1) to start with as reminder, there wont be a mobile sam.
There is no absolute veto. But the adding of a new unit would need extreme circumcances, and absolutly no other possible solutions. We can talk about it again if all other solutions fail (and there are quite many already).
2) speed change to any t3 air is micro-changing so hard, it might break t3 air micro totally (better use swiftwinds where there is no t2 flak..)
Might break it just as any other changes. Will be seen in tests.
3) sams are op, reason why people stack asf is not only to defend but also cuz there is absolutly no point to suicide over 3-4 sams which rape 50 asf in 2 salvos.
Has not really anything to do with ASF stack, if anything, that would be a reason
against making more ASF, not for it. Its a reason for not beeing more agressive with air, but most of that applies to the effectiveness of sams vs air-ground, and not vs ASF. If air-ground is not efficient anyway, weaker sams vs ASF won't help with agression.
8) asf play was waaaaaaay better and more tactical/active in gpg balance, i aim to get it back there (not the strats/gunships/t4s)
ASF play might have been better (don't agree it was way better tho), but it was, and still is, always tied to the other airbalance. It is not possible to just pick the ASF balance and ignore the rest, when theese are the main reasons for ASF balance in the first place. (want more agression for ASF? make bombers OP and you get it, regardless of if sams shred ASF or not)
10) 2 disagrees to zocks assumptions: a) it is possible to save high priority targets
Then why is there ASF stack, if you can protect without? And why do so many snipes happen? Because people are bad? It happens to everyone, good players too, and very often. The efford/reward relation is off in any case.
11) reminder again: "asf being too dominant" was voted with no(as opinion)
Actually not even true.
Answer Count Percentage
Yes (Y) 58 38.41%
No (N) 48 31.79%
Uncertain (U) 45 29.80%
No answer 0 0.00%
And the question has not much to do with a conceptional change to t3 air, instead of only some ASF nerf, anyway.
12) the only offensive capablility of t3 air atm is sniping if you are lucky, else its only defensivly. asf need a purpose to attack, and cuz its the closest to reality, asf should be the unit to block the enemies air production(as long as he has an alternative mobile counter to air attacks(not asf), instead of 1 op static one)
=> in order to keep using scouts and some raiding air, the players will constantly fight for aircontroll very hard. not being hindered by AA it will be a way more active and aggresive play even without a 'tactical improvment' to asf
5) overall t3 gameplay should be 2 parts imo. air-ground and air-air (which is in almost no other rts). air-air should be a story by itself, very hard to touch by ground (like gpg days). air-ground needs just a mobile counter (which can be used for basedefense too)
Rather nice idea, but with big downsides.
a) Air-Air on t3 would involve one single unit, against exactly the same. It's not a good base for interesting gameplay. For this to work well, it would use Funks mod of giving ints/asf two roles, instead of replacing each other.
b) it doesn't really make sense and is impossible to seperate air-air and air-ground anyway. Air-air is to enable/protect air-ground, thats pretty much the whole purpose of it.
c) beeing able to deny air production leads only to even harder "winner takes all" situations then now, without rooms for counterplay once someone lost aircontrol. It works well on t1, and it is impossible to deny air production on t1 for longer then a few seconds. And it wouldn't be any good if it were possible longer.
If you win air, you get the ability to use air-ground, and you also have a big number advantage in terms of aircontrol that will be already hard to get back for the loser. Making it even harder doesn't solve any problem.
That said, i don't mind changes to sams, or AA in general, but not with the purpose to seperate air-air from air-ground. Only with the purpose to make air-ground more rewarding aside from high-priority targets.