Fixing ASF lag/swarm.

Re: Fixing ASF lag/swarm.

Postby rxnnxs » 27 Feb 2013, 13:36

"Does anyone complain that you cannot create a de facto "no drive" zone of T3 land units? PDs are horribly inefficient, and their inefficiency is integral to the balance of the game. Turtling must always be less efficient than attacking"

You CAN create a no drive zone with PDs, Artillery and such. And you have so much stuff you can choose from to realize that!

Turtling shall not be less efficient. You can not turtle in every direction and the enemy has to look for a weak spot.

With planes you can always look in the whole base when you have enough planes. Does not matter how much AA you have.
And you dont have that much of a reservoir how to defend your base against air attacks....
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Re: Fixing ASF lag/swarm.

Postby uberge3k » 27 Feb 2013, 17:01

rxnnxs wrote:You CAN create a no drive zone with PDs, Artillery and such. And you have so much stuff you can choose from to realize that!

Yes, you can conceivably create a "no drive zone" with PDs. Just as you can conceivably create a "no fly zone" with SAMs.

But not cost effectively.

There is no combination of stationary artillery/PD that can stop an equal investment in land units. And that is integral to the balance of the game.
Ze_PilOt wrote:If you want something to happen, do it yourself.
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Re: Fixing ASF lag/swarm.

Postby Eukanuba » 27 Feb 2013, 17:39

ColonelSheppard wrote:
Eukanuba wrote:Would there be a case for taking the T3 mobile AA from BlackOps and making them official units?

Nomads have T3 Mobile AA, and it's already proven effective vs. T3 Air, but it's their specific factional advantage, it should not be ported fo other factions, thats like giving Cybran mobile shields and Aeon mobile stealth

I see your point, but this is a special case. ASFs have been problematic since before SupCom (TA Hawk swarms), and none of the measures taken so far have addressed the root of the problem, which is manoeuverability and speed.

Having the ability to put strong land-based AA anywhere on the map would go some way to helping.

Give Nomads an extra-special T3 mobile AA if needs be, but this issue is about a broken mechanic, not faction diversity.
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Re: Fixing ASF lag/swarm.

Postby rootbeer23 » 27 Feb 2013, 18:16

t3 strategic bombers are a bit OP. it would be better if they had half the dps and double the health with no cost change.
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Re: Fixing ASF lag/swarm.

Postby brn4meplz » 27 Feb 2013, 19:12

T2 Flak Muzzle Velocity increase.


Hardly affects T1-2 dynamic and allows T2 Flak to contribute to Air defence against T3. Massed Mobile Flak won't stop an air attack but at least it can contribute. Also means your Flak isn't phased out in T3(aside from trying to shoot at a blob of 100+) Also keeps the dynamic of Flak/SAMs intact.
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Re: Fixing ASF lag/swarm.

Postby Sunny » 27 Feb 2013, 21:13

uberge3k wrote:There is no combination of stationary artillery/PD that can stop an equal investment in land units.


You can do with Ravagers and T2 arties and walls at lest for UEF. BUT! Let's assume, you were right. Then it's broken for obvious reason and any sort of PD and not movable unit should be removed from game not to confuse new players. And a whole siege and base dismantling strategic dimension too.

Turtling is supposed to be FTL not because of it's uneffectiveness, but because of sacrificing map control and reckon and proactive position. Well, nobody seems to even read what I post ;)
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Re: Fixing ASF lag/swarm.

Postby ColonelSheppard » 27 Feb 2013, 21:24

don't belive everything UBER says ;)
building PD is fine, but of course supporting them with units is better than just putting them somewhere on the map
PDs in SupCom (let's take Ravangers out) are more (longrange)-directfiresupport

also we are going slightly offtopic :o
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Re: Fixing ASF lag/swarm.

Postby FunkOff » 27 Feb 2013, 23:11

ASFs should just be made more excessive to start. That'll fix the ASF swarm problem in the most simple terms.
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Re: Fixing ASF lag/swarm.

Postby Sunny » 28 Feb 2013, 00:43

FunkOff wrote:excessive

expensive?
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Re: Fixing ASF lag/swarm.

Postby stalewee » 28 Feb 2013, 01:39

rootbeer23 wrote:t3 strategic bombers are a bit OP. it would be better if they had half the dps and double the health with no cost change.


+1, although that would be a pretty big nerf. It would be pretty easy to ensure that they only get one pass using sams.

If the static shield nerf is taken out then maybe strats are fine.
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