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[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]
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[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]
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The strongest ground unit is detri, and it can be cloaked and can't be tacnuked, and that is okay.
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The strongest ground unit is detri, and it can be cloaked and can't be tacnuked, and that is okay.
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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.
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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.
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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.
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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.
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---------
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Personally I'd experiment with changing a lot of AA weapons into EMP, and tweak gravity guns into an AA focused weapon.
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Personally I'd experiment with changing a lot of AA weapons into EMP, and tweak gravity guns into an AA focused weapon.
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EMP: Artemis, Raptor
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EMP: Artemis, Raptor
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Artemis Intended results:
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Artemis Intended results:
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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.
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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.
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15 |
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Raptor Intended results:
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Raptor Intended results:
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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.
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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.
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