T3 Gunships

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Re: T3 Gunships

Postby galacticfear » 16 Mar 2017, 16:09

Morax wrote:I fear the balance changes and strategy culture we have bred has gone full-circle as one of the major benefits of Forged Alliance was removing OP t3 mass fabs where people no longer had to control territory. Now, we have to simply stop trying to be aggressive because too dangerous.

I guess the t3 gunship is not the worry but more just the way things are.


I agree with your sentiments in general, however from the air player perspective you could argue that for them this is a "really cool aggressive play".
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Re: T3 Gunships

Postby Morax » 16 Mar 2017, 16:11

Swol wrote:
FtXCommando wrote:Don't remember the exact numbers, but t3 gunships are definitely way less E than asfs especially UEF broadswords which are the most mass heavy.


way less e.png


Swol, it's the build rate that is the issue (see the times for construction) as you are like -1600e/s for asf and -700-ish e/s for sword.

Commando, you could take some bp off the t3 air fact but it prolly still won't work in your favor. I think Swol is full of it here and I would find it hilarious to see him try in one of our games instead of Setons.
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Re: T3 Gunships

Postby Mel_Gibson » 16 Mar 2017, 16:15

Morax wrote:Swol, it's the build rate that is the issue (see the times for construction) as you are like -1600e/s for asf and -700-ish e/s for sword.


Ah, well then the solution here is simple, to counter the OP gunship rush we must.....increase the build time of ASF :lol:
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Re: T3 Gunships

Postby Morax » 16 Mar 2017, 16:16

galacticfear wrote:
Morax wrote:I fear the balance changes and strategy culture we have bred has gone full-circle as one of the major benefits of Forged Alliance was removing OP t3 mass fabs where people no longer had to control territory. Now, we have to simply stop trying to be aggressive because too dangerous.

I guess the t3 gunship is not the worry but more just the way things are.


I agree with your sentiments in general, however from the air player perspective you could argue that for them this is a "really cool aggressive play".


I pretty much have to quit team games because that is not going to happen. I really don't want to do that, but there is just no point in arguing if people find it acceptable for air player to have such power.
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Re: T3 Gunships

Postby TheKoopa » 16 Mar 2017, 16:19

Also the thing about broadswords is that they have a massive amount of HP so you need something like 5 asf before you can really contest them, which I think is really good anyway.

I also played vs Ftx on badlands where he broadsword rushed but I countered with 5 flak, and considering the mass cost of flak vs t3 gunships, that was a hard win :D
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Re: T3 Gunships

Postby FtXCommando » 16 Mar 2017, 16:21

TheKoopa wrote:Also the thing about broadswords is that they have a massive amount of HP so you need something like 5 asf before you can really contest them, which I think is really good anyway.

I also played vs Ftx on badlands where he broadsword rushed but I countered with 5 flak, and considering the mass cost of flak vs t3 gunships, that was a hard win :D


1) That was 13:30 broadswords
2) That was 2 broadswords
3) I wasted 30 seconds going after you and God_Enel and still brought Tokyto to 4k hp.
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Re: T3 Gunships

Postby TheKoopa » 16 Mar 2017, 16:21

3*

Which is what you used vs jack on Syrtis
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Re: T3 Gunships

Postby FtXCommando » 16 Mar 2017, 16:23

TheKoopa wrote:3*

Which is what you used vs jack on Syrtis


Also used it nearly 4 minutes earlier against jack. Difference between making broadswords and rushing broadswords.
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Re: T3 Gunships

Postby galacticfear » 16 Mar 2017, 16:26

Morax wrote: I really don't want to do that, but there is just no point in arguing if people find it acceptable for air player to have such power.


It is a natural result of any specialism in a team game- isolated eco, then a quick high tech unit will be far ahead of anything most players who have been constantly fighting can have capacity to deal with.
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Re: T3 Gunships

Postby jackherer » 16 Mar 2017, 16:27

I dont get why would anyone get pissed about a post to expose concerns about balance.
So i have concerns, about those gunship, philip made a post, let's just talk about it like adult, no need to trash anyone for having different opinion.
So my concerns are that if a land or air player rush t3 gunship it makes very hard to keep pushing land with acu after min 10.
Now t3 air (asf strat) is a bit delayed depending of the map around 12-15 min (not talking about seton).
I hear the thing about mass value of the gunship. I still think thats its way harder to deal with 6 t3 gunship than with 18 corsair or the same mass amount of t2 gunship or any t2 bomber. You can't dodge gunship, you can't build shield after the attack begin, even with decent bp around your acu. They have such hp that i think its takes way longer to kill them with t1 t2 air than the same mass value in t2 bomber (not sure about that it's jsut a feeling). You dont have omni so dont know where they will come and you often see them comming at the last moment.
And for the argument that scout would deny them, ok, but 90% of teamgame are lost because of lack of scouting, and that wont change, tho for most of the thing you have miss by a poor scouting, you can still tryhard like oc spider dodge strat and try to get under a shield... I dont see anything to try when you just got 6 gunship comming on you.

I will keep trying t3 gunship around min 10, and time will tell, if there is some effective counter that does not include stop using your acu after min 10, if it get abuse and teamgame get boring because you cant use your acu after min 10 i'm sure balance team will make something about it
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