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I think mobile AA needs some work, even Jethros, which are arguably the best mobile AA with their speed, power and utility, seem to sometimes lose vs bombers, and many of the other AA is weaker. Things like speed, range and HP are not necessarily a direct exchange for DPS/cost because it's DPS/cost which actually stops the bombers, and if you don't have enough of this, you aren't cost efficient.
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1 |
I think mobile AA needs some work, even Jethros, which are arguably the best mobile AA with their speed, power and utility, seem to sometimes lose vs bombers, and many of the other AA is weaker. Things like speed, range and HP are not necessarily a direct exchange for DPS/cost because it's DPS/cost which actually stops the bombers, and if you don't have enough of this, you aren't cost efficient.
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3 |
But
air
is
@GoogleFrog's
domain.
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3 |
All
mobile
AA
has
a
kind
of
role,
Tarantulas
are
great
mid
and
late
game
at
hiding
on
hills
and
sniping
air,
Flak
has
AoE,
Crasher
is
fast.
But
the
use-case
for
1v1
is
almost
always:
Can
it
effectively
kill
Shadows.
If
you
can't
do
that,
you
are
much
weaker
to
air
starts
or
switches
in
a
1v1.
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4 |
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5 |
I'd also consider some secondary utility, like radar on the Crasher, shields on the Vandal, etc.
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7 |
Frankly I prefer static to mobile AA, creating a domain where bombers must pay a cost to enter, where this communication between air player and ground player is clear, unlike, say, Jethro's, where it's just 'Surprise! You lose all your bombers!'. But the only practical AA to build early is defender spam (ugh) or Razors Kiss (Which is really hardened AA, and does not create a land-snipable point of failure). Flak and Chainsaw are too expensive to fit in this gap, and Hacksaw is owled, so we keep using rkiss.
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8 |
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9 |
But anyway, air is @GoogleFrog's domain.
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