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Air Rebalance

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Date Editor Before After
2/25/2013 5:48:22 AMAUrankAdminSaktoth before revert after revert
Before After
1 Yeah, if it's mandatory, AIR should be mandatory, not PLANES. Two factories makes for 3 different matchups. Gunship should be more viable as an air start. Probably time to bite the bullet and make an AA gunship. 1 Yeah, if it's mandatory, AIR should be mandatory, not PLANES. Two factories makes for 3 different matchups. Gunship should be more viable as an air start. Probably time to bite the bullet and make an AA gunship.
2 \n 2 \n
3 Non-air starts will be more viable ( things like tank, with flak, flex-aa banishers and bomber immune reapers) if we make air a bit weaker at the start and stronger into mid game. Right now they just bomb out all your eco. 3 Non-air starts will be more viable ( things like tank, with flak, flex-aa banishers and bomber immune reapers) if we make air a bit weaker at the start and stronger into mid game. Right now they just bomb out all your eco, so if we fix the power curve issue that'll be resolved.
4 \n 4 \n
5 If we want micro on planes we'll need to change fundamental mechanics. Say, omnidirectional weaponry would allow you to skirm or retreat. Right now if you turn away from the enemy, he chases and you're dead. This is the same reason that land-at-low-HP sucks, even though it'd be great on fighters otherwise. 5 If we want micro on planes we'll need to change fundamental mechanics. Say, omnidirectional weaponry would allow you to skirm or retreat. Right now if you turn away from the enemy, he chases and you're dead. This is the same reason that land-at-low-HP sucks, even though it'd be great on fighters otherwise.
6 \n
7 I like the general idea of more ground firing fighters etc for early on that just do harassment damage (like the multirole but more sustainable) and raising the weight of the bombers proper so they're high HP mid-game options for when AA is established.