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Locust vs aa analyse

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Date Editor Before After
8/15/2026 5:53:38 PMUSrankBuckymancer before revert after revert
8/15/2026 5:51:44 PMUSrankBuckymancer before revert after revert
Before After
1 The overwhelming speed assumption is a poor approximation, particularly the corollary that Locusts don't take significant damage closing with AA units. AA can shoot down Ravens that don't need to stick around to apply their damage, and in modest quantities can do so while the Ravens are inbound. But as a more fundamental problem, if Locusts really were that fast, the perimeter defense scheme you describe would be pointless, because the Locusts would only take trivial amounts of damage for flying past the perimeter into the undefended inner economy. 1 The overwhelming speed assumption is a poor approximation, particularly the corollary that Locusts don't take significant damage closing with AA units. AA can shoot down Ravens that don't need to stick around to apply their damage, and in modest quantities can do so while the Ravens are inbound. But as a more fundamental problem, if Locusts really were that fast, the perimeter defense scheme you describe would be pointless, because the Locusts would only take trivial amounts of damage for flying past the perimeter into the undefended inner economy.
2 \n 2 \n
3 Your AA suffers from an assumption in the other direction that AA only moves while Locust raids are not underway, yet has efficiency closer to mobile AA than static AA. Use the numbers for Razors in your perimeter defense instead of static Toads and the Locusts' calculated advantage almost disappears. Or maneuver the AA units defensively while you're under attack by Locusts, moving them into range of your anti-ground defenses and thus violating the assumption that riots don't matter. 3 Your AA suffers from an assumption in the other direction that AA only moves while Locust raids are not underway, yet has efficiency closer to mobile AA than static AA. Use the numbers for Razors in your perimeter defense instead of static Toads and the Locusts' calculated advantage almost disappears. Or maneuver the AA units defensively while you're under attack by Locusts, moving them into range of your anti-ground defenses and thus violating the assumption that riots don't matter.
4 Finally, you seem to be ignoring AoEv, which where present is a practical limit on Locusts' ability to scale up. 4 Finally, you seem to be ignoring AoEv, which where present is a practical limit on Locusts' ability to scale up.
5 \n 5 \n
6 Between these various assumptions, you've crippled every single AA option. An Artemis must wait for the Locusts to start hitting it, then pick them off one at a time. Anglers are stuck plinking away at a rate of one missile every three seconds, with a pair of them taking six seconds' worth of incoming Locust damage before scoring a single kill. Crashers cannot group up under fire, nor can they run for the apathetic support of any nearby Rippers who do not care unless they themselves are under attack. And Razors need to slow down their DPS to match the mobile options. 6 Between these various assumptions, you've crippled every single AA option. An Artemis must wait for the Locusts to start hitting it, then pick them off one at a time. Anglers are stuck plinking away at a rate of one missile every three seconds, with a pair of them taking six seconds' worth of incoming Locust damage before scoring a single kill. Crashers cannot group up under fire, nor can they run for the apathetic support of any nearby Rippers because riots do not care unless they themselves are under attack. And Razors need to slow down their DPS to match the mobile options.