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.
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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.
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2 |
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2 |
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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 |
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4 |
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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.
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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.
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6 |
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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.
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