02-17-2012 06:59 PM
Keep in mind this is vague because we are still waiting on weapons and the "tank like" vehicle. There are some other things I wanted to say but I'm waiting till we have most of the weapons(grinder included) and tanks.
The beam turret is powerful enough, but the mechanics make it weak. As others have highlighted the beam turret is basically a mix of the flak and the missile turret. This gets rid of the only thing Warhawk's turrets had going for them one worked for long range and the other chased off close range opponents. With the beam turret there is a terrible combination of reload(overheat) and a required lock. The beam turret only stops a Hawk from landing it isn't much of a threat to a moving target, and if more than one Hawk attacks beam turrets are useless. I think a turret that acts like Warhawk's flak turret would help balance the weakness of the BT. It would stop players from diving in too close and it would help protect beam turrets against jetpacks.
Vulture vs Hawk: If the Hawk is air born it dominates the Vulture but when it is Mech vs Vulture the Vulture has the advantage. I'm fine with this part but I would like it if airmines affected the Vulture. This would encourage teams to shoot down the airmines and teams could use airmines to help protect their bunkers from enemy invasion.
Hawk vs Hawk: Currently the air game is a disaster and this does have a direct impact on ground. A pilot being able to take on multiple opponents helps avoid situations where one team has 4-6 Hawks up and the other has 0. When this happens and the guys on the ground get ravaged it isn't a balance issue with ground vs air it is an issue with air vs air. In Warhawk 1 pilot(pro or normal) could stir up quite a bit of trouble if he/she knew what to do. Simply by hoarding the TOW that player could help a team escape the homebase. In SH 2 on 1 is near impossible thanks to the new tracking system, the inability to evade multiple swarm locks in all flights, and the destruction of close range air combat. This will create a perceived imbalance between air and ground when the reality is that the new flight system requires players to match enemy hawks 1 to 1 or face the consequences of losing half of the battle field. I'm not suggesting any fixes here because Southern Comfort already has a topic organizing suggestions from the community.
The mini-map(small radar) and the full map(full radar): In Warhawk players always knew where the Hawks were at except for when they were using stealth. In SH we don't even get those nice little arrows showing what direction to beware of eminent pounding. This quite often results in a Hawk dropping in and blowing 2-3 ground guys heads off before they can react. The radar should show enemy Hawks at all times. Mechs should always show on the radar just no arrow indicating what direction they are coming from if they happen to be outside of the border.
The arrows over ground guys head... This just makes it way to easy to spot ground players making them an easy target.
The pod also gives enemies to much of a warning. The little red circle warning players that they are about to get crushed should be removed or made less obvious.
Build and Battle: Once the bunker is gone players are exposed at all times and there is no RL... Permanent structures and weapon spawn points(at least in the homebase) would help this problem.
02-18-2012 12:37 AM
ArabrockermanX wrote:
Hawk vs Hawk: Currently the air game is a disaster and this does have a direct impact on ground. A pilot being able to take on multiple opponents helps avoid situations where one team has 4-6 Hawks up and the other has 0. When this happens and the guys on the ground get ravaged it isn't a balance issue with ground vs air it is an issue with air vs air. In Warhawk 1 pilot(pro or normal) could stir up quite a bit of trouble if he/she knew what to do. Simply by hoarding the TOW that player could help a team escape the homebase. In SH 2 on 1 is near impossible thanks to the new tracking system, the inability to evade multiple swarm locks in all flights, and the destruction of close range air combat. This will create a perceived imbalance between air and ground when the reality is that the new flight system requires players to match enemy hawks 1 to 1 or face the consequences of losing half of the battle field. I'm not suggesting any fixes here because Southern Comfort already has a topic organizing suggestions from the community.
THIS. We need better scrubbing in all flight modes LBI. Not extremely easy, but I should be able to dodge 90% of what comes at me. When there's 4 hawks on my tail it shouldn't be a battle of attrition, or of patience, but one of skill. I should be able to dodge those swarms they're sending at me, but to turn around and hit them would make me break from dodging and make me vulnerable. In the previous installment of this game 4 pilots could send as many swarm missiles at me as they wanted, they'd never hit me. They'd need to send lightning or a tow missile my way. Swarm missiles should be used to finish up the job or to keep a pilot busy. Not as the main and only weapon.
Right now the homing missile sucks, and we need to be able to dodge more missiles....
02-18-2012 04:55 AM
Whoa, 90% of what is coming at you? That is a bit wee much. Why not 95% lol. Without proper homers dodging 90% of things is going to make this game a joke.
More like you should be able to dodge 70% of what comes at you if you are good more like Warhawk minus the crazy spinners and this is based off of good pilots. Bad pilot sure because they cannot lay the missiles down right.
I agree though. Beam Turrets need to be more effective when manned. And the new Hawk weapons are going to imbalance things again so I hope we can get this right.
So far as I have been saying A2A is a disaster and is just no fun leading most of us to just pound grounders and occasionally scrap in the air.
Right now flight is still an infant imo. They need to really make the next big update matter in this regard.
02-18-2012 05:13 AM
Agree with everything op said, but the hawk vs hawk. I think many warhawk players want that same sense of invulnerability in the air. "it does not matter that 3 guys are after me, I can spin away from almost all of their missiles." I have said it before 1vs4 should end with 1 dead rather quickly. If one ground troop is against 4 ground troops, what should be the result? Should it take 5 minutes for that result to occur? What about 1 tank vs 4 tanks?
