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Seeing you play large time more often
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Seeing you play large time more often
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Swift is better because of is speed aka afterburner, it can get to everywhere in the map asap thus able to catch enemy bombers. Also, due to its afterburner, it also able to scout the map by forcing its way through the AA. Again, due to its afterburner, it is also able to escape wrong place at the wrong time. It also able to force land by disabling the flying button, doing so will make the swift attack everything within its LOS and it only shoot when it has clear LOS, pretty much like a fencer.
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Swift is better because of is speed aka afterburner, it can get to everywhere in the map asap thus able to catch enemy bombers. Also, due to its afterburner, it also able to scout the map by forcing its way through the AA. Again, due to its afterburner, it is also able to escape wrong place at the wrong time. It also able to force land by disabling the flying button, doing so will make the swift attack everything within its LOS and it only shoot when it has clear LOS, pretty much like a fencer.
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Next is importance of radar plane. A lot of air players tend to refuse to build radar plane, it has been like that for ages. Radar plane is the most superior support air can ever provide for the frontline and most importantly to air itself. Radar plane aka owl provide great vison while extreme radar range and anti radar to any below it. This vision is beneficial to all artillery units because only with vision it can make accurate shot that deal huge damage. Next is this vision also given accurate intel to everybody on the team, otherwise you have to guess the dots (what kind of units), believe me most people can't guess dots and because they can't guess dots, they also don't know what to build to counter and when or how to push. I don't think I need to explain radar jamming, it simply make it hard for enemy to guess dots and their artillery to even shoot.
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Next is importance of radar plane. A lot of air players tend to refuse to build radar plane, it has been like that for ages. Radar plane is the most superior support air can ever provide for the frontline and most importantly to air itself. Radar plane aka owl provide great vison while extreme radar range and anti radar to any below it. This vision is beneficial to all artillery units because only with vision it can make accurate shot that deal huge damage. Next is this vision also given accurate intel to everybody on the team, otherwise you have to guess the dots (what kind of units), believe me most people can't guess dots and because they can't guess dots, they also don't know what to build to counter and when or how to push. I don't think I need to explain radar jamming, it simply make it hard for enemy to guess dots and their artillery to even shoot.
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Now, what does all this mean to air? For air to fly in their swift in timely manner to catch their bombers/air, you need to know when and where their bombers/air are coming. You won't know if you don't have radar across the map and believe me. If you rely on the inaccurate frontline radar, you will be in for a trouble because ground radar has LOS and it is paper, easily destroyed so unlikely to be placed at super front position which means you will get even lesser intel (radar dots).
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Now, what does all this mean to air? For air to fly in their swift in timely manner to catch their bombers/air, you need to know when and where their bombers/air are coming. You won't know if you don't have radar across the map and believe me. If you rely on the inaccurate frontline radar, you will be in for a trouble because ground radar has LOS and it is paper, easily destroyed so unlikely to be placed at super front position which means you will get even lesser intel (radar dots).
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The problem is owl is really expensive and if you build owl at the start, it also means you will build a few swifts less which also means your number of swifts will be lesser than enemies'. Lesser swifts naturally means losing the air skirmishing. So you really need to consider when to build the radar plane but definitely not building it at the start.
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The problem is owl is really expensive and if you build owl at the start, it also means you will build a few swifts less which also means your number of swifts will be lesser than enemies'. Lesser swifts naturally means losing the air skirmishing. So you really need to consider when to build the radar plane but definitely not building it at the start.
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Air rely hugely on their ground performance, their primary source of metal is not from reclaim afterall so whatever you could build depend largely on the eco. That itself can become another challenge if your team is bad because enemy would have more eco to build more while you struggling with your lesser eco.
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Air rely hugely on their ground performance, their primary source of metal is not from reclaim afterall so whatever you could build depend largely on the eco. That itself can become another challenge if your team is bad because enemy would have more eco to build more while you struggling with your lesser eco.
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When fighting against swift or raptor, you need to understand how their shots are fired. Raptor shoot what is infront of them so if you fly in from their back, you will be able to damage more before they fight back. Pretty much the same for swift. Also, when fighting swift, you could use afterburner to escape their missiles so you really to think when to use your afterburners. When you are fighting against another air who do everything to keep theirs's alive, that is when you know it is a tough fight. Of course that will also become measurement of eco difference but most people lack the capability to gauge that and understand the impact of eco difference.
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When fighting against swift or raptor, you need to understand how their shots are fired. Raptor shoot what is infront of them so if you fly in from their back, you will be able to damage more before they fight back. Pretty much the same for swift. Also, when fighting swift, you could use afterburner to escape their missiles so you really to think when to use your afterburners. When you are fighting against another air who do everything to keep theirs's alive, that is when you know it is a tough fight. Of course that will also become measurement of eco difference but most people lack the capability to gauge that and understand the impact of eco difference.
