Another T3 Air suggestion
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@waffelznoob Not everyone plays at the 2k rating waffelz
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G-great. Are we now gonna buff all t1 units so that astro can see more action?
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@indexlibrorum funny thing is that when i was low rated, the team that sniped the enemies the most with t2 air would win
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@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.
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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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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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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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@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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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.