I can't find it in bindings and I don't remember the default. Any ideas?
Latest posts made by OmegaMan
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Spread attack hotkey?
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RE: Why I think T3 air is badly designed
This would actually be freaking awesome!!!
Even if it wasn’t very effective it would still be really fun.T3 Sams in UEFs shielded T3 transports would probably be stupid OP. But if only T1 and T2 AA could fire while on transports it would still be pretty fun and at least give players some other options to fight against air It kind of makes sense that Sams couldn’t fire from a transport with the rocket back blast.
If it ended up being too OP you could always give the units being carried a rate of fire Nerf.
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RE: Why I think T3 air is badly designed
“The missile guidance system knows where the missile is at all times because it knows where the missile is not”
Instead of adding another air unit to counter clumps, The US and Russia both have missile ~5 kiloton fission warhead long range Air defense missiles designed to take out the entire wings of bombers/fighters.
Why not add a new missile to the tactical missile launcher that has to be manually targeted and it’s a air only aoe mini nuke. It’s high risk high reward but if you predict where the air blob is going to be you can take out. 20-30 a missile. Set the mass and energy costs of the missile to 40% of 25 asfs but with an equal build time and you can only stock one per launcher.
It might even be interesting if it did EMP damage to ground shields and stunned units in same area area.
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RE: AOE against air
#realtalk ASF deathballs are really not fun gameplay. In FAF currently the air player is forced to build them or team will be strat-bombed or gun-shipped back to the Stone Age.
Pigeon holing players into only one optimal strategy is the OPPOSITE of Sup Coms core gameplay, Someone mentioned a anti air nuke earlier. That is in the right direction. We can do better tho.
ImAgine a super flak, with an aoe roughly the size of a large asf death ball but only does 10% per shot damage to ASFs with a slow fire rate. It’s long range will deter any air groups from lingering over target area but it’s large fragile and very expensive. It’s effectively an area denial defensive weapon. Keeping pesky asfs outside of the base airspace.
It wouldn’t effect balance because t3 aa would still be better/more efficient against any air unit not clustered up.
The possible downside I see is that games could run longer bc having 2x ASF would no longer be instant win air > strat death.
You might say, but wait won’t this make aa creep and effective strategy against air??? Yes it would. And FAF gameplay would improve bc it rewards taking and holding territory making the late game less static/base wars.