Post by lupinscroll on Aug 6, 2013 18:58:32 GMT -8
To Hops (but as well as others).
(In reference to an unsuccessful night on Planetside 2 with a liberator and a message with Hops)
I think the best part of a liberator is security and caution. The caution is always doing whatever you can to get the gunner to find a group and flying straight to the flight ceiling. If there's any chance that you can go a few 100 meters away from the base to one side (like down the road 200m and at the flight ceiling that is optimal as well). Nothing is greater then the liberators Dalton at distance, I mean it, they can't be stopped if their zerg is just sitting their or men are popping (ESF's) at you and no ground units can get you. The other factor is the ESF's, but to that degree if you are being cautious and far from their base not only will they not see you as much but they will back off quicker because you will closer to your zerg. It is often too hard to fly far away though so in that case being able to know where you ESF's are or the closest hill to drop off and hide is good.
The other factor which is important is when you can be a little more aggressive you make sure either that you are at risk somewhat, your pilot can do spins til no end to get the gunner where he needs (I'm not that great at it myself) and that the pilot will know the best place to drop and run back (friendly territory, bases, friendly troops, low to the ground in friendly territory to find random allies, of course your squad and ESF's). ESF's run away easy when you go away especially if you can get to your zerg or a friendly base so they won't want to commit into enemy territory. Flying is very commitment risk based so all pilots of all factions have that in their minds, but it is always true that some are great at it and will not stop because they'll either be brave or have a great eye for the battlefield in which case fighting is the only option. Knowing that you need to fight can be assumption. For example knowing to not risk running just fight or being informed if there are outfits at the enemy base or where your defending, also you can sometimes just tell by the ESF's sticking in teams, and their skill level from just the observations of what they are doing, especially if they are far away and just nailing every shot on you.
Most importantly, the most significant game play, security is something you should always have good zerg, ESF's more importantly, that you can call out and that the pilot and gunner will know where they are at all times and that they will respond ASAP on your demand. Like having experience and good comm with each other in the lib so there is little delay to what you mean because of how little time you have in the air during a fight and if you do get ahead of it the dalton and walker can just smoke an ESF before they even get at you. Lib's are so powerful they often can take down ESF's or more so if your ESF's are there then they likely will not win or even want to fight.
Specifically I felt you could of tried the caution more at first, it seemed like you got the bad end of the stick and didn't even have time to find out that they were ready to fight and the ESF's were just waiting for us. So hold back some, bug me (the gunner) and see if I can find any enemy zerg while still over our zerg or far from their base, again ESF's don't want to commit into enemy territory (some of the time at least).
Security wasn't really relevant but it's true that we could have had our team known where they were (at least in my views) cause I couldn't think in time of where's our troops on voice comm or where to hide.
Additionally I didn't really do so well that night on the walker, which is awesome you have it, because the bull dog (or whatever you call it) is like a 3 pt shooter with a pea and I'm not familiar with the other guns but the walker can just drill an ESF if he goes for the stupid "trail the stupid liberator move" where they just get right behind us and think they will win. With a shot at a Dalton a couple times and if the pilot hits it right you can belly up right when they get near you and it should be easy money then, but still if the gunner doesn't want to or the ESF just caught the lib too soon try letting the gunner go to your walker and with the red cross hair detection system (even without tracers to light up the walkers aim ) you can just pound an ESF with pretty good chances in my opinion. The good part of fighting ESF's is that they often just stick to one angle/position when they attack a lib and that just makes it so easy to shoot down if the pilot and gunner and communicate on what they think and what is happening.
Im going to write this down on the Skywatch forum I kind of had a moment on what I've thought about the liberator.
(In reference to an unsuccessful night on Planetside 2 with a liberator and a message with Hops)
I think the best part of a liberator is security and caution. The caution is always doing whatever you can to get the gunner to find a group and flying straight to the flight ceiling. If there's any chance that you can go a few 100 meters away from the base to one side (like down the road 200m and at the flight ceiling that is optimal as well). Nothing is greater then the liberators Dalton at distance, I mean it, they can't be stopped if their zerg is just sitting their or men are popping (ESF's) at you and no ground units can get you. The other factor is the ESF's, but to that degree if you are being cautious and far from their base not only will they not see you as much but they will back off quicker because you will closer to your zerg. It is often too hard to fly far away though so in that case being able to know where you ESF's are or the closest hill to drop off and hide is good.
The other factor which is important is when you can be a little more aggressive you make sure either that you are at risk somewhat, your pilot can do spins til no end to get the gunner where he needs (I'm not that great at it myself) and that the pilot will know the best place to drop and run back (friendly territory, bases, friendly troops, low to the ground in friendly territory to find random allies, of course your squad and ESF's). ESF's run away easy when you go away especially if you can get to your zerg or a friendly base so they won't want to commit into enemy territory. Flying is very commitment risk based so all pilots of all factions have that in their minds, but it is always true that some are great at it and will not stop because they'll either be brave or have a great eye for the battlefield in which case fighting is the only option. Knowing that you need to fight can be assumption. For example knowing to not risk running just fight or being informed if there are outfits at the enemy base or where your defending, also you can sometimes just tell by the ESF's sticking in teams, and their skill level from just the observations of what they are doing, especially if they are far away and just nailing every shot on you.
Most importantly, the most significant game play, security is something you should always have good zerg, ESF's more importantly, that you can call out and that the pilot and gunner will know where they are at all times and that they will respond ASAP on your demand. Like having experience and good comm with each other in the lib so there is little delay to what you mean because of how little time you have in the air during a fight and if you do get ahead of it the dalton and walker can just smoke an ESF before they even get at you. Lib's are so powerful they often can take down ESF's or more so if your ESF's are there then they likely will not win or even want to fight.
Specifically I felt you could of tried the caution more at first, it seemed like you got the bad end of the stick and didn't even have time to find out that they were ready to fight and the ESF's were just waiting for us. So hold back some, bug me (the gunner) and see if I can find any enemy zerg while still over our zerg or far from their base, again ESF's don't want to commit into enemy territory (some of the time at least).
Security wasn't really relevant but it's true that we could have had our team known where they were (at least in my views) cause I couldn't think in time of where's our troops on voice comm or where to hide.
Additionally I didn't really do so well that night on the walker, which is awesome you have it, because the bull dog (or whatever you call it) is like a 3 pt shooter with a pea and I'm not familiar with the other guns but the walker can just drill an ESF if he goes for the stupid "trail the stupid liberator move" where they just get right behind us and think they will win. With a shot at a Dalton a couple times and if the pilot hits it right you can belly up right when they get near you and it should be easy money then, but still if the gunner doesn't want to or the ESF just caught the lib too soon try letting the gunner go to your walker and with the red cross hair detection system (even without tracers to light up the walkers aim ) you can just pound an ESF with pretty good chances in my opinion. The good part of fighting ESF's is that they often just stick to one angle/position when they attack a lib and that just makes it so easy to shoot down if the pilot and gunner and communicate on what they think and what is happening.
Im going to write this down on the Skywatch forum I kind of had a moment on what I've thought about the liberator.