**Platinum question**
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I don't know if that's a problem or not - just a choice - I was just trying to give some perspective of what might be expected from such a change. It revamped the tempo and flavor of the air game, without question. As for hoverbombing, I cannot say - it's not something we see.
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You guys have mexes way more spread out than FAF which impacts the viability of hoverbombing, on FAF these changes to bombers will just make it mandatory to learn hoverbomb micro because it makes all your bombing raids massively more efficient for the 40 seconds of fuel you have or whatever. You do needless, long loops which now not only cut into your dps but also your fuel.
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We have many maps that have resource densities just a high as many typical maps used in FAF. In fact, many of our users will sometimes bring over their favorite maps and utilize them with LOUD. While philosophically, we do see things differently, being the Supreme Commander, and having to make those decisions, is what it's all about. Certainly, the layout of a map can impact the value of some of those decisions.
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Fuel is not a fun mechanic and not a mechanic that anyone is actually thinking about when playing. Your stuff just runs out of fuel occasionally and reminds you that it exists and you need air staging. I'd remove it from the game to reduce complexity and have one less variable that updates every tick. Obviously, we do not need more complexity since there are only a few dozen people that can play the game competently as it is.
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Removing fuel will allow everyone to see the bomber reload timer, which will also encourage more hoverbombing! Let me see the bomber reload timer just so I don't have that situation where I try to drop a bomb just before 5 seconds elapsed since my last drop. It makes me feel dumb.
In all seriousness, fuel actually plays an influential role on how inties especially are used. If you've played Crossfire Canal ever, you've gotten into games where you have 100+ inties. The way fuel works now, you actually have to be cognizant of how you use your inties—selecting small groups to deal with small numbers of bombers or transports, and parking the majority of them in a place to conserve fuel. You certainly can't just select all inties and move everywhere all the time. If fuel were removed, you could just patrol massive groups of inties everywhere and it would completely the way game is played. I say we should keep fuel as a mechanic.
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Yeah removing fuel usage is a straight buff to air units which seems like an odd thing to want given I feel like a lot of people think air is already op or broken or whatever.
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Don't interceptors on patrol automatically go back to refuel when they get low? If patrolling interceptors is so game-breaking then surely someone would just invest in a few air staging on each slice and patrol around the entire map. Your inties will just go off chasing some random thing that flew by and get slaughtered while you aren't looking. Worst case scenario they might actually intercept something like one of those busted arty drops that always get by and one-shot your entire base. If they are that good you could even make 4 air staging for the price of each T2 PD you need for drop insurance.
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Who thinks air is broken besides dudes whining that dual gap has a strat rush?
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I do find the idea of very low fuel times with AOE regen with air staging interesting. I'm thinking 30 seconds of fuel on asf or 1-2 minutes on an inti, maybe teammates air staging also works if possible. Basically forcing air staging dotted around the map and more tactical positioning. Sounds like a cool variation for the very boring air play today.
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Do carriers perform air staging, can carriers be given the ability to perform air staging?
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@valki Yes they do (atlantis for uef), also fatties, cybran cruisers, I don't remember if any other units can.
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It's pretty hilarious when a asf hits up a Fatboy for air staging
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..all races have at least a t3 aircraft carrier (uef needs to make a t4 for it) actually, but there's not much reason to make them apart from the cool factor (I think the seraph carrier used to have a longer range tac than the cruiser, but that's no longer the case at the very least).
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@aulex said in **Platinum question**:
I do find the idea of very low fuel times with AOE regen with air staging interesting. I'm thinking 30 seconds of fuel on asf or 1-2 minutes on an inti, maybe teammates air staging also works if possible. Basically forcing air staging dotted around the map and more tactical positioning. Sounds like a cool variation for the very boring air play today.
@deletethis said in **Platinum question**:
..all races have at least a t3 aircraft carrier (uef needs to make a t4 for it) actually, but there's not much reason to make them apart from the cool factor (I think the seraph carrier used to have a longer range tac than the cruiser, but that's no longer the case at the very least).
Then it seems that nerfing fuel tanks makes aircraft carriers useful.
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@deletethis said in **Platinum question**:
..all races have at least a t3 aircraft carrier (uef needs to make a t4 for it) actually, but there's not much reason to make them apart from the cool factor (I think the seraph carrier used to have a longer range tac than the cruiser, but that's no longer the case at the very least).
This is incredibly wrong
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Donut is called experimental aircraft carrier and it does air staging, and lets not forget, some aircraft building also. Like other aircraft carriers. Donut has quite spectacular plane entering animation, when big group of planes is trying to enter, they form a star.
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@valki Yeah, they do staging so good! TBH I had previously forgotten about their AA because I thought they HAD to be carrying aircraft.
I would so very much love for aircraft carriers to be viable in an aircraft carrier way. A lot would need to happen for that to be the case. To start landing would need to be faster.
I have used them to turn a tide of air power once. Had a few aircraft carriers and filled them all up and surprised the enemy air blob with ~180 ASF.
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Could have it so that air staging of a certain tier repairs units of a higher tier much, much slower. That way t1 air staging is still relevant for t1 and t2 but when you hit t3 then fielding a carrier fleet becomes a viable option for repairing your asfs
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@captainklutz You could simply require that by having T1, T2 and T3 air staging for each class. Then you can balance the cost of the air staging proportionally if you feel that for example ASF repair is too cheap an option.