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Psychological effect of Air dominance

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Opening statement
[Spoiler]
Psychological factors[Spoiler]

What I am saying is, in the case of Planefac, psychological effect>actual units killed.
I notice this after a battle, my last one at this point and time, where the bombs rarely struck my units, but I never expanded after whilst the planes could have been shotdown by MAA, and I only lost a few units to bombing runs, but it pretty much forced my eco into defense and I never really escelated.


I see this as[Spoiler]


Discuss what you think about Air dominance, GS or Plane
Is the psychology behind them very important, or are there just stigmas?
+2 / -0
Wtf MAA, SAA, and other shotcuts you used mean...


And yes, this effect is very important. Thats why u always rush 3 ravens to kill an enenmy com during 1st 3 mins od gamÄ™.
Cuz u lose com, and due to enemy air superiority = insta resign.
+0 / -0
FIrankFFC
7 years ago
Probably mobile and stationary anti air.
+2 / -0

7 years ago
one-sided air superiority is forcing to massive investment to AA. the trick is the right balance, you really have to evaluate the danger of the bombers by

1) experience of air-playing person
2) exposed own costly targets
3) overinvestment in AA, which could lead to loose to ground forces

usually, when i am in the position, i switch immediately to air and give up my part of the frontline to static defence (no more expansion). moving AA fighters are much more dangerous and cost effective to the investment required in ground AA. if you take the other air player by surprise, which is mostly always the case, you could turn the air game. the other team relied to their aa player and has none of them aa statics. after the first air sweep, you hit them at their far away expanded, precious coms. hrhrhr.
+3 / -0

7 years ago
Air dominance end when screamer is ready.
Screamer dominance ends when silo is ready.
+0 / -0
7 years ago
quote:
Air dominance end when screamer is ready.
Screamer dominance ends when silo is ready


Silo dominance end when Protector is ready.
+0 / -0

7 years ago
*Tacnuke silo.
+0 / -0
a single impaler can negate any static AA. its also mobile and cheaper than silo. get athena if you dont need other vehicle options and get free OP buildoptions! like direct mobile cloaker, fleascreen, skythes or ulti. so useful. much success.
+0 / -0
7 years ago
A single Glaive can negate any static AA. Its also mobile and cheaper than Impaler. It can't be built by the Athena though.
+3 / -0
Flea has better DPS per cost, higher speed, better mobility and can be built by Athena.

And just like the Glaive it can shoot at aa.

What was this thread about again? AA being op because it counters all air, causing the air player to be scared and demoralized?
+3 / -0

7 years ago
The psychological effect of dominance is that it addicts.
Obedience is the correct behaviour.
+1 / -0
7 years ago
quote:
Flea has better DPS per cost, higher speed, better mobility and can be built by Athena.


User you unmorphed Commander with pee pee gun...
Cost = nothing.
Flea = expensive!
+4 / -0

7 years ago
You aren't wrong - air does have a big effect, but it isn't just psychological. Air gives a very real form of power in-game - even if it doesn't do any damage. Good players won't take much if any damage from an airswitch, but its still often worth doing that airswitch because it forces the other player to play less aggressive and make sure they have enough aa before doing things. You don't win zerok by killing units, you win by getting the other person to resign. Preventing expansion almost always has a greater reward than actually killing units, and you being very perceptive, will notice that preventing expansion doesn't necessarily involve killing things, but rather the fear of it happening.
+1 / -0

7 years ago
http://zero-k.info/Battles/Detail/448407
+0 / -0

7 years ago
"You don't win zerok by killing units, you win by getting the other person to resign"

This should stand somewhere on the front page.
+0 / -0

7 years ago
Greater than the fear factor, I think, is the turn-on-team factor.

Stupid air player lost air gg!

Stupid ground player made no MAA!

Fighting against a coordinated ground/air combo requires coordination, and if people don't have it they gonna get angry and blame, which is all but certain defeat.
+1 / -0