Loading...
  OR  Zero-K Name:    Password:   

Post edit history

AA vs bombers

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
2/24/2014 12:45:38 PMAUrankAdminSaktoth before revert after revert
Before After
1 Faraday is also very good vs diving bombers, often enough to disrupt the bombing run entirely, with AoE, while Defender can add valuable DPS. The way you counter air in 1v1 is to make 4 defenders in your base. It takes 11 Defender shots to take out a shadow, 4 Defenders shoot 12. This doesn't leave much of a margin but enough defenders will help your static or mobile AA out a lot. 1 For the design stuff, I think after Googles air rework Shadow is perhaps a bit strong. Hacksaw was owled on purpose, because it would create assured attrition vs bombers. IMO that's a good thing. You should be able to create areas where the enemy knows the gambit of bombing into it is taking assured attrition. This already locks commanders down into tight areas and stops their advance. This is actually currently the case at the moment too, only it's usually a wall of defenders, a faraday/newton and/or dedicated AA.
2 \n
3 Though to be fair, boosted fighters spoof hacksaw even more easily than before, so...
4 \n
5 So what you should do right now? TL;DR: Make more AA (And flex-AA), which both protects from bombers and frees up your own air player to make bombers instead of fighters. Air players win the air war from having land AA, not from smashing fighters into each other.
6 \n
7 Faraday is very good vs diving bombers, often enough to disrupt the bombing run entirely, with AoE, while Defender can add valuable DPS. The way you counter air in 1v1 is to make 4 defenders in your base. It takes 11 Defender shots to take out a shadow, 4 Defenders shoot 12. This doesn't leave much of a margin but enough defenders will help your static or mobile AA out a lot.
2 \n 8 \n
3 The enemy spamming bombers means he's not making fighters, it's your air players chance. By the time your ally has lost air control, if he's not awful, you should have time to get the lines to meet and get up a good defense wall, AA, Defenders, etc, at least enough to punish someone with bombers. This should be enough to cost the enemy air player every time he tries to commsnipe and wrest back fighter control. 9 The enemy spamming bombers means he's not making fighters, it's your air players chance. By the time your ally has lost air control, if he's not awful, you should have time to get the lines to meet and get up a good defense wall, AA, Defenders, etc, at least enough to punish someone with bombers. This should be enough to cost the enemy air player every time he tries to commsnipe and wrest back fighter control.
4 \n 10 \n
5 Having a good air player is important, but it's often the ground players making AA that wins the air war. This frees up an air player from making fighters, and makes it impossible for the enemy to engage in air wars over your territory without taking loses to AA. That's when you can start spamming bombers, when your fighters are no longer necessary and no longer that useful either. It's not winning the air war so much as having enough AA from allies that you don't need to spam fighters just to be safe. 11 Having a good air player is important, but it's often the ground players making AA that wins the air war. This frees up an air player from making fighters, and makes it impossible for the enemy to engage in air wars over your territory without taking loses to AA. That's when you can start spamming bombers, when your fighters are no longer necessary and no longer that useful either. It's not winning the air war so much as having enough AA from allies that you don't need to spam fighters just to be safe.
6 \n
7 So the answer is really to make more AA (And flex-AA), which both protects from bombers and frees up your own air player to make bombers instead of fighters.