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AA Spider seems a bit OP

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22 months ago
Big range
High damage
undodgeable missile
fast movement speed
All terrain
reasonable hp
not that expensive

My biggest problem with aa at the moment is how unbelievably unforgiving it is. For all AA that fires missiles the only thing that can MAYBE evade is swift. Flying into missile aa is literally an instant death sentence. No skill will save you.
It would be nice to make air a bit more micro skill based and less on who has the most cloaked aa units.
+0 / -0
22 months ago
Im disagreeing with:
"High Damage"
"fast movement speed"
"not that expensive"
+3 / -0

22 months ago
quote:
AA Spider seems a bit OP

Compare Tarantula with Angler and think again about your "reasons" to nerf Tarantula
+1 / -0
No specific opinion on the matter of tarantula, but:

quote:
It would be nice to make air a bit more micro skill based and less on who has the most cloaked aa units.


- Cloaking is op.

- Do you mean a well controlled bomber should be able to dodge aa? Would you also want to make aa itself more micro skill based?
I personally prefer a game where air is slightly weak over one where it is slightly strong.
Also consider that aa-units ONLY counter air. The metal spend on them is missing at other places.

quote:
Compare Tarantula with Angler and think again about your "reasons" to nerf Tarantula


Like: Compare Tetanus with Ebola and think again about your "reasons" to treat Tetanus.
+0 / -0

22 months ago
I guess this applies mostly to lobpot and perhaps to some degree to FFA.

How many cloaked tarantulas do you need to shut down enemy bombing raids?
How does that compare to building chainsaws and/or artemis?


What if bombers dropped their load on death (regardless of whatever order they might have)?
This would (I think) let air trade a bit better with AA units..
+0 / -0
22 months ago
NOranktalas something like "detonates ammorack X seconds after death"?
+0 / -0
22 months ago
quote:
It would be nice to make air a bit more micro skill based and less on who has the most cloaked aa units.

Isn't the current situation require a lot of micro? Scenario: you want to licho something but you don't know if there is cloacked aa. You send 1 or 2 swifts around that area to make aa fire -> if it fires you don't do bomb run, if it does not fire -> you do bomber run. Same micro overhead for aa player: they should put on hold fire if there are swifts but attack licho ... (can you make aa automatically target only licho?... don't know.
+1 / -0

22 months ago
well i do artemis to screamer targeting manually as zomgsurprise. artemis is so costly, you have to shoot a licho down before allowing it to free-fire. it dies so fast to artillery or silo...
+0 / -0


22 months ago
Of all things
+1 / -0
quote:
Compare Tarantula with Angler and think again about your "reasons" to nerf Tarantula


Angler can't walk over hills, you can bait it's missile volley easily.
Normally its used in sea and take so long to float it doesn't do much.
+0 / -0

22 months ago
quote:
Angler can't walk over hills, you can bait it's missile volley easily.
Normally its used in sea and take so long to float it doesn't do much.

Just make 1-2 lobster and both problems are solved, the only disadvantage I know of is that anglers must reload.
+0 / -0
22 months ago
I think you are rather missing the point.
+1 / -0
Tarantula's relatively low burst damage is its greatest weakness as AA I think, and it is a pretty bad weakness for missile AA to have. One needs quite a lot of (expensive) Tarantulas to shoot down a Thunderbird before it fires, or a Licho before it is well on its way home.

Tarantulas are also expensive enough to be a pretty juicy target for Lichos, which can be a big problem if you don't have quite enough Tarantulas.

Tarantula received some buffs (mostly to the speed and agility of its projectile) in 2019 and 2020 and has perhaps never escaped the reputation it earned for unreliability before those changes. Looking at its stats now it is a stronger unit than I would have guessed. Still, I'm inclined to agree with the opinion above that among the ground mobile missile AA units, Angler is top tier. I'd probably also prefer to have Crasher over Tarantula unless terrain is a big issue.

(Flail is much weaker since its AoE nerf. Vandal in theory has good stats for cost, but the sheer number of them you need to pose a threat to bombers makes them cumbersome and relatively easy to avoid.)
+0 / -0

22 months ago
Very good missile range - 1000 elmos.
Medicore expensive - 380 m/e.
Good damage and good dps - 260 and 137.
Pretty good turn rate.
Surprisingly fast unit for spider factory + all terrain - 69. Recluse have 46, redback have 56 and venem have 84.
Tarantula is strong anti air. Especially when massed on hills. I like them. They can heavily punish air player.
But OP? Every aa is OP. :D In late game planes tend become pretty obsolete.
+1 / -0


22 months ago
I think Tarantula is around the middle of AA power. The slow missile and awkward lack of burst is a problem for it.
+0 / -0
tarantulas can kite a krow. 4 tarantulas scare a krow away, killing 33% health while just being is sight, then retrieving.

Multiplayer B1368420 26 on Highway 95 v5
+0 / -0
22 months ago
Slow missile? What does that have to do with anything.

If the missile has enough burn time it doesn't matter how slow it is, it will still hit the target no matter what you do to dodge it.
+0 / -0
Tarantula has really high DPS, nearly DOUBLE all other mobile missile AA.
Highest range, longest flight time, agile missile, high hp, fast reload...

Don't believe me? Well I collated all the stats for you.
+1 / -0
HP, burst, dps stats are more relevant if divided by cost

you also left out the tank and jumpy mobile AA which have more dps than tarantula
+0 / -0
22 months ago
This is specifically for missile AA. Flak and laser AA are different because the dps stops as soon as you leave the range of the unit. Missiles track after you leave range, so even entering range for a fraction of a second can be deadly.
+0 / -0
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