T3 Gunships

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T3 Gunships

Postby PhilipJFry » 15 Mar 2017, 17:31

This is a thread where we question each others skills in teamgames and debate about Wailers/Broadswords.

link to Jackherer's post for reference.

If you have any strong feelings one way or the other (are T3 Gunships too strong atm or not) please make a post here.
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Re: T3 Gunships

Postby FtXCommando » 15 Mar 2017, 17:45

Generally speaking the only way to do a t3 gunship rush and exploit their power is to make little if any air during any other stage of the game. You can get 4 t3 gunships to the enemy air player on wonder by 10:30 or so, and that isn't even totally optimal play. Is it super powerful? Sure, but that's because no matter what rating you are playing there is someone that is pushing with MAYBE 2 flak with them and that's it so you always get a kill off of it. However, you should be able to realize if your opponent is making no air at all and be able to do something on the t2 stage to stop the rush like snipe the 3 t2 pgens you need to power the rush. It's just another example of putting all your eggs in a single basket, it's just that the basket can fly around and abuse terrible players across the entire map rather than just in your mirror.
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Re: T3 Gunships

Postby Morax » 15 Mar 2017, 17:46

Main issue is that the game is getting extremely stale in the sense that it is possible within about 10 mins for an air player to get t3 gunships and impose "fear" on ground players. This has led to the need to ensure you have flack, shields, etc and to stop the use of aggressive ACU behaviors after a mere 10 mins.

Most talented, skilled players can rush t3 land units in about 10+ mins while fighting on the ground, so now the game's meta is leaning towards what I think is the following:

"You get 10 minutes of aggressive play, taking jabs and strikes, fighting back - the fun stuff - then you have to be ultra-paranoid and pay attention to ACU protection from there on out."

The result gives you a turtle-like instinct to get away from aggression - fun - and go on to only tech and get the "big toys." With that, I think strategy ends and it turns into "who can eco better."

Do we as a community really enjoy sitting back and eco'ing over having a fun, intense war for many more than 10 minutes?

1v1 matches on maps like Point of Reach are far more entertaining and fun than anything because it removes the ability to just rush t3 land units. You get to see all tiers of units used throughout the entire match, there are drops, sea battles, etc.

For most land maps: who can rush t3 faster!!! YAY SO FUN!

I know what I said is not directly about t3 gunships, but the fundamental problem with the game is that it is extremely boring because of units like it showing up after that amount of time.
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Re: T3 Gunships

Postby Morax » 15 Mar 2017, 17:55

FtXCommando wrote:However, you should be able to realize if your opponent is making no air at all and be able to do something on the t2 stage to stop the rush like snipe the 3 t2 pgens you need to power the rush. It's just another example of putting all your eggs in a single basket, it's just that the basket can fly around and abuse terrible players across the entire map rather than just in your mirror.


It is far easier to catch even a good player fighting an intense battle on the front off-guard than to fly a hoard of bombers all the way to air player base. This is not a good comparison and even worse to imply it is only terrible players that get sniped; it happens to the best of us.
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Re: T3 Gunships

Postby Mad`Mozart » 15 Mar 2017, 18:00

Idk, been always laughing at such complaints. First people were crying about restos, then about mercies and air snipes, now its t3 gunships? Seems like they dont want to see players in a dedicated air position in teamgame to be able to build any air units that pose any threat to their opponents. And then in a thread next to this they cry about about asfs dominating shit out of everything. Maybe the best soultion would be to remove air units from this game instead? :roll:
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Re: T3 Gunships

Postby Farmsletje » 15 Mar 2017, 18:11

Flying atlantis should have enough AA protection to wipe out hordes of gunships
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Re: T3 Gunships

Postby FtXCommando » 15 Mar 2017, 18:26

Morax wrote:
FtXCommando wrote:However, you should be able to realize if your opponent is making no air at all and be able to do something on the t2 stage to stop the rush like snipe the 3 t2 pgens you need to power the rush. It's just another example of putting all your eggs in a single basket, it's just that the basket can fly around and abuse terrible players across the entire map rather than just in your mirror.


It is far easier to catch even a good player fighting an intense battle on the front off-guard than to fly a hoard of bombers all the way to air player base. This is not a good comparison and even worse to imply it is only terrible players that get sniped; it happens to the best of us.


Ye if you have incompetent air player that is still in old "ASF RUSH BEATS ANY T3 100%" meta.

Also flying to air player base just adds like 15 seconds onto the fly time from a mid player or 30 seconds from a flank player so I don't see why you think it's a bad comparison. For something like wonder killing the air player with such a rush is critical because if you leave the air player alive you are getting boned by strats since the first asf should be coming out around 10:15 and you haven't started your first t3 pgen yet.
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Re: T3 Gunships

Postby galacticfear » 16 Mar 2017, 10:23

Mad`Mozart wrote:x


I second Mozart's perspective... doesn't anyone else get sick and tired of the same repeating cycle? People seem to conveniently forget that air units are 1/3 of the game (1/2 on many team maps without sea) and think land should take priority just because it is what they prefer to use. If air was so OP, why does anyone even make land? Your entire team should just make air hm? The only reason "problems" are prevalent is that due to the nature of air, skill differences between air players have a faster impact due to unit speeds.
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Re: T3 Gunships

Postby Morax » 16 Mar 2017, 15:21

I would like to invite Mad'Mozart and galacticfear to join some games then to show how stupid we all are for not taking care of our comms.

Let's see your elite non-seton's knowledge put to use, gala 8-)

Mozart I kind of have to trust because he is Mozart but I still want to see him survive in the 5v5 to 6v6 realm where it's oft difficult to communicate in all the chaos.
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Re: T3 Gunships

Postby FtXCommando » 16 Mar 2017, 15:36

Morax wrote:I would like to invite Mad'Mozart and galacticfear to join some games then to show how stupid we all are for not taking care of our comms.

Let's see your elite non-seton's knowledge put to use, gala 8-)

Mozart I kind of have to trust because he is Mozart but I still want to see him survive in the 5v5 to 6v6 realm where it's oft difficult to communicate in all the chaos.


There's like 3 people on all of FAF that are even abusing the fact gunships have a 45 second period where there are no asfs to harm them. This is just new cheese for UEF air that people haven't adapted to yet.
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