MushrooMars wrote:
If anything air is U-- Actually, I probably shouldn't say that. Pilot would inevitably lock the thread due to flame-wars (or whatever you forum-goers call it).
That seems unlikely. Nonetheless, allow me to correct some of your misconceptions.
Because of the recent buff to Flak, it's almost impossible to win the game with a dedicated airforce anymore.
Well, it depends how you use it. Air is arguably the best/only way to snipe an asset mid/late game. Whether mercies, FBs or Strat bombers, they offer a unique ability to destroy any single target very quickly, be it an ACU or an SMD. Also, aside from T2 flak towers being reduced in cost, there has been no flak buff.. and T2 flak towers aren't exactly crazy OP right now.
Let's say you have, oh, 25 T2 gunships. Renegades, for the sake of the argument. You happen upon an equally sized force of T2 units, with no anti-air. You dispatch every single unit. So, the enemy wises up, and sends another force of the same size, but with 10 T2 flak units. The T2 flak units shred your now-45 gunships before they have a chance to inflict noticeable damage. The force of units moves on to wreak havoc on your territory, smashing any land-based defenses, and tearing apart any gunships with ease. Grats, your entire airforce has just been destroyed by 10 lesser-priced flak units.
Your anecdote is essentially correct: Flak kills hordes of air units very effectively. However, in your implied assertion that this is not ideal, I implore you to look at the example of Supreme Commander 2: All AoE against air units was removed and, as such, air units are exceedingly overpowered. As mentioned above, the speed that allows air units to pick and choose where and when to engage enemy units is exceptionally valuable and is, in military parlance, a "force multiplier". If AoE attacks such as flak were not effective against hordes of air units or simply were not AoE, there would be no way to stop massive air spam. Flak makes building land units possible.
Stupid conclusion 1: Land units are superior in every way to air units. STOP USING AIR UNITS!
Stupid conclusion 2: You are not using your air units correctly, go die in a hole.
You have to use air units correctly. Using them as a replacement for land units is not using them correctly. It may be intuitive to new players to think of land/air as equal pieces of the strategy puzzle, but air isn't. Air is strategically much shallower, due to the design of FA, and it is therefore necessary and proper that it take a backseat. How is it shallower? Simply because there are fewer roles that air units perform. Air units have essentially four types, the unique "transport" type, the direct-fire anti-air type, the direct-fire ground-attack type, and the scout. There is no support air unit (cloak/stealth/regen/etc), their is no siege air unit (flying MML/arty) and there is no AoE anti-air air unit (no flying flak). Because of this, air-versus-air is just a matter of spamming a single unit: the Anti-air air unit, either the tech 1, tech 2 or tech 3 varieties. Land combat is more deep, involves the use of direct fire, siege, support, aoe and maneuvers.
That isn't to say that this is a theoretical problem... there is no reason why air can't have those many unit roles while land only has a few, or both having equally many, but in FA, land is strategically deep and air is simply not. Therefore, the present balance of land having more significance is for the better.
However, it's not like there's nothing you can do. A mixture of gunships/bombers can be effective against AA, you just can't expect air to siege fortified AA positions because no such unit exists (and I doubt Ze_Pilot would let me add one in the next patch ) and should therefore simply try to avoid AA fortified positions with your air units, rather than expect to simply mass a greater amount of gunships to break through.Statistics: Posted by FunkOff — 25 Jan 2012, 06:58
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