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.
|
|
|