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Air factory and AA rework suggestion

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Static AA either sucks or hard-counters air. Bombers either devastate key assets or are useless and pushed into corner. This is bad. AA should be designed to be attritional. It should be hard to wipe out entire airforces or totally control an area with AA, but also hard for AA defences to get overwhelmed or destroyed. AA should protect key assets very well (singus, coms), but on a wider area they should apply attrition to provide interesting manoeuvring for bombers and gunships trying to find a cost effective way to attack.


GENERAL AA CHANGES
-Static AA is cheaper
-Static AA generally has reduced range
-Static AA get HP boost
-All AA AOE is removed except for flak, to make AA more attritional.

STATIC AA
-Screamer: widearea anti-bomber. No longer all-powerful. High range, high alpha, but low DPS, very low ROF. Reduce cost to ~1000m. Use to wear down groups of bombers operating in your territory.
-Cobra: widearea aoe/attrition. Weight increase. Range boost. DPS nerf. Inaccurate at longer range, misses fast aircraft. Use against gunships and bomber death-balls.
-Chainsaw: low range DPS. Loses most of its range, but gets ultrahigh ROF (like this model should have). Put near your singus. Good against gunships and shadow spam.
-Hacksaw: low range anti-bomber. Alpha increased, reload increased, cost reduced. Use on front lines to stop com sniping. Good against Lichos/Stilettos.
-Razor: Unchanged.

FIGHTERS
-Vamp: Anti bomber - Weapon changed to razor's AA gun (inaccurate). Slaughters bombers it manages to catch, but somewhat inaccurate against avengers.
-Avengers: Air control - Anti-vamps! They're fast, and they twist, turn and dodge when fighting to avoid inaccurate fire. This makes for spectacular combat with larger vamps. However they have poor DPS against bombers which generally shrug them off. No ground weapon.
-Air warfare: Bombers? Spam vamps. Vamps? Spam avengers. Avengers? Spam bombers.

HIGH ALTITUDE BOMBERS - Defensive attrition attacks against ground over time. They are slow, but they tank damage well, and have time to turn around if you hit heavy AA. Shrug off a few losses against screamers and flak, while strategically avoiding low range AA. With a squad you can do gradual damage in lightly defended areas with small losses.
-Shadow: Precision (guided bomb with less damage, increased HP)
-Phoenix: Saturation (reduced damage, increased number of bombs, increased HP, increased cost)

LOW ALTITUDE BOMBERS - Surprise! Tear-in and devastate your enemy, but facepalm if you lose them! They're powerful, fragile and expensive! They fly low to ground and very fast to avoid inaccurate AA and outrun vamps that aren't in the right position. Just don't go near screamers, chainsaws or hacksaws, or get caught by avengers.
-Licho: Precision (aoe removed, cost reduced to ~1200m)
-Stiletto: Saturation (40% normal damage added, increased cost, speed boost)

VULTURE
-Cheaper (100m), faster, less hp, reduced radar/sight range.
-Outruns everything except avenger

TRIDENT
-Should have to 'face' the enemy, and turns slowly. Has slight advantage against vamps. Can smash avengers when in correct formation, but require attention so as to not get flanked and picked off.
+3 / -0
I'd rather like to see phoenix dropping cluster minefield*, instead of napalm and/or saturation, as u mentioned.


* - About 25 wolverines' mines spread in same way, as Stiletto attacks now.
U need to find scythe quickly? There u go.
+0 / -0
True that would be a nice way to cover retreat actually, though I think you still want a workhorse bomber with something like napalm for reliable light area damage.

Whatever weapon is used, making at least two of the bombers more defensive (tougher, lower damage) would make air less 'volatile' - less OP but more consistantly useful.
+0 / -0
Spend ages writing a lengthy, thoughtful idea for the rework of an unloved factory, and nobody bats an eyelid. (1 post)

Rage-vomit an anti troll post
into the forum and everybody loses their mind. (86 posts)

I was expecting to at least get shouted down or something. Geez.
+0 / -0


11 years ago
Your post lacks structure.

The entire explanation on what problems you are trying to solve and in which ways takes simply 5 lines without any line-breaks.

Changes are sweeping, but largely unexplained in their intention.

