Tuesday, April 17, 2012

Air's Shields Bug

If you group alot of air units together they go over each other anti air will hit the units as if they are 1 unit. This means when the units have shields they will group together and have all the shields in one. Now when one shield falls it will quickly come back up however because the anti air is still firing at the other fighters shields it means the units have infinity shields and can never die. This means that gunships grouped together can survive a blast of bomb bouncer because the shields will protect them. This completely removes the possibility of ground to air aa and they can only really be killed by either structure destruct or bomb bouncers in large numbers. As cybran is the only faction with these abilities it means aeon can not kill air or uef. Please fix gpg :)|||DaemonicKnight|||DaemonicKnight|||I'll never believe this until I see it myself. So...replay pl0x.|||OK after further testing bomb bouncers do kill the air normally but my main point still stands. Ground aa (except adaptors because of their shields) can not kill enermy gunships that do this and ur air will be alot more powerful because to kill them every shield must go down which basically means if ur any other faction than cybran ur doomed. This is particularly powerful against turtles as all they will have is 16 anti air towers and that will not be enough to break through 50 shields.|||DaemonicKnight|||Yeah I agree fighters will stop this however I have not yet tested the effects of this with fighters and see if it helps in an air battle. Ill test then come back l8er.
The shields will mean you have less anti air so your shields will go down slower meaning that the ones which are down can easily recharge in time.
EDIT: Fighters v Fighters this doesnt work at all.|||As this isnt as op as I thought and only works against mobile aa and turtles, iv uploaded a replay.
[url]
http://www.gamereplays.org/supremecomma ... &id=172476[/url]|||DaemonicKnight|||yucon|||What I don't like about lategame AA buff to AoE 1 or 2 is that gunships will become even more useless than they are now. Now if that AoE just affected air that's flying at the higher plane (so fighters, bombers, figs ONLY) whilst leaving gunship vs mobile AA the way it is then I'm fine.|||Seems good to me... That, or make the AoE 1 so it doesnt work on gunships in normal formation (not stacked up in 1 spot). Youll need at least AoE 2 to do splash to units in formation. The splash would then be good against groups of bombers making attack runa, which is right now what mobile AA has a problem with anyways...|||Gunships always stack when they attack neph, you know that.|||Sungyc|||Add a new turret to AA units that shoots flak shells that explode on FB height. That way, gunships won't be affected.|||Sungyc|||yucon|||Nephylim|||Gunships right now are very useless. Why?
If your air is being contested you will build fighters/fighter bombers.
They're rather expensive.
7 RP to unlock, leading to nothing good either (except for UEF).
A bit retarded movement at times. Whilst flowfield works great for land/navy, it kind of sucks at air.
They're useless vs cybran because of structure D. Lategame even more useless due to bomb bouncers.
Kiteable by mobile AA.
Right now they're useful vs UEF and gayeon. However due to the land AA and structure AA of UEF it they become rather useless late game as well. The only faction against which they remain very effective is gayeon, but that's as far as it goes.
I only build gunships when I have air forts right now, since you can outproduce your opponent.
So my thought was buffing gunship range and reducing the RP cost to 5-6. The range would make it so that gunships vs cybran structures right now is like tanks vs structure D: if you micro and stay out of the way you can take out buildings without problem, however if you just attack move you're gonna lose half your army.|||gunship still powerful to assault land. But it's impossible to spam enough without air forts :(|||Yeah they're great to assault land, (if you can actually get them) but any decent player will directly make air which forces you to spam fighters to counter his air.|||problem with reducing RP cost of gunship is that you make early gunship rushes and gunship snipes much more viable again. Their RP cost was already upped once for exactly this reason.
I think the bigger problem is that gunships are only slightly better at killing land than bombers, and bombers get upgrades for less RP that make them better. Cybran doesn't, so you might think gunships would be useful for them, but they should never be far enough ahead in an air war to be able to afford to build gunships in worthwhile numbers and still control the skies. For aeon and cybran, their bomber doubles as their fighter, so it's the best possible mass-investment they could get for air-to-ground, and the UEF bomber is both cheaper and better at killing light ground than the broadsword.
And of course, adapters + structure D + BB's means that cybran is generally completely immune to gunships by midgame anyways.
short of giving gunships AoE, there's really no way to make them scale as well as bombers do without returning the old cheese of spamming up a bunch of gunships and just sniping the comm through whatever metric tonne of shields and aa protect him.|||People won't all be suddenly spamming gunships if you reduce their cost by 1 RP and apply my changes. They used to be overpowered because of flight speed (same as fighters before) and 600 HP shields. Probably the latter was the biggest problem of all.|||Z32|||I just want to update this thread with another replay to show it is possible for gunships to survive acu explosions and ALOT of aa in a real game. I still believe this is op as it stops all aa from working.
Atm there are only 3 counters to this that i have found. One is fighters obviously, and the other 2 are structure destruct and bomb bouncers. As 2 of the counters are cybran only that means there is only 1 counter to this (if ur aeon or uef) and u need a large blob of fighters to kill the gunships.
http://www.gamereplays.org/supremecommander2/replays.php?game=62&show=details&id=178089&st=0#7984121

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