keyser wrote:you should understand that not every aa are good against all type of planes.. aa are good against inte, gunship, fighter bomber already.
i don't think that's too good an approach. ill be focusing mostly on t1aa here but t2 aa is not too good either atm.
you would expect t1 pd to handle t1 tanks, after all its stationary while the tanks are not. it can even handle t2 to some extent.
likewise, t2 pd can kill t1 and handle t2.
meanwhile cyb t1 aa cant
hit scouts consistently
and saying flak shouldn't be able to hit scouts either sounds like clutching at straws to keep minimal changes rather than having an actual reason to me.
i would be happy to discuss the implications of having t1 aa being able to kill t1 scouts or not, however to me it sounds not too much of a topic:
scouting is good for the game
t1aa being able to hit scouts is also good for the game, for consistency reasons,ect
these 2 points conflict
however, being able to stop scouting by investing mass into aa should be an option, as scouting is mobile and not hard to do anyway, meaning you need to invest quite a lot quite early to deny scouting properly.
t1 aa being able to deny scouting doesn't actually impact the game too much - its not op because its less convenient to set up and less flexible than using ints for the same role
therefore it being able to deny scouts is better than it not being able to do so, because consistency is more important than the small impact to gameplay this holds.
the problem here inst what its supposed to or not supposed to handle. but rather how inconsistently it behaves.
bricks beat t1 pd because they have so much hp+dps and outrange the pd, not because the pd misses them a lot.
also i was under the impression that its well known that cyb t1 aa cant hit much except t1 bombers, while other faction aa can do it quite well : \
i even made a nice sandbox since i bet you would have not believed me otherwise :3
content.faforever.com/faf/vault/replay_vault/replay.php?id=3759900
enjoy! i tested t1 scouts here, but i could test other things also if you're that lazy, the real stuff starts at ~6:30, but i observed some interesting but irrelevant effects before then, so you might want to look at it all.
just watching on +10 should work though
not too sure why this is even being discussed in the first place, but oh well.
suggested fix(es):
increase the range at which cyb t1aa starts tracking its target (for got exact name of this sorry)
increase muzzle vel for cyb (all?) t1 aa
dubious but not too crazy if you consider it: make cyb t1aa projectiles tracking
hope this helps!
EDIT:
in reference to blaster :
get a brain and you won't do bad trolling anymore.
that's mean!
but still he does have a point:
t1 scout costs 40 mass, still scouts after it dies, and can fly around if needed. t1 aa costs 150, and t2 aa costs 400, and only defends one spot. in shalais screen, we see that 600 mass couldn't stop 40 mass worth of air unit? how is that sensible? with that mass ratio i could win with cyb t1maa vs t1 tanks. (that's 7 vs 195 for you)