Therefore only response you get is Failer's neonpost.
+0 / -0


11 years ago
always work from the assumption that neon posts will be ignored and you will never be dissapointed
+2 / -0
The opening paragraph attempts to state the problem. There is also a structure, with clear headings. Changes are sweeping, yes perhaps that part is true. But the changes only make sense as a group.
+0 / -0
FIrankFFC
11 years ago
No chances until we have Nebula!
+0 / -0
The core change I am suggesting is that the relationship between AA and the basic bombers (shadow/phoenix which should operate from high altitude) should be attritiional and more defensive on both sides. I am proposing various methods that do that while keeping various aspects of air factory well balanced.

This solves the problem of air being either massively overpowered, or utterly useless at various stages of the game, while keeping a unique play style. The low altitude bombers retain the high risk elements but are too fragile and expensive to be used as the mainstay of the fac.
+0 / -0
Your rationale fails to explain quite a few of your high-level approaches, and even almost half of the low-level ones.

Why does there need to be a distinction between high-alt and low-alt bombers?

Why does Vamp become anti-bomber and Avenger anti-fighter? This is directly opposite to current state.

Why are you supposed to "spam bomber" against Avenger?

Why does Stiletto need to have real damage on top of disarm?

Why do you propose removing AOE from AA weapons except flak, when they already have none bar Screamer?

Why do you feel it is necessary to remove ground weapon from Avengers?

Why do you want to increase Hacksaw alpha even further? Does that mean it gets only one huge missile to be easier to spoof?

... etc.

And that's even without going into "how", which might be less than easy for some of those suggestions.
+0 / -0

11 years ago
It's completely unclear how this fixes anything. Having two separate "targeting groups" of bombers (high/low alt) doesn't seem to offer any real payoff... And how are tanky units "defensive"? Tanky units are almost exclusively offensive in practice.

I mean, I get that some of the anti-air could use a re-work (particularly the high-end AA which are simply 2 tiers of higher-ROF/longer-ranged Hacksaw... plus the Cobra that doesn't seem to ever be useful against good players) but otherwise? I don't get it.
+0 / -0
Fair comments, I will try to answer.
quote:
Why does there need to be a distinction between high-alt and low-alt bombers?
High alt dies to AA only. Low-alt can die to ground if they are not careful. This is an attempt to maintain flying as an interesting and meaningful dynamic, rather than basically turning planes into high-speed hovercraft.

quote:
Why does Vamp become anti-bomber and Avenger anti-fighter? This is directly opposite to current state.
This occurs because avengers can believably avoid attacks from larger, less agile aircraft. Which is neccessary for the next point...

quote:
Why are you supposed to "spam bomber" against Avenger?
Bombers are tanky enough to take limited losses due to low DPS of avenger. On a cost basis, against avengers bombers can kill more targets than they lose. The creates a soft counter structure in air warfare - avenger > vamps > bombers > avenger

quote:

Why does Stiletto need to have real damage on top of disarm?
To make it a more devastating but very high-risk saturation unit, with a role designed primarily to neutralise breakthroughs into friendly territory (turn around a losing game, rather than rush their singus). Part of this is an aesthetic choice in that high speed high impact airstrikes make for exciting gameplay if they are balanced sensibly.

quote:
Why do you propose removing AOE from AA weapons except flak, when they already have none?
Screamer definitely has AOE. I suspect others but I need to confirm.

quote:
Why do you feel it is necessary to remove ground weapon from Avengers?
Generally ZK appears to favour single-role units. This also makes balancing simpler.

quote:
Why do you want to increase Hacksaw alpha even further? Does that mean it gets only one huge missile to be easier to spoof?
To account for increased HP on planes, and fitting Hacksaw's role as a hard counter, but in a very small area. Still two missiles. Spoofing is a valid strategy but can be countered with other units. Perhaps an option to set 'only fire at bombers' would be possible?

