Mobile AA is too weak

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Mobile AA is too weak

Postby CPTANT » 17 Jun 2020, 11:56

Currently lategame is almost completely decided by the person who has more Air dominance. Land armies are just too slow and are either shredded by air or take so long to travel that it is easy to build a counter in time. That Air power is decided by solely spamming one unit: the ASF. I don't think this is particularly interesting for gameplay.

It is virtually impossible to shield armies from air attack in a cost effective manner. Mobile AA is just too weak at actually fighting both gunships and especially strat bombers/ASF. The current implementation of Mobile T3 AA is basically a compromise between people that did not want to see any units added to the game and those that saw the need for a unit to break the complete dominance of air in the late game. This compromise consisted of introducing the unit but making it shit so nobody actually uses it. I think this is a mistake. Buff the effectiveness of T3 mobile AA so it becomes an actual threat to T3 air units instead of a waste of resources and thus make air balance ever so slightly less about just spamming ASF after ASF.
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Re: Mobile AA is too weak

Postby Endranii » 17 Jun 2020, 12:35

T2 flak is the answer. And if it comes to it just Sam creep with the boys.
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Re: Mobile AA is too weak

Postby Spy_Emanciator » 30 Jun 2020, 11:35

Endranii wrote:T2 flak is the answer. And if it comes to it just Sam creep with the boys.



Correct, build around 2/1 ratio of t2 flack (aoe good vs clumped turning air and air vs ground) and t3 aa, similar to samsites.

Mobile shielding also greatly increases the effectiveness vs gunships. Just because t2 flack wall may not kill all asf, the block hp knock off can turn the tide of an ongoing asf count fight, and cause long periods of retreat and repair that can leave your gunships room to chip in.
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