| 1 |
I think calculating geometry is important to analyzing this.
|
1 |
I think calculating geometry is important to analyzing this.
|
| 2 |
You are making quite a few geometrical assumptions that don't apply very often.
|
2 |
You are making quite a few geometrical assumptions that don't apply very often.
|
| 3 |
\n
|
3 |
\n
|
| 4 |
[quote]assume typecal AA range 900
|
4 |
[quote]assume typecal AA range 900
|
| 5 |
\n
|
5 |
\n
|
| 6 |
for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.[/quote]
|
6 |
for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.[/quote]
|
| 7 |
An Ettin that has 900 range running away with 96 speed takes 4.44 seconds before the Locusts with 260 range and 250 speed enters range.
|
7 |
An Ettin that has 900 range running away with 96 speed takes 4.44 seconds before the Locusts with 260 range and 250 speed enters range.
|
| 8 |
If a supporting Ettin goes in the opposite direction of the fleeing Ettin, it takes about 6 seconds before the supporting Ettin reaches the fleeing Ettin.
|
8 |
If a supporting Ettin goes in the opposite direction of the fleeing Ettin, it takes about 6 seconds before the supporting Ettin reaches the fleeing Ettin.
|
| 9 |
This means that the lone Ettin gets 4.4 seconds of free damage and only 1.6 seconds for the Locusts to deal damage before the supporting Ettin reaches combat.
|
9 |
This means that the lone Ettin gets 4.4 seconds of free damage and only 1.6 seconds for the Locusts to deal damage before the supporting Ettin reaches combat.
|
| 10 |
\n
|
10 |
\n
|
| 11 |
With radar coverage, this should give you even more time to group up your AA before the clash.
|
11 |
With radar coverage, this should give you even more time to group up your AA before the clash.
|
| 12 |
\n
|
12 |
\n
|
| 13 |
[quote]..This calculation varies depends on map width, the wider the map the more advantage air have...
|
13 |
[quote]..This calculation varies depends on map width, the wider the map the more advantage air have...
|
| 14 |
\n
|
14 |
\n
|
| 15 |
...assume players expands as a circle, they need AA forces to cover then edge of circle.[/quote]
|
15 |
...assume players expands as a circle, they need AA forces to cover then edge of circle.[/quote]
|
| 16 |
It is true that larger maps favor faster units over slower units.
|
16 |
It is true that larger maps favor faster units over slower units.
|
| 17 |
However players rarely expand in a circle. On most maps you start next to the edge of the map or even in the corner. With a corner start and radar, it should in most cases be sufficient to cover your initial expansion with 1 group of anti-air. I'd say gunship starts are only viable when there is terrain that prevents land units from moving freely like Mecharavaged or Lonely Oasis, where it also blocks Line of Fire and hides the initial Locusts from most radar.
|
17 |
However players rarely expand in a circle. On most maps you start next to the edge of the map or even in the corner. With a corner start and radar, it should in most cases be sufficient to cover your initial expansion with 1 group of anti-air. I'd say gunship starts are only viable when there is terrain that prevents land units from moving freely like Mecharavaged or Lonely Oasis, where it also blocks Line of Fire and hides the initial Locusts from most radar.
|
| 18 |
\n
|
18 |
\n
|
| 19 |
Another important point is that what you are actually targeting with the Locusts.
|
19 |
Another important point is that what you are actually targeting with the Locusts.
|
| 20 |
On the front line, there might a lot of good flex AA like raiders, riots, defenses and even commanders. Since those typically have high brawl factor square, I see most AA units as a way to extend the range of those strongpoints.
|
20 |
On the front line, there might a lot of good flex AA like raiders, riots, defenses and even commanders. Since those typically have high brawl factor square, I see most AA units as a way to extend the range of those strongpoints.
|
| 21 |
If
you
have
a
combination
of
AA
and
raiders
running
around
in
groups,
the
brawling
strength
is
the
combined
brawling
strength
of
the
groups
while
the
AA
provides
the
to
prevent
Locusts
for
making
cost
effective
trades
against
your
expansion
where
the
Locusts
must
have
enough
time
and
strength
to
kill
defenses
while
taking
damage
from
mobile
AA
and
do
it
before
the
raiders
reach
the
expansion
and
do
it
all
costeffectively.
|
21 |
If
you
have
a
combination
of
AA
and
raiders
running
around
in
groups,
the
brawling
strength
is
the
combined
brawling
strength
of
the
groups
while
the
AA
provides
the
range
to
prevent
Locusts
for
making
cost
effective
trades
against
your
expansion
where
the
Locusts
must
have
enough
time
and
strength
to
kill
defenses
while
taking
damage
from
mobile
AA
and
do
it
before
the
raiders
reach
the
expansion,
and
the
Locusts
have
to
do
it
all
costeffectively.
|