I cannot answer the "how" - you may have a point. I realise I am not a dev, but I am an experienced air player and I sincerely have tried to suggest thoughtful changes. While of course the probability of total acceptance is 0, but still thought it would generate interesting discussion.
+2 / -0
By defensive I mean lower-risk, better defence, less powerful. CArankPxtl
As stated before, it is a suggestion to fix the suddenly OP, suddenly useless roles air often seems to swing between.
+0 / -0
11 years ago
Well I think arming vamp with additional single bomb, designed to kill mexes mostly (thus making it a multi role fighter) would be better than making both fighters AA only.
+0 / -3

11 years ago
I find avengers are better at countering bombers. Being able to react to bombers with avengers D gun boost is a massive advantage and are on par with vamps when it comes to intial damage but lack the consistant damaage of vamps.

I think personally we need more planes. A fast fighter plane with D gun boost that shoots missles at ground targets but needs to reload could be a good idea. A fast fighter plane that is able to hit targets but has to reload. Could be just 2 missles. Doesn't have to do that much damage. it can have really weak air combat ability lazer gun just to give it some means of defense.

Another idea is a bomber plane that drops mines on the ground.

Also I think another area that planes is really lacking in is that air is used mainly as a way to deploy stuff quickly. Look at SAS, helicoptors, tanks being transported. stuff like that. Currently the transport system in zero k is way 2 unpractical to be used for combat zones, and in a sense a waste of metal considering the size of most maps being medium sized. command and conquer, supreme commander have games where transports can be a game changer by allowing quick relocation of ones forces into another deployment zone.
+0 / -0
11 years ago
I agree with this thread.
+0 / -0


11 years ago
what air really needs is a zepplin bomber
+1 / -2

11 years ago
I have been thinking on your ideas.

I believe there is some interesting thought in here, and I think the core aspects of your reasoning are valid, but I am unsure about your explicit solution.

If I were to take your ideas and make my own version, it would look something like this.

Planes divided non-explicitly into high/low altitude. Lower to the ground usually means more health, higher altitude less health. Planes are generally always fast, with variations at all altitudes. If a high altitude bomber gets to its target, it is likely to escape. If a low altitude bomber gets to its target, it is less likely to. This is because they are vulnerable to more fire and for longer when returning.

Low altitude planes are vulnerable to a variety of accurate effects, much like gunships, and are not unlike faster burst-damage gunships.

AA is generally reduced in damage output substantially, and is often very high range like now. AA is good at hitting fast targets as its primary trait, with minor variation. Unlike now, AA is balance strives to be 'equal' with ground. That is to say, that if AA weapons could hit ground they should not be overpowered. Instead, they focus upon being the only weapons that can reasonably hit high-altitude aircraft.

Avenger is a mid-high-altitude fighter, effective at intercepting high-altitude bombers. It loses its ability to attack ground, mostly because it is too high and too short range for that interaction to be reasonable.

Vamp is a mid-low-altitude fighter, effective at killing off low-altitude planes, harassing ground, and favored to win against avengers in an even exchange. Like all AA, its attacks are more accurate than powerful. It shares much in common with the banshee.

Shadow is mid-low altitude, moving into very low to dive bomb. It represents its current role, but at a lower altitude and perhaps with a faster reload speed.

Stiletto becomes proper low altitude bomber.

Licho and Phoenix both high altitude.

In this way, a few different counter structures can exist. High and low altitude each have a different fighter that counters them, with the fighters having anti-ground utility or scouting utility on a side.

Low-altitude can be countered by normal units, leaving AA to focus on being good against high-altitude. This allows a bit more leeway in terms of counterplay, and allows things like a low-altitude plane that is good vs dedicated AA, while still being affected by it.

That is what this makes me think of, at least.
+0 / -0

11 years ago
Low altitude planes are called gunships. That's meant to be the whole difference.

I do think Plane-AA interactions are a bit sloppy, Planes are countered only by AA which becomes useless the moment they make a fac switch, which is why people are forced to make defenders with air rush in 1v1. Commsnipe is also possibly another issue.

These sort of problems would not be helped by the proposed reworks, they're overreaching for what the actual issue is.
+5 / -0
hmm. all this air stuff is parametrized by the height altitude of a flying plane and the interaction with cylindrical or spherical range of (AA-)weapons.

there is a whole new playground if planes would fly higher, when they do not engage the enemy. also the role of AA would need a rethink. i doubt this is graphical reasonable to represent with the current game engine/view, but i find the idea is very interesting.
+0 / -0
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