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@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.
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.
- Defias1234 years agoSeasoned Adventurer@edgecrusherO0 Yeap. That's what I think a lot of the issue is with AA. Lots of people don't like to play because its just not as fun and you don't get to see the results, like you said. There's a whole treasure box full of tactics/things in a game that will win games. But people don't like to play them because it's not as fun. Using spawn beacons. Using smoke. Actually reviving people as a medic. Actually healing people as a medic (like falyk). Being a good transport heli and knowing which flags to drop. Using Rao/AA stuff to scare away vehicles. Using a repair tool to heal allied vehicles. Utilizing a dozer shield to give cover to allies, rather than just charging. Spotting with soflams. Using irish to help counter grenades when a bunch of allies are in one area. Using casper by spotting with your drone, then pushing, then spotting. Instead of just sitting there on the drone none stop. Things like that I've seen turn the tides of a battle. But there just isn't enough incentive to get players to do them. Some do happen more frequently than others though.
- 4 years ago@Defias123 I mean, people do all that stuff, I know I heal a lot as Falck (I'm a medic main).
But it's just that Rao, while he can apply a bit more pressure than other specialists, CAN'T effectively set up kills on aircraft because of the design overall.
Again, blowing flares before teh hack is up or simply flying away quickly to get some distance on missiles so you can flare after the hack expires, or using literally a tiny tree with some branches to break missile locks.
You can apply pressure, but you have zero control over setting up meaningful kills on aircraft. So it's a Rick and Morty "What is my purpose" meme, moment for Rao vs. aircraft.
He has way more interesting interactions vs. infantry with his ability to disable specialist skills and AoE spot groups and stuff. You can actually set up some plays against infantry or even vehicles, but there's no ability to effectively do so against aircraft.
Just trying to make them a bit less of a constant presence farming infantry every bloody round there's a good pilot.
- ATFGunr4 years agoLegend@Defias123 I’m not a single infantry player. I run with 3 friends with comms, and we’ll set out to take out the helis. Rao, Angel, and at least 3 of us with AA. Still can’t take out a heli. We all have between 4-500 hours on 2042, and all played since at least BC2. I’d go as far as saying we’re good at it. Still can’t take out the heli. You have good ideas about Wildcat having its own slot, too bad most run 40mm or 57mm for farming infantry so it’s useless against air. Dice has given little reason to use teamwork in general, 2042 being a hero shooter / BR game. I have zero anticipation of Dice figuring out balance. Adding a slightly longer cool down to the 30mm did nothing, which we told them in numerous posts and they did it anyways. I’m sure LevelCap or some other Youtoober suggested the 30mm cool down, the players who live and breathes BF obviously know nothing. Between this and giving consoles aimbots in 1.2 has really thrown a major F into the game.
- Man_iLoveFishing4 years agoSeasoned Ace@ATFGunr You go higher ground and hack stealth only after flaring. So said, someone is gonna hack/lock stealth anyways. And try to find/figure out stealth's most safe places to hide and woala. Flares gone and no stealth mode.
- 4 years ago@Man_iLoveFishing If only it was this simple...you can be on the rooftop capture points on Kaleidoscope and there's still ample cover for them to hide behind as there are buildings all around the side of the map. Or they can simply loop around the building itself using the angles/sides to break locks/intercept missiles. Even if you're on top of the roof it's difficult to get a lock on a circling helicopter if they're close to the building, especially hoping you can get a lock that doesn't blow the missile up on your feet or have it shoot out and then instantly blow itself up on one of the corners.
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