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A lot of people would expect the air to scout, regardless or not you are struggling to keep air superiority while struggling with eco. You can decide whether to scout or not, usually one will scout at 8-10min of the game for early nuke, as for other scout timing it all depend on the aggressiveness of the enemy. Remember though, scouting also mean losing some of your swifts which also mean potentially losing air superiority if your team doesn't give a single shit to build even a single aa unit. You can don't scout if you think your team doesn't deserve to win. Afterall, there are also a lot of times that even if you scouted nuke, your team doesn't care enough to build anti because they are too busy tunnel visioning.
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A lot of people would expect the air to scout, regardless or not you are struggling to keep air superiority while struggling with eco. You can decide whether to scout or not, usually one will scout at 8-10min of the game for early nuke, as for other scout timing it all depend on the aggressiveness of the enemy. Remember though, scouting also mean losing some of your swifts which also mean potentially losing air superiority if your team doesn't give a single shit to build even a single aa unit. You can don't scout if you think your team doesn't deserve to win. Afterall, there are also a lot of times that even if you scouted nuke, your team doesn't care enough to build anti because they are too busy tunnel visioning.
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Counterscout. When people scout, they send their lone swifts in several direction. So, all you really need to kill are the swifts in particular directions you don't want them to scout. Use afterburners to catch up and that's that. You killed some of their swifts, their air weakened, is time for you to scout with higher success rate.
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Counterscout. When people scout, they send their lone swifts in several direction. So, all you really need to kill are the swifts in particular directions you don't want them to scout. Use afterburners to catch up and that's that. You killed some of their swifts, their air weakened, is time for you to scout with higher success rate.
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Start
game
scouting.
Basically
you
have
one
swift
fly
into
enemy
spawn
and
see.
The
main
purpose
is
to
scout
for
krow
rush
or
simply
com
rush.
Likewise,
some
players
like
to
delay
building
their
facts,
waiting
their
team
to
build
their's
before
deciding
or
simply
hope
the
air
will
scout
enemy's
fact
so
he
or
she
can
build
a
counter
fact.
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19 |
Start
game
scouting.
Basically
you
have
one
swift
fly
into
enemy
spawn
and
see.
The
main
purpose
is
to
scout
for
krow
rush
or
simply
com
rush.
Likewise,
some
players
like
to
delay
building
their
facts,
waiting
their
team
to
build
their's
before
deciding
or
simply
hope
the
air
will
scout
enemy's
fact
so
he
or
she
can
build
a
counter
fact.
The
early
scout
can
also
tell
you
if
you
should
spam
swift
or
you
can
build
radar
and
bombers
early.
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20 |
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21 |
Now when to build bomber or likho? Personally I tend to build likho more than bomber, mainly because I don't like losing units. Bombers are fragile and thus die easily to aa. As game progress, enemy surely will accumulate more aa and your bombers will then die. Likho on other hand will not die that easily as game progress so the reusability is much higher. Back to when to build bombers, that will depend on your how well you did your air superiority. If you have killed a lot of their airs with minimum loss, then that is also when you can build bombers since you already hold superiority. Or when your ally built some AA, that is also when you could build bombers because you could rely on the ground aa to regain superiority, by flying your aa in at the right time, mostly when they fly in to attempt to kill your bombers.
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21 |
Now when to build bomber or likho? Personally I tend to build likho more than bomber, mainly because I don't like losing units. Bombers are fragile and thus die easily to aa. As game progress, enemy surely will accumulate more aa and your bombers will then die. Likho on other hand will not die that easily as game progress so the reusability is much higher. Back to when to build bombers, that will depend on your how well you did your air superiority. If you have killed a lot of their airs with minimum loss, then that is also when you can build bombers since you already hold superiority. Or when your ally built some AA, that is also when you could build bombers because you could rely on the ground aa to regain superiority, by flying your aa in at the right time, mostly when they fly in to attempt to kill your bombers.
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22 |
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23 |
Of course, air doesn't only has bombers but also thunderbird! Thunderbird is a tricky unit to use, mainly because if you disable enemy, you also want your ground to attack the disabled enemy. However, to expect that level of play from your teammate is the difficult part. It require not just good timing but also a map aware teammate, these two conditions aren't simple to derive. Most of time, you likely to use thunderbird to disable shield ball for your likho to bomb and not to support teammate.
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23 |
Of course, air doesn't only has bombers but also thunderbird! Thunderbird is a tricky unit to use, mainly because if you disable enemy, you also want your ground to attack the disabled enemy. However, to expect that level of play from your teammate is the difficult part. It require not just good timing but also a map aware teammate, these two conditions aren't simple to derive. Most of time, you likely to use thunderbird to disable shield ball for your likho to bomb and not to support teammate.
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25 |
Lastly, set your factory to hold position, you don't want your radar plane and swift to fly anywhere they want and never forget to maintain air superiority by keeping a fleet of swifts on standby for any needs.
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Lastly, set your factory to hold position, you don't want your radar plane and swift to fly anywhere they want and never forget to maintain air superiority by keeping a fleet of swifts on standby for any needs.
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