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Defias123
4 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.
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.
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