Improved Air

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Improved Air

Postby roseneath » 06 Sep 2013, 15:48

So i just watched a Gyle cast on setons.

And noticed the same old problem about mass air units bombing the same targets.

also there was a massive slowdown due to all the units in game. And it made me think that considering air micro often wins air skirmishes, wouldnt it be better to make it more realistic?
(I was in the RAF musuem other day, they had torpedo bombers :D)

yeah so anyways, is it possible to increase the fuel on air units and then improve speed. thus giving them more chance to survive anti air, and then dramatically improving costs of all air units. this way owning ten t3 air units becomes 'allot'
might make for some more interesting air micro and dog fights. less units more micro etc. small squads.
plus eurofighters etc modern aircraft are sooo expensive.

not sure how much an acu would cost in reality so doesnt really matter :D

maybe keep the t1 air the same? dunno about t2? improve range and rate of refire for t3? any suggestions.
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Re: Improved Air

Postby vongratz » 06 Sep 2013, 18:15

A good idea to test in a Mod!
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Re: Improved Air

Postby Astrofoo » 06 Sep 2013, 19:19

My personal problem with t3 air is the restorer which can be used in a giant cloud to counter navy. Obviously this is mostly an issue on Setons which most people don't care about. The best counter is just floaty flak, but if you are UEF or Cybran this can be a larger problem. The massive hordes of ASF only seem to lag games when they fight mainly, and fights are usually quite short.

Just this humble players' two cents.
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Re: Improved Air

Postby FireMessiah » 06 Sep 2013, 19:30

get an i7 3770k cpu, much less setons lag.
I actually quite enjoy air and the way it is balanced atm (altho agree with astro resty seems a bit beefy), just takes some practice and getting used to it.
the bombers choosing same targets can be fixed with a little micro selecting different targets.
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Re: Improved Air

Postby roseneath » 06 Sep 2013, 22:46

floaty tanks... :cry: why did they add those to supcom.
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Re: Improved Air

Postby BRNKoINSANITY » 07 Sep 2013, 03:55

This subject was hashed out to the tune of like 18 pages of arguments 2-3 balance seasons ago..... The end conclusion was that increasing costs has already been tried and does not reduce the number of total units (everyone gets even more stingy and hoards them instead of using them) and that reducing engineer spam (hello engy mod!) was the best way to reduce lag from the air point of view.

That said, T3 air and it's relation to SAMs and AA in all forms was rehashed 2 balance periods ago and it is actually pretty good now. The AOE on SAMs makes them excellent at their job, and the speed of all the projectiles/units is good to go. Any more serious tweaking will seriously screw up the overall balance of the game.

As to the bombers' aiming issues, refer to the topic on shift-g attack splitting or the recent change logs in the wiki! This is an AMAZING new feature that allows you to easily hit many targets with many bombers in a single pass with minimal micro.

Hopefully this is all the info you need! Everything mentioned here is already in other threads so I am going to lock this one.
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