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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    T4 mobile anti-air

    Scheduled Pinned Locked Moved Balance Discussion
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    • C Offline
      Cyborg16
      last edited by

      In the T1/T2/T3 stage, air serves a number of useful purposes: scouting, transportation, bombing weakly defended targets, high-mobility gunships able to chase down raiders. And interceptors.

      In the late T3/T4 stage, one team tends to build a huge ball of ASF able to shut down the opponent's air, even over the opponent's mobile land armies. Worse, if one team gets air supremacy and 20+ T3 gunships or a T4 gunship, they can shut down most land pushes.

      This changes the game to the point that land pushes are hard, turning the game into a T4 arty war.

      Suggestion: add a T4 mobile land AA unit to each faction, somewhere around the cost of a spider or GC. Make it strong enough to beat all T4 air and able to kill massed gunships quickly using AOE weapons.

      This should make multiple-T4-pushes more effective and reduce the incentive to make 100+ ASF.

      A simpler alternative would be to buff T3 MAA, but I think this has more downsides.

      N 1 Reply Last reply Reply Quote 0
      • IndexLibrorumI Offline
        IndexLibrorum Moderator
        last edited by

        T3 MAA already handles this quite well

        "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

        See all my projects:

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        • ThomasHiattT Offline
          ThomasHiatt
          last edited by

          Is there actually an incentive to make 100 ASF, or are FAF players just silly?

          R 1 Reply Last reply Reply Quote 0
          • N Offline
            Nomander Balance Team @Cyborg16
            last edited by

            @Cyborg16 said in T4 mobile anti-air:

            A simpler alternative would be to buff T3 MAA, but I think this has more downsides.

            Make flak instead of T3 MAA for dealing with gunships. You will need a lot because gunships cost 1500 mass while flak costs 160. T3 MAA should be reserved for kiting T4 air/killing strats since it's weaker than flak.

            Only Ahwassa can truly shut down land pushes with AA but it's the most expensive air T4, can still be partially dodged, damaged by T3 MAA, and it has relatively poor efficiency vs spread out units and land T4s.

            C 1 Reply Last reply Reply Quote 3
            • C Offline
              Cyborg16 @Nomander
              last edited by

              @Nomander said in T4 mobile anti-air:

              Make flak instead of T3 MAA for dealing with gunships. You will need a lot because gunships cost 1500 mass while flak costs 160. T3 MAA should be reserved for kiting T4 air/killing strats since it's weaker than flak.

              I guess this is the meta I was missing; thanks. There's definitely still a gap for MAA which is decently survivable at the T4 stage and can deal with both gunships and T4 air though.

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              • waffelzNoobW Offline
                waffelzNoob
                last edited by

                You're just not making enough flak and t3 maa. It's really hard (impossible) to stop a good land push with just air

                frick snoops!

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                • R Offline
                  rampeer @ThomasHiatt
                  last edited by

                  @ThomasHiatt it's not uncommon to get like 200-300 ASAFs at the endgame

                  You gotta shoot down enemy's 50 bombers before they get too close to your Yolo, you know

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