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Artemis ruins air lategame

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Date Editor Before After
11/8/2023 1:49:06 AMCArankshin_backline before revert after revert
11/8/2023 1:47:03 AMCArankshin_backline before revert after revert
11/8/2023 1:45:46 AMCArankshin_backline before revert after revert
Before After
1 [quote]This makes no sense when you consider that the only alternative is "The strongest AA in the game is mobile". So.... then what? Now the strongest AA can be cloaked and can't be tacnuked. Turrets are strong because being static has so many downsides.[/quote] 1 [quote]This makes no sense when you consider that the only alternative is "The strongest AA in the game is mobile". So.... then what? Now the strongest AA can be cloaked and can't be tacnuked. Turrets are strong because being static has so many downsides.[/quote]
2 The strongest ground unit is detri, and it can be cloaked and can't be tacnuked, and that is okay. 2 The strongest ground unit is detri, and it can be cloaked and can't be tacnuked, and that is okay.
3 \n 3 \n
4 Now that I think more about, current mobile AA is just clunky and hard to use despite its mobility, thus "mobile artillery players" like lance spammers do try to put up Artemis despite the rest of their army being mobile. The problem isn't in AA units are bad, but in that all AA units take too much surface area in dirtbagged and artillery spammed terrain and get blown up by stray fire. With arty/skirm-balls packing mobile AA there is potential for more fluid play than "hold center mex, porc, build starlight" endgame. 4 Now that I think more about, current mobile AA is just clunky and hard to use despite its mobility, thus "mobile artillery players" like lance spammers do try to put up Artemis despite the rest of their army being mobile. The problem isn't in AA units are bad, but in that all AA units take too much surface area in dirtbagged and artillery spammed terrain and get blown up by stray fire. With arty/skirm-balls packing mobile AA there is potential for more fluid play than "hold center mex, porc, build starlight" endgame.
5 \n 5 \n
6 It would make sense if Artemis were a back field defense turret as opposed to artillery dueling anti-air cover. Army AA should optimally be mobile units, especially if the player can allocate some micro effort at the units. 6 It would make sense if Artemis were a back field defense turret as opposed to artillery dueling anti-air cover. Army AA should optimally be mobile units, especially if the player can allocate some micro effort at the units.
7 \n 7 \n
8 --------- 8 ---------
9 Personally I'd experiment with changing a lot of AA weapons into EMP, and tweak gravity guns into an AA focused weapon. 9 Personally I'd experiment with changing a lot of AA weapons into EMP, and tweak gravity guns into an AA focused weapon.
10 \n 10 \n
11 EMP: Artemis, Raptor 11 EMP: Artemis, Raptor
12 \n 12 \n
13 Artemis Intended results: 13 Artemis Intended results:
14 Deep attacks by air can still be shutdown by Artemis, but air needs to be cleaned up by other assets giving players on both sides more gameplay. It greatly reduces effectiveness at solo covering the frontlines by itself and makes other AA gameplay necessary. It also stops the "instant fleet nuke" that makes lower skill air play so painful. 14 Deep attacks by air can still be shutdown by Artemis, but air needs to be cleaned up by other assets giving players on both sides more gameplay. It greatly reduces effectiveness at solo covering the frontlines by itself and makes other AA gameplay necessary. It also stops the "instant fleet nuke" that makes lower skill air play so painful.
15 \n 15 \n
16 Raptor Intended results: 16 Raptor Intended results:
17 One issue with air war is that it is very fast and massive force concentration means the winning side in air wars can snowball. What is needed is another air unit to slow down the fight so that things like ground AA can actually move into the fight so that the side losing the air to air war can lean on strength of mobile ground forces outside of circling defensive turrets. 17 One issue with air war is that it is very fast and massive force concentration means the winning side in air wars can snowball. What is needed is another air unit to slow down the fight so that things like ground AA can actually move into the fight so that the side losing the air to air war can lean on strength of mobile ground forces. Without someone to shape the battlefield the stronger air player can play around ground mobile AA and weaker air players forcing the other side to lean heavily on turrets.