lebensnebel wrote:But that mobile AA doesn't make your ACU mercy-save is no assumption.
I stay with my point that having mobile AA with your ACU (+radar) should be a viable counter for mercys.
And it really is, mostly! Usually having 2 t1 mobile AA with your ACU+moving ACU back and AA to the front when you spot or suspect mercys on radar is just fine.
Two T1 mobile AA cost 56 mass:
http://www.faforever.com/faf/unitsDB/su ... bp=UAL0104A mercy snipe costs 1800 mass.
Please explain to me why it should be possible to have a unit that can kill 36x times its cost in mass, and then continue being useful for other things? This kind of mass-effectiveness is simply unheard of.
And yet, it is possible.
And yet, mercies are what's considered OP.
If anything, this proves mercies need a buff.
lebensnebel wrote:But sometimes even better protection (as shown in the u-tube clip with t2 shield) fails and it just feels very random and inconsistent. And that is not only frustrating for newer players, but also for a lot of good players. Plz stop calling everbody who thinks mercys could use a small nerv a noob.
Show me a good player who is frustrated by a mercy snipe. I don't know of any. If you get sniped, you
had it coming.
lebensnebel wrote:Also, because the mass efficiency of mercys and their counters is brought up again and again, plz admit that in a team game this does not play a huge factor.
I will not, because such a statement would be patently false. Simply put, if the enemy has mass for mercies, you have mass for counters to their mercies, and if you don't, then you are losing anyway.
Otherwise, this debate is thoroughly pointless as I can simply say "my team made a nuke, GG" because "mass isn't a huge factor" to counter any argument.
lebensnebel wrote:It can actually benefit you, for example in the following scenario:
3v3, 2 front guys,1 back/air guy.
Team A: 2 front players push with landspam/gun, back player builds ints and brings ACU to front
Team B: 2 front players also push, back player techs to mercy and stays in base
->Team B gets pushed back cause lack of support
->Backplayer from Team B snipes front players which thought they were winning and (over) extended.
Yeah that's all great and nice if tactics work out, but this shows that the sniper requiring more mass to snipe is not a big issue in team games.
Where are Team A's ints? If Team B's back player is diverting economy to build mercies, Team A's back player can use that opportunity to solidify air superiority. If you have air superiority, you will not be able to mercy snipe someone unless he goes AFK. In which case drops / bombers / etc would have had a similarly devastating impact.
lebensnebel wrote:Regarding the question why this didn't come up earlier, my guess is:
a) The change in air balance increases T2 air usage
b) In FAF there are more good players condensed, who put tactics like AA-distracion into practice
a) In 3599, if you go straight to ASF you will necessarily be giving up early air superiority. A smart player could account for that and gain early air with T1 / T2 ints, and snipe someone with mercies.
Therefore, shouldn't mercy sniping be even more OP in 3599?
B) In a pro vs pro game, you won't see many mercy snipes happening. Why? Because pros won't let their ACU be mercied.
Therefore, the only way that argument could work is if it's a "pro" team vs a "noob" team, at which point the "noob" team will be stomped regardless of whether it's by mercies, strats, exps, or literally any other tactic.
I think we can all agree that "pro vs noob" games shouldn't be what the game is balanced for.
lebensnebel wrote:@Uber:Cause you like picking posts apart so much:
uberge3k wrote:What replays?
For example the vid with the stat t2 shield.
We already went over this when it was posted the very first time. In that situation, the attacker invested more mass in the snipe than TA4Life did in his defense. His AA was poorly placed, and it let the mercies through. That's the game, working as intended. Where's the problem?
lebensnebel wrote:uberge3k wrote:One T3 bomber costs the same as 7 mercies, or just one mercy more than it takes to snipe an ACU.
One T3 bomber doesn't instagib an ACU. Also noone would ever complain about t3 bomber loughing at t2/t1 AA. Why do you make useless comparisons?
In what way are they useless?
A T3 bomber will eventually die to flak, after it gets about a dozen or so passes in. In the hyptothetical scenarios we're testing,
no other units are involved aside from those which are accounted for. That's a basic scientific principle: remove as many variables as possible. Otherwise, you can say "oh, well my teammate over there kills the bomber with his stuff", neglecting the fact that any mass that teammate expends to counter that bomber is necessarily redirected from fighting his front, thus giving your team a mass advantage. If it isn't accounted for in such a way, comparisons are thoroughly useless, as the argument could simply be ended with "my team had a nuke, gg" at any time.
lebensnebel wrote:uberge3k wrote:We just proved that gunships, bombers, etc fly over flaks in exactly the same way, and only when the attacker micros their air to distract the AA, and you are not microing yourself.
And we also proved that distracting AA is not an issue with gunships and bombers, cause they take longer to get the kill.
1. That's because gunships are not designed to snipe ACUs. They're designed to cause constant damage to a possibly moving target. They are far more versatile than a mercy is - the mercy is a single-purpose unit.
2. Hypothetical example: you send 10 strats at a target, with no backup. They will be killed by AA before they can drop.
Next, you send 10 strats at the same target, this time with some ASF leading them to distract the AA. The bombers drop their payload.
How is this any different?
Incidentally, gunships take ages to die from ints due to their high health, but can be shredded by flak. Conversely, mercies may be able to slip past the outer ranges of flak if the player isn't paying attention, but will die horribly to even a handful of ints.
Those are the proper counters to separate units working as expected. While all AA is effective to some degree to all air units, some AA is better than others at specific targets. That's why you tailor your defenses to the enemy's offenses.
That's the fundamental core of the game: seeing what your enemy is doing, ensuring that you can counter it, and then exploit the weaknesses he has.
lebensnebel wrote:No. Next to pds there is usually plenty more stuff (like t1 spam) around so this is not an issue.
Again with the "well my team pulls an ML out of their pocket and wins" arguments.
lebensnebel wrote:uberge3k wrote:I get killed by T1 tanks a lot and it doesn't look right, my ACU should not get killed like that.
And thats not helping at all
Neither is posting things like this, which is what that quote was in response to, in an (apparently vain) attempt to point out its ridiculousness:
Evil_mind wrote:It happens alot and it doesn't look right, safe ACU should not get killed like that.