The solution for 4 hawks in the air is not invulnerability, it is for your team to get more hawks, BT, or RL.
I will not argue that the current scrubbing may be on the low side, but I think people are asking for a scrubbing ability similar to spinning in warhawk. This is not the answer.
02-18-2012 06:00 AM
Your ideas rock better.
02-18-2012 06:13 AM
mule-tool wrote:
Agree with everything op said, but the hawk vs hawk. I think many warhawk players want that same sense of invulnerability in the air. "it does not matter that 3 guys are after me, I can spin away from almost all of their missiles." I have said it before 1vs4 should end with 1 dead rather quickly. If one ground troop is against 4 ground troops, what should be the result? Should it take 5 minutes for that result to occur? What about 1 tank vs 4 tanks?
The solution for 4 hawks in the air is not invulnerability, it is for your team to get more hawks, BT, or RL.
I will not argue that the current scrubbing may be on the low side, but I think people are asking for a scrubbing ability similar to spinning in warhawk. This is not the answer.
See, here's what a lot of people aren't understanding about the outnumbered Hawk issue and what guys like Arab are trying to get across:
IF one guy, with the proper skills (his own, not the game skills) and experience cannot mess some guys up in the air, when outnumbered, create a little chaos, spread some confusion, and bait them to come after him, what uh... do you think the 4 in the air are going to do?
They're going to get bored real quick - and when they get bored, they aren't going to go to ground and rush you in a jeep or with an RPG - they are going to bomb your team back to the stoneage thus putting a base rape on them so hard they don't which way is up.
Then weaker pilots, even smooth bore idiots, are going to say, ohai, we have the air, lets join in on the fish in a barrel game! Then it quickly becomes 8 v 1 - or worse - I counted 13 v 1 one night (Obviously a WH server). And with nothing for the scavangers (the smooth bore idiots in the air) and the real mccoys (apex predators in the air) will find you and systematicly mop the floor with you.
Also, the ground comparison doesn't add up either. You ever played with any of the WAR! guys? They play with ground beast mode every game. 5-1 odds on the ground for those guys is party, not a challenge.

02-18-2012 06:47 AM
I understand this argument and I agree there should be room for a really good pilot to survive for a while when outnumbered. I guess my point is that the same dynamic that warhawk had was not the answer. One did not have to have immense skill to spin around the map for hours at a time. I sucked at normal flight and I would switch to this mode when outnumbered and be able to fly reasonably well 1vs3.
I suspect there are a lot of average pilots that consider themselves elite because of the ease of out spinning the opponent in warhawk.
What I would like to see is an average player can scrub 60% of missiles (I am just making these numbers up, but you get the point). A good pilot can scrub 75% and a elite pilot can scrub 85%. In warhawk the spread was probably 80% to 97% from average to elite (once again I am making numbers up). Everyone in warhawk could out spin their opponent, even players that honestly were not that good.
(and I am not trying to say that I was elite at all, heck Arabrocker says my numbers make me a noob
)
02-18-2012 07:00 AM
I made a thread about this the other day. By giving drop pods the ability to travel faster at will will eliminate the enemy's ability to know when a spawn troop in dropping from the sky. If you are still confused about what is being said here, try to picture the TOW missile in Warhark. At normal speeds, you can guide a TOW missile right into a target 85% to 90% of the time, but if you increase it's speed, it's mobility drops significantly. Now apply this very same system to drop pods in StarHawk (hold down R2 to accelerate the pods speed when falling) and the enemy will have very little time to move away from the pod's drop zone while receiving their current warning at the very same time.
I would also like to add that drop pods need more splash damage. If it doesn't directly kill a target, those close enough to the drop zone should take some form of damage. This would help cut down on campers with heavier firepower than spawning troops who are caught in the shockwave.
02-18-2012 07:00 AM
I made a thread about this the other day. By giving drop pods the ability to travel faster at will will eliminate the enemy's ability to know when a spawn troop in dropping from the sky. If you are still confused about what is being said here, try to picture the TOW missile in Warhark. At normal speeds, you can guide a TOW missile right into a target 85% to 90% of the time, but if you increase it's speed, it's mobility drops significantly. Now apply this very same system to drop pods in StarHawk (hold down R2 to accelerate the pods speed when falling) and the enemy will have very little time to move away from the pod's drop zone while receiving their current warning at the very same time.
I would also like to add that drop pods need more splash damage. If it doesn't directly kill a target, those close enough to the drop zone should take some form of damage. This would help cut down on campers with heavier firepower than spawning troops who are caught in the shockwave.
02-18-2012 07:19 AM
There was no doubt in any sane pilot's mind that Warhawk's spinning was just too much. I was talented but refused to spin like that or backlock.
For me when you point blank fire any missile into someone and it curves away literally like an inch from them when they go into spin motion that is bollocks. I like what we have here but they need to fix homers still, yes they do, and we need to see flight equality. You shouldn't be able to get away from well placed missiles so easily. Stealth will make getting away just as it was, and should be, in Warhawk.
But will it make groundies even dumber or will it force them to learn. I hope for the latter.