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Artemis ruins air lategame

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Date Editor Before After
11/6/2023 6:41:38 PMFIrankLobHunter before revert after revert
Before After
1 If AA shoots any unit that is not "on the ground", this will actually provide a good counterplay to Artemis. As it has the longest range (and so will be the only thing to hit a high-flying jack), newton-launching jacks into enemy back lines will provide an effective way to disarm an Artemis (or even several of them), while also wreaking havoc on enemy eco. This will also make jacks landing on top of singus a legit target for all the AA turrets there which will make the whole thing look less silly =) It will also prevent gremlins from shutting down air factories and killing rearming bombers. I see only pluses except that the engine does not support this AFAIK. 1 If AA shoots any unit that is not "on the ground", this will actually provide a good counterplay to Artemis. As it has the longest range (and so will be the only thing to hit a high-flying jack), newton-launching jacks into enemy back lines will provide an effective way to disarm an Artemis (or even several of them), while also wreaking havoc on enemy eco. This will also make jacks landing on top of singus a legit target for all the AA turrets there which will make the whole thing look less silly =) It will also prevent gremlins from shutting down air factories and killing rearming bombers. I see only pluses except that the engine does not support this AFAIK.
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3 As for actually implementing it, engine has a concept of unit categories which are defined for every unit, and any given weapon can target specific subset of those. What I could not find is an API to change unit category dynamically (it is quite possible that there is no such API in the engine). As a workaround, air units could have 2 unit defs, one for when it is landed, and one for when it is in the air (which would make sense as landed air unit effectively has no weapons etc). Either way, it is probably implementable. 3 As for actually implementing it, engine has a concept of unit categories which are defined for every unit, and any given weapon can target specific subset of those. What I could not find is an API to change unit category dynamically (it is quite possible that there is no such API in the engine). As a workaround, air units could have 2 unit defs, one for when it is landed, and one for when it is in the air (which would make sense as landed air unit effectively has no weapons etc). Either way, it is probably implementable.
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5 While poking around at engine features, found an interesting thing - apparently airplanes can use flares to confuse missiles. Maybe give raptor flares? Then it would make sense using it as an AA penetration aid of sorts.