenever I play a game and I see 5-10% of my team running anti vehicle. Even less AA. That's the problem. Everyone is running around with selfish stuff like ammo/med crates that they only place down for themselves. C4 (thankfully helps deal with tanks/ground vehicles). Med pens and armor. And maybe a squad beacon. The amount of games I play where people aren't healing one another when playing falyk. Giving one another ammo with angel. Using AT launchers and AA launchers. So few people use these items. Hell even when I use a soflam marker, nobody every freaken locks onto them and takes advantage of it. Everyone is running around with selfish kits then gets upset when something that requires them to not be selfish comes about. That's not entirely on the community either. This classeless system leads to this kind of player behavior. It is the devs jobs to predict this and incentivize players to play the teamwork stuff. But they don't.
So that's where the issue is for me. Vehicles the only things they need to do is
1. Get rid of front gunner on transport helis
2. Remove flares or change the way stealth works in stealth helis
3. Make AA wildcats their own spawn slot for vehicles
4. Make jets their own spawn slot for vehicles (jets are really good counters against helis, except stealth heli. That one is really tough to deal with).
Those are the 4 biggest issues with vehicle balance right now.
- 4 years ago
@Defias123 wrote:
-Rao
Hack a target first, then launch an AA rocket. most of the time its a guaranteed hit. The hack disables their stealth and flares.No offense but...what kinda learner pilots are you fighting against? Thise has two counters that I constantly run into -
1. Flare before the hack completes (they get a warning and there's plenty of time) so they have protection for the duration of the hack while they fly off to find some cover.
2. Fly away fast (hit the boost if they're in the condor because they can similarly use that ability before the hack finishes) and wait for the hack to expire while the stinger is in transit, hit flares after the hack ends and before the stringer lands.
Or alternatively just fly around the building/low behind a hill or use the extensive cover available on any map to break missile locks/intercept missiles.
- Defias1234 years agoSeasoned Adventurer@edgecrusherO0 It depends. I get a 50/50. If the run and hide, then that was my purpose. That's what I want them to do. They either run or die. Keep the pressure off the infantry. If they come back, hack and launch again. Keep them on their toes and running to minimize their damage. If you have more than 1-2 players running AA, then you should be able to kill them if not all the AA players are in one area. Plus getting support from other vehicles (flak on ground vehicles, AA wildcats, other friendly aircraft). The longer a offense aircraft is running and hiding rather than killing, the better. It forces them to take risks and that's when I kill them. Because they're basically without points.
But that's sorta the issue here. A single infantry person is expecting to be able to kill an aircraft. That rarely happens and to me that's ok. It's a vehicle. Scaring them away and keeping them away from areas is preferably and it just takes a few infantry running AA to take them down. The thing is that a lot of people find AA boring. It takes persistence and sometimes you don't get the maximum amount of points. They just run and you either get a few points for a hack or nothing. That's where the incentivization issue comes in.
Now imagine if they did classes. And one class you had 1 gadget that was either an anti tank or AA launcher. Then the second gadget was something people would really want. A med pen. Armor. Grapple. A wing suit. Supply crate drop. You would see AA/AT launchers EVERYWHERE. Because the focus of that class wouldn't be those. Those just come with it. People play it because they want a grapple. They want the supply crate drop. They don't have a choice on the first gadget slot, it HAS to be a launcher. So wether people like it or not, they'll have an anti vehicle gun to leverage if they want to use the more desirable gadget.
That's the kind of design that the developers failed to realize. That's the kind of importance the classes have. It funnels players into team work roles by using selfish gadgets as the carrot/bait.- 4 years ago
@Defias123 wrote:
@edgecrusherO0It depends. I get a 50/50. If the run and hide, then that was my purpose. That's what I want them to do. They either run or die. Keep the pressure off the infantry. If they come back, hack and launch again. Keep them on their toes and running to minimize their damage.Honestly, in my experience this is what Rao is good for against aircraft: Being an annoying gadfly. Sure he's not a THREAT, but he'll be annoying and somewhat limit their time on the battlefield.
Is that beneficial? To a point, yeah!
Is that boring as heck because it feels like his potential is being underutilized and that it's hard to see concrete results from his kit? Also, yeah!
I initially started playing him just to annoy pilots, but honestly got so bored after a while that I was mostly spending my time hacking shield charging dozers and watching them freak out.