ShadowKnight wrote:
I'm with you, but so far nobody has been able to come up with anything close to a solution to the blob problem short of an entire Air rebalance to Vanilla game theory (Which I am supporting more and more by the day...)
Complete nonsense. The
very next thing you said after the above quote was a "solution to the blob problem" that is short of a total rebalance. I'm just not seeing how we're getting to a point where we have
this attitude, I think incremental changes are the way to go. It might be slow, tedious, and annoying, but when gpgnet finally went down and I found faf, one of the first things I noticed was what it says when you start a game: "You'll feel right at home!" Not only will making small changes allow us to really refine what we're doing, it will prevent this from suffering the same fate as TA, where it's just a mess of fan units and addons, and I don't even
recognize the game if I come back after a few years. I'm not interested in Blackops, thank you.
FunkOff wrote:I'm with you, but so far nobody has been able to come up with anything close to a solution to the blob problem
changing their firing cycle to make them worse vs T1 ints.
And I think that change has worked very well. I can actually fight off ASF hordes with ints now, that was never possible before. I think it's an avenue worth continuing down. The SAM changes I also think have been good, and are worth exploring further. I also think ideas we've seen with static flak being more useful against T3 air are good.
Speaking of which, here's something I've been thinking about for a while: We have been talking about making static flak more useful, right? So what if we tweak the damage and HP values (and muzzle velocity, in the case of static flak) of the various aircraft and AA in such a way that flak can be used against ASF as we've discussed, but it's not also powerful enough to severely restrict T3 bomber movement without a very high density of flak turrets? As in, the heavy bombers can force their way through the flak fire to make it to their target, but their escorts would be shredded, allowing defending ASFs and other planes to intercept even with inferior numbers. It would help prevent this situation:
I dislike the way that once ASFs are massed for one player, they give that player strike-anywhere ability with impunity,
because players could still force a T3 bomber attack where there isn't a heavy SAM presence, but they would not be able to effectively escort them. Since T2 flak are much cheaper, easier, and quicker to access than SAMs, a player can begin controlling their airspace before the game even reaches T3, allowing them to set up 'safe zones' for their own aircraft without having to beat the other players in a no-holds-barred techup race. We've already sort of started doing this, let's keep refining it.