by Evildrew » 31 May 2017, 13:13
I remember a time long ago when t1 aa couldnt hit t1 scouts which flew past just inside the range. That changed at some point when t1 aa was buffed to fire faster projectiles i believe so it could hit t3 planes better. Before they would only track on to hit t3 planes when those flew in a straight line for a little time and would miss if it turned. I miss those days. The aa on frigates still shoot like i described the previous t1 aa.
I was always a fan of the principle:
T1 aa kills t1 air, weak vs t2, very weak vs t3
T2 aa kills t2 air and destroys t1, weak vs t3
T3 aa kills t3 air and destroys t2, weak vs t1
What most people dont consider when they think strat rush is OP is that it is cheaper to counter it and that killing it cost efficiently on t2 tech and big eco advantage leads to a greater advantage because of the wreck reclaim.
This is why you should lose if the other guy makes a strat and you simcity without scouting, when his strat drops in your base while he has 1/2 the mass income you can get by not making t3 airfactory and t3 pgen or ras.
In my opinion t2 flak has too much dps for the cost, it is impossible to make and equivalent force of t1 and t2 air to ground planes assisting land units that can be effective. If you dont reduce dps or increase cost as trade off for higher projectile speed and faster turret turnrate you will affect the t2 land/ air balance to be more imbalanced.
Actually if you increase projectile speed you essentially are increasing the real range at which you can hit a plane too. Think of that as well please.