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    Another T3 Air suggestion

    Scheduled Pinned Locked Moved Balance Discussion
    15 Posts 10 Posters 1.2k Views
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    • ComradeStrykerC Offline
      ComradeStryker @waffelzNoob
      last edited by

      💀

      ( ͡° ͜ʖ ͡°)

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      • IndexLibrorumI Offline
        IndexLibrorum Global Moderator @waffelzNoob
        last edited by

        @waffelznoob Not everyone plays at the 2k rating waffelz 🙂

        "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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        • TheVVheelboyT Offline
          TheVVheelboy
          last edited by

          G-great. Are we now gonna buff all t1 units so that astro can see more action?

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          • waffelzNoobW Offline
            waffelzNoob @IndexLibrorum
            last edited by

            @indexlibrorum funny thing is that when i was low rated, the team that sniped the enemies the most with t2 air would win

            frick snoops!

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            • IndexLibrorumI Offline
              IndexLibrorum Global Moderator @waffelzNoob
              last edited by

              @waffelznoob Wish I saw that shit more in my bracket ngl. Not always the most fun way to play, but atleast it isn't the bog-standard naked T3 air rush.

              "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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              • FtXCommandoF Offline
                FtXCommando
                last edited by

                Air players doing t2 air are the worst slot to do t2 air from. Longest travel time and often enough if a t2 air all in fails, you can just rely on everyone else being too crippled to deal with anything the air player can do anyway given you wasted the time of enemy air player dealing with your garbage.

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                • B Offline
                  Blade_Walker
                  last edited by

                  Wow love that strat change - that could go a long way to preventing a single rushed strat from basically deciding a game

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                  • CaliberC Offline
                    Caliber
                    last edited by

                    Changes have made zero differance still losing/winning games based on one rushed strat becouse it still has no meaningfull counter,

                    either buff t1 air to catch a strat or reduce energy cost of asf.

                    If you rush a strat first call is to attack enemy air player and kill t2 energy then they cannot make air, Period. and you just continue to rape the entire enemy team unaposed until they reach t3 to make sams all over the map, but by then the game is already crushed.

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                    • N Offline
                      Nex @Caliber
                      last edited by

                      @caliber Or you could build a t2 shield around your pgens if you expect a strat and he'd need ~30 seconds to break through that. giving you more time to either make aa or finish some asf

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                      • Sladow-NoobS Offline
                        Sladow-Noob
                        last edited by

                        As Nex said, if you already know you're behind it's only logical to get a shield and a SAM as the airplayer and your base turns into an anti-fly-zone. The first ASF can usually snipe the strat then.
                        Besides that, it's known that t3 air is still pretty oppressive and the balance team is working on fixing that. However the priorities are not only the t3 air so it's not an immediate change since it's not an easy thing to solve besides everything else.

                        Inactive.

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