Jace wrote:you complained about the direction the AA was sent to take out the bomber! that was on the bombers second flyby. Dont you even remember your last post?
It had already taken out all engis. at that second flyby, it could have been shot. it didnt anything gamechanging anymore. it just got one raid group, that could have been countered in other ways at that point. read and comprehend!
On its first pass, the bomber killed one T1 engineer and one T1 mobile AA, doing a total mass damage of 80 (52 + 28).
On its second pass, the bomber killed another T1 engineer, for another 52 mass damage (total of 132 now). It escaped with 10 HP; one more shot by the AA would have killed it.
Proper micro of the engineers (ie, just as much micro as the attacker used to line up his shots) would have ensured their survival, reducing the bomber's mass damage to zero.
If you count the mass it takes to make AA instead of tanks or engineers, then we could increase the net "mass damage" in that scenario to 56 (28 * 2). As it stands, in that replay, the bomber was indeed cost effective because it was allowed to live. It did a grand total of 258 mass damage (132 (aforementioned engie kills) + 52 (another engie kill) + 20 (scout kill) + 54 (tank kill)), plus the 52 mass invested in the two failed AAs (310). You could probably make a case that MadStork's air fac, 3 ints and scout could be added to the total as well, since it seems that he panicked because of the bomber and overinvested in a counter for it.
In summary, had the bomber been shot down on its second pass, even if it had killed both engineers, it would not have been mass effective, doing only 156 mass damage at that point; far below what the factory and bomber cost. Naturally you would need to adjust for the intangible benefit of momentarily having radar coverage of the enemy's base, and using the air fac later on in game, and the temporary disruption of the target's building, but the game was over long before those benefits could have been seen. Just as you would need to adjust on the bomber firster's side the intangible losses of the bomber delaying your normal expansions and the cost of needing an extra pgen; hence why I simplified things in the above example.
It should be noted that a change planned to mobile AAs will ensure that in a scenario such as this game, the bomber would have died on its second pass regardless of micro.