Wildly Inaccurate. With all due respect mate, just no. Pre CAI air game was fine but dbg always thinks they know the game but they actually don'twhole dev team sucks at flying. I think Lib armor bonus should work the other way around. A stronger tail to discourage chasing but a weak spot in the cockpit so that libs don't just try to straight sllt ram other ESFs.
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IMO damage tweaks are never going to be enough for a healthy A2G balance. It has to have enough damage to overcome an engie repairing and nearby rep sundys to be worthwhile in the worst case scenario but somehow not overpower lone vehicles that get caught out. I think that at least for ESFs, their A2G arsenal could be moved into a more supportive role, for example making hornets apply a debuff that reduces repair rate and increases damage planetside by performance vehicle.
Maybe give ESF nose guns similar balance changes making room to create esf A2A specific nose gun that has no drop or fall off but no damage to slot ground vehicle at all and very little to infantry too.
More serously, I plnetside your ideas for the ESFs are all positive, but so minimal as to have no effect on any of the core issues of the airgame nor the air-ground interactions. They would have an effect.
Liberators would be better equiped to handle ESFs in a practical way, other than slugging potatoes for 5 minutes waiting for a lucky hit. ESFs can kill libs much faster at a practical rate, something which is much needed right now. The changes would also provide rookies with a much better experience.
Looks like you're using new Reddit on an old browser. Pilot community: Ideal air changes for ESF and liberator balance? Liberator changes:. Absolutely right.
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Remove ESF noseguns and let missiles take their rightful place. Add gunpods or underslung cannons as esf secondaries. Add pink FBs to NS pool. Allow pilots to equip a new nosegun, the NSz.
Pilot community: Ideal air changes for ESF and liberator balance? : Planetside
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