I think I already posted this earlier, but i dont know exactly.
Id like to give some thoughts about air in SupCom2.
What is wrong with it?
Well in the early game till 8-10 minutes air seems fine. You can easily counter them with mobile anti air.
But the later the game, the imba air gets. The only way to counter air as non-cybran is air itself. and that sucks.
Why is that so?
While in early game you dont have enough bombing power to insta kill any target, you have to do several circles above the enemies anti air to kill something. this is why anti air gets enough time to make some damage.
While in the end you have over 9000 bombers (at least) and they will insta kill any tower, any anti air blobs, any factories, and any shield, your ground anti air cannot do full damage.
Air blobs release full damage within 2 seconds, anti air is dead and could only shoot 2 or 3 seconds, doing nearly no damage.
How could one fix this?
An example of how to fix it is Adaptors. Those do enough damage and due to shields can only hard be insta killed.
Im sure you dont want to add shields to all Ground Anti air.
Maybe the players here have some more ideas, but i would think of Splash upgrade for anti air in late game. THis could solve it, cos bombers are always crowded when not microed (atm there is no need or micro).
What do you think about this? if we come up with good reasons we might see some changes/additions in further patchs/dlcs|||As I explained before, the adaptor shield can absorb tremendous damage because it seems to stay up for a few ticks after receiving its damage limit, allowing it to block 10 or more bombs.
If UEF shields or unit personal shields worked this way, I think they would resists bombers better late game.|||but 1. they dont and 2. that would be a bug more or less ^^
but would you agree that lategame anti air needs a buff?|||Well there are late game AA upgrades. Bombbouncers, Airnomo, Megafort. The only one of those that needs a buff is the airnomo. It could do with what we did to it in the CBP (more range and damage). There isn't need for it to have AoE because with the range and damage it absolutely rapes air, the air may bomb what they want to bomb but they lose a LOT in that effort.|||megafortress is not the kind of air counter i like. its air. and id like to have alternatives to air. I think for uef the rockhead/arty/bot aa upgrade is ok too, but as aeon, as you point out, the only valid thing would be airnomo which sucks.|||If I were able to change the game, I'd change the way air balance works. Anti-air, whether turret or to a lesser extent mobile AA, would tear apart gunships. Bombers should be used to neutralize ground-based AA especially turret. Gunships would be devastating to undefended ground, but would be very vulnerable to AA fire and fighters.
While it's true there's some counters to Air such as the Airnomo and Bomb Bouncers, it doesn't take into consideration that those units can only be in one place at at a time. If you build static AA, or an airnomo, or a bomb bouncer... just use your air to hit elsewhere. Meanwhile, those static AA turrets and slow ground units are out of position and not providing a benefit for how much mass they took to construct.
About the only land-based AA i actually like is the Pullensmash, because it has a wide enough area to provide good coverage and works versus air and ground.
Right now the game has a lot of tools available to defeat someone how focuses entirely on ground. LRA, Fatboys, Jackhammers, Fortified Artillery, Urchinows, Collosi, Kryptors, Megaliths, AC-1000s, Soul Rippers, Sooprizers, Dinos, Monkeylords and standard gunships are
HARD counters to masses of T1 units. To stop masses of gunships you have... Bomb bouncers, Airnomos (both of which have to be in the right place at the right time and can be outflanked). Really, your only real counter to Air is going Air, what with all the hard counters to Land that exist.
A simple solution to me would be Flak. There needs to be a mid/late structure and land upgrade that provides some sort of area of effect AA capability. Gunships, while typically better than bombers because they don't spread around so much, could be countered hardest by it. It'd make you think twice before gunship-sniping ACUs or important structures.
I'm a huge fan of Supcom2, but the one part of the game I feel is really out of whack is the Air balance. I don't feel like they've taken the mobility factor into consideration when doing the balancing.|||VoW-Kryo|||but on some occasions if you dont start with air, you even wont get an air player, that started producin earlier with air. even as uef.
The problem with air battles is: Once you have an advantage you will not lose it fast.|||VoW-Kryo|||VoW-Kryo|||Aside from the usual buff Airnomo, AA turret, which both are necessary, what about increasing build times for air units? If blobs are such an issue, turning up the build times by 10-20% could potentially help.|||Thinking about it, I would be happy if they doubled the attack range of mobile AA but left the damage alone.|||Theres a distinctive lack of decent upgrades for mobile anti-air in general, whilst air units generally get a bevy of air-to-ground upgrades.
I think a univerasal nerf to wasp/gemini/weedoboth health (perhaps as much as 20%) would help make them easier to crowd control by anti-air into the lategame. Additionally, I have almost never seen any real gunship play by cybran or aeon since the well-needed gunship nerf. Now that they aren't partifularly broken, it isn't really worth teching them when you have an air-to-ground unit that is RP-free, and also your most effective air-to-air.
A huge health nerf to them would mean that, while they retain their bombing capability, it is relegated to only sniping undefended targets, necessitating gunships to perform any sort of real air-to-ground damage under the presence of anti-air. In addition, it'd increase the strategic variation and skill involved in air combat, since flying over a patch of anti-air would be able to do significant damage to an air blob.
Currently, if someone lures your air blob over your anti-air and trieds to engage you, you can simply run away outside of the aa range, and turn back to engage, and the damage and losses are minimal. The only way anti-air is really going to impact a battle for air supremacy is if somepone is stupid enough to fight over enemy aa.
If fighters had much lower health, simply drawing the enemy blob over aa for a few moments would be enough to deal considerable damage, even without actually engaging them over it. The location and positioning of your ground-based anti-air would be a pivotal element of combatting for air supremacy, and creating another element to air combat beyond "hurr I build more fighter".
I think this might be of particular benefit to cybran, considering they ultimately get the best and most mobile anti-air, to pair along with the worst fighter. And the lack of bombing upgrades for the gemini wouldn't be quite so much of a shortcoming.|||Add an option on each AA tower to either convert it, for the price of 200 mass, into EITHER a flak tower, or a SAM tower. Flak does small damage, large splash. SAM does large damage, no splash. SAM is best versus late game experimentals. Flak is best versus blobs.|||A research option to do that wouldn't be too bad either. Maybe to replace that goddawful shields-for-defence-towers research.|||Nerfing lategame air will create stalemates or very long boring games. I think it is fine as it is.|||I'd like lategame (mobile) aa buffed. I'd like mobile AA buffed in general. I'd probably like a range buff best.|||Manta|||I rather want tower AA to not be able to kill a massive blob of air though. How else is air going to be effective against turtlers? I definitely wouldn't mind making mobile AA better though as air is currently too strong against ground units, but air seems to be quite balanced against bases and turtlers to be honest.|||The issue here is that air units can dish out all their DPS in three seconds, whereas AA towers (especially the Airnomo) cant.|||Grim Tuesday|||VoW-Kryo|||Aeon get teleport and shields on their MAA. If the map isnt too big, they do quite well. You get problems when covering big distances. Still, they have the best AA towers (shield and damage upgrade)|||Nephylim|||Fair point about detonate. But, if you are going to count in cost, you might as well count the Aeon economy bonuses, which are 25% more mass and energy, which you can also interpret as a 20% cost decrease for EVERYTHING. Also, shields regenerate WAY faster than health, so it counts for more.
Edit: Due to shield mechanics, shields are even better because they suck up overkill. And another point you might want to consider: Aeon shields have 25% more health than cybran ones, and give you energy when fired upon.