FunkOff wrote:pip wrote:1) One solution would be to increase the velocity of the cruiser's anti air projectile.
Naw, let's not do that, the cybran missile systems have unique missile behavior which is unique and cool.
Statistics: Posted by JaguarX57 — 12 Mar 2013, 21:05
2) Another solution that probably could work too : increasing the AA DPS of the Cybran frigates and Destroyer a bit
Statistics: Posted by FunkOff — 12 Mar 2013, 00:15
Statistics: Posted by pip — 11 Mar 2013, 23:44
Statistics: Posted by ZLO_RD — 11 Mar 2013, 10:01
Statistics: Posted by JaguarX57 — 11 Mar 2013, 06:19
Statistics: Posted by Sunny — 10 Mar 2013, 22:27
Statistics: Posted by pip — 10 Mar 2013, 00:32
TEST 3: Strategic Bombers vs Cruisers.
TEST 4: Cruisers vs T2 Gunships.
TEST 5: T3 Gunships vs Cruisers.
Test 6: Cruisers vs Torpedo Bombers.
- There's no way to kill the torps before they drop their payload.
Phase One unveiled a few small flaws with the current air balance, primarily with gunships being slightly too effective at killing navy and strats being slightly too ineffective in their role.
Statistics: Posted by FunkOff — 09 Mar 2013, 16:04
rootbeer23 wrote:
you can increase the radius by the square root of a number.
...hard counter that cannot move should be much more effective economically than some air almost teleporting mapcontrolling blob, mb you'll find interesting idea that air is not going to target AAs themselves too.
So their immence HP is no more, than decoration while they cannot kill air faster than air killz antinuke, comm, nuke, omni (under shields)...
Statistics: Posted by Sunny — 09 Mar 2013, 15:07
Statistics: Posted by uberge3k — 09 Mar 2013, 14:46
Sunny wrote:
2. They are already was buffed giving more HP and less damage per drop. This made them like 2x more effective in anything but killing t4. This did not make them much more effective vs ASFs. Common knowledge also is that in game HP is better, than DPS for attack units as, this make possible more micro (remember Warcraft 3 HP/dps ratios for a good example of micro-oriented game).
Sunny wrote:
3. Giving more AoE makes any unit much better. This is because area is product of measures ~ square of measures and any location inside gets damage. We all know, Cybran t3 arty is good. If you'll look to units db, you'll se less dps on paper. But the splash... I think that intersections of AeOs and shields are not always properly calculated too.
Statistics: Posted by rootbeer23 — 09 Mar 2013, 13:47
Statistics: Posted by Sunny — 09 Mar 2013, 05:42
pip wrote: but it's actually better to pack them when facing any other kind of AA unit that has not AOE at all, because the whole flying units will protect each other and increase the survivability (?) of the whole pack.
Statistics: Posted by pip — 09 Mar 2013, 05:05
Sunny wrote:
, mb you'll find interesting idea that air is not going to target AAs themselves too.
So their immence HP is no more, than decoration while they cannot kill air faster than air killz antinuke, comm, nuke, omni (under shields).
uWith best hopes, sincerelly (almost) yours.
Statistics: Posted by rootbeer23 — 09 Mar 2013, 04:53
Statistics: Posted by Sunny — 09 Mar 2013, 04:21