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Air factory and AA rework suggestion

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Date Editor Before After
3/23/2014 9:45:02 AMAUrankLyth before revert after revert
Before After
1 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. 1 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.
2 \n 2 \n
3 \n 3 \n
4 GENERAL AA CHANGES 4 GENERAL AA CHANGES
5 -Static AA is cheaper 5 -Static AA is cheaper
6 -Static AA generally has reduced range 6 -Static AA generally has reduced range
7 -Static AA get HP boost 7 -Static AA get HP boost
8 -All AA AOE is removed except for flak, to make AA more attritional. 8 -All AA AOE is removed except for flak, to make AA more attritional.
9 \n 9 \n
10 STATIC AA 10 STATIC AA
11 -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. 11 -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.
12 -Cobra: widearea aoe/attrition. Weight increase. Range boost. DPS nerf. Inaccurate at longer range, misses fast aircraft. Use against gunships and bomber death-balls. 12 -Cobra: widearea aoe/attrition. Weight increase. Range boost. DPS nerf. Inaccurate at longer range, misses fast aircraft. Use against gunships and bomber death-balls.
13 -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. 13 -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.
14 -Hacksaw: low range anti-bomber. Alpha increased, reload increased, cost reduced. Use on front lines to stop com sniping. Good against Lichos/Stilettos. 14 -Hacksaw: low range anti-bomber. Alpha increased, reload increased, cost reduced. Use on front lines to stop com sniping. Good against Lichos/Stilettos.
15 -Razor: Unchanged. 15 -Razor: Unchanged.
16 \n 16 \n
17 FIGHTERS 17 FIGHTERS
18 -Vamp: Anti bomber - Weapon changed to razor's AA gun (inaccurate). Slaughters bombers it manages to catch, but somewhat inaccurate against avengers. 18 -Vamp: Anti bomber - Weapon changed to razor's AA gun (inaccurate). Slaughters bombers it manages to catch, but somewhat inaccurate against avengers.
19 -Avengers: Air control - Anti-vamps! They twist, turn and dodge when fighting to avoid inaccurate fire. However they have poor DPS against bombers. No ground weapon. 19 -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.
20 -Air warfare: Bombers? Spam vamps. Vamps? Spam avengers. Avengers? Spam bombers. 20 -Air warfare: Bombers? Spam vamps. Vamps? Spam avengers. Avengers? Spam bombers.
21 \n 21 \n
22 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. 22 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.
23 -Shadow: Precision (guided bomb with less damage, increased HP) 23 -Shadow: Precision (guided bomb with less damage, increased HP)
24 -Phoenix: Saturation (reduced damage, increased number of bombs, increased HP, increased cost) 24 -Phoenix: Saturation (reduced damage, increased number of bombs, increased HP, increased cost)
25 \n 25 \n
26 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. 26 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.
27 -Licho: Precision (aoe removed, cost reduced to ~1200m) 27 -Licho: Precision (aoe removed, cost reduced to ~1200m)
28 -Stiletto: Saturation (40% normal damage added, increased cost, speed boost) 28 -Stiletto: Saturation (40% normal damage added, increased cost, speed boost)
29 \n 29 \n
30 VULTURE 30 VULTURE
31 -Cheaper (100m), faster, less hp, reduced radar/sight range. 31 -Cheaper (100m), faster, less hp, reduced radar/sight range.
32 -Outruns everything except avenger 32 -Outruns everything except avenger
33 \n 33 \n
34 TRIDENT 34 TRIDENT
35 -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. 35 -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.
36 \n 36 \n