| 1 |
Ground being better at AA than air itself makes a whole lot of sense to me.
|
1 |
Ground being better at AA than air itself makes a whole lot of sense to me.
|
| 2 |
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|
2 |
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| 3 |
If
you
make
a
flying
unit
that
is
so
potent
at
AA
it
dwarfs
any
other
kind
of
AA,
all
you're
doing
is
making
sure
nobody
ever
builds
any
kind
of
flying
unit
ever
again
because,
if
they
do,
they
get
met
with
the
uberflyingaa.
Uberflyingaa
is
countered
by
none
other
than
uberflyingaa,
so
the
whole
air
game
becomes
make
more
uberflyingaa
than
your
opponent
or
don't
make
any
air
at
all.
Boring.
|
3 |
If
you
make
a
flying
unit
that
is
so
potent
at
AA
it
dwarfs
any
other
kind
of
AA,
all
you're
doing
is
making
sure
nobody
ever
builds
any
kind
of
flying
unit
ever
again
because,
if
they
do,
they
are
met
with
the
uberflyingaa.
Uberflyingaa
is
countered
by
none
other
than
uberflyingaa,
so
the
whole
air
game
becomes
make
more
uberflyingaa
than
your
opponent
or
don't
make
any
air
at
all.
Boring.
|
| 4 |
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|
4 |
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|
| 5 |
We saw this years ago when scallops were super op and outranged and outdamaged all other forms of sub and sea. Water was just who made the most scallops. It's boring, it's bad and it should never be repeated ever again.
|
5 |
We saw this years ago when scallops were super op and outranged and outdamaged all other forms of sub and sea. Water was just who made the most scallops. It's boring, it's bad and it should never be repeated ever again.
|
| 6 |
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|
6 |
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|
| 7 |
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|
7 |
\n
|
| 8 |
[q] The problem is because they are so tanky [/q]
|
8 |
[q] The problem is because they are so tanky [/q]
|
| 9 |
Here is the heatlh per metal ratio of all the planes:
|
9 |
Here is the heatlh per metal ratio of all the planes:
|
| 10 |
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|
10 |
\n
|
| 11 |
swift 2
|
11 |
swift 2
|
| 12 |
magpie 3.52
|
12 |
magpie 3.52
|
| 13 |
phoenix 2.69
|
13 |
phoenix 2.69
|
| 14 |
raven 3.33
|
14 |
raven 3.33
|
| 15 |
odin 3.47
|
15 |
odin 3.47
|
| 16 |
spawrrow 1.52
|
16 |
spawrrow 1.52
|
| 17 |
raptor 3.67
|
17 |
raptor 3.67
|
| 18 |
likho 1.18
|
18 |
likho 1.18
|
| 19 |
thunderbird 2.91
|
19 |
thunderbird 2.91
|
| 20 |
owl 2.79
|
20 |
owl 2.79
|
| 21 |
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|
21 |
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| 22 |
Of all the criticisms of the magpie so far this is the only one I agree with. Until I bothered to calculate these I didn't realize just how durable the magpie is for a spammable unit. It's closer to an assault in health ratio than... what is it supposed to be? A flying skirm (aka flying scalpel)? It already has range for safety. Maybe it doesn't need that much health? I always thought bombers were meant to be used as hit and run. You're supposed to send them where you can get kills without retaliation and get out of there before AA can be mobilized, and lose them if you make the wrong call and stumble upon undetected aa like unscouted artemis, cloaked ground units... If they weren't meant to be played like that they would do less damage per shot and didn't need to rearm, so they'd be used like gunships. Having to rearm planes is a very ZK/C&C thing. Most RTS do not do this. Bombers are just other regular units that linger in the battlefield firing continuously.
|
22 |
Of all the criticisms of the magpie so far this is the only one I agree with. Until I bothered to calculate these I didn't realize just how durable the magpie is for a spammable unit. It's closer to an assault in health ratio than... what is it supposed to be? A flying skirm (aka flying scalpel)? It already has range for safety. Maybe it doesn't need that much health? I always thought bombers were meant to be used as hit and run. You're supposed to send them where you can get kills without retaliation and get out of there before AA can be mobilized, and lose them if you make the wrong call and stumble upon undetected aa like unscouted artemis, cloaked ground units... If they weren't meant to be played like that they would do less damage per shot and didn't need to rearm, so they'd be used like gunships. Having to rearm planes is a very ZK/C&C thing. Most RTS do not do this. Bombers are just other regular units that linger in the battlefield firing continuously.
|
| 23 |
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|
23 |
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| 24 |
I'd be totally on board with magpies having a skirm's health ratio rather than an assault's. Heck, raven is an assault and it has less. Phoenix is slower than both magpie and raven, and it has even less health. Why? I'd also be for removing all homing from raven and doubling its health, but I'm probably going to be alone on that one.
|
24 |
I'd be totally on board with magpies having a skirm's health ratio rather than an assault's. Heck, raven is an assault and it has less. Phoenix is slower than both magpie and raven, and it has even less health. Why? I'd also be for removing all homing from raven and doubling its health, but I'm probably going to be alone on that one.
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| 25 |
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25 |
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| 26 |
You could also reduce magpie range, but then it just becomes a worse phoenix/raven so you might as well delete the unit at that point.
|
26 |
You could also reduce magpie range, but then it just becomes a worse phoenix/raven so you might as well delete the unit at that point.
|
| 27 |
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|
27 |
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| 28 |
If going for major redesing, then I really like the laser plane using the sparrow model from future wars. I don't know if it's shaman's original idea, but the plane has a battery. It fires lasers continously but not instantly so it depletes its battery over time which means it is exposed to enemy fire for a prolonged period, then flies back to a pad to recharge the battery. This is less alpha-strike-y and it gives the enemy time to respond as well as increases the effectiveness of the response.
|
28 |
If going for major redesing, then I really like the laser plane using the sparrow model from future wars. I don't know if it's shaman's original idea, but the plane has a battery. It fires lasers continously but not instantly so it depletes its battery over time which means it is exposed to enemy fire for a prolonged period, then flies back to a pad to recharge the battery. This is less alpha-strike-y and it gives the enemy time to respond as well as increases the effectiveness of the response.
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