Tuesday, April 17, 2012

Do bombers need a fix

Right now early bombing is very weak, unlike in supcom and fa when it was usefull, t1 bombers dropped 6 bombs (or 1 big one if you were aeon) and they didn't seek, this meant that they spread out and do even more area damage. They were also fast, so they made it easier to raid. Since bombers seek in supcom 2, they only target one unit, until they something like the uef cluster bomb, so they are slow, weak and have seeking bombs which only makes them usefull for extractor raiding (if there is no aa) midgame cluster bombing land spam in a team game, or a com/experimental snipe if there is not enough aa.
Why is there only a F/B for aeon and cybran, for some reason they are almost the same as the dedicated uef fighter and bomber, I think they need to give the cybran and aeon and fighter and a bomber, because the F/B is unbalanced IMO.|||factory tech levels???
(i am cromo_man in supcom2)|||bioemerl|||I'd say he just successfully trolled red'.|||If GPG does anything to the Air game, they should do something drastic that seperates the factions, like:
Cybran starts with a fighter (same as current but without air-to-ground), and their gunship is available from the start. Replace the gunship research on the air tab with an upgrade to turn fighters into fighter-bombers. The Intellitron seems too expensive RP wise.
UEF currently seems to be the only faction that is diverse in it's air game, but only because of the seperation of the fighter and bomber. It seems to be fine how it is, with the exception that the build cost/time makes taking and holding air superiority rediculously easy against any other faction, even more so with the research upgrades. Make them be the faction that has to research their gunship, since they start with bombers.
Aeon starts with a gunship that has anti-air (or an early AA research upgrade), and the research tree is juggled so you research fighter-bombers (would make sense to replace current damage upgrade with f/b's, right before scorch, and move damage to where current gunship is).
If anyone has modding experience I would love to try something like this out for fun. A set up like this sort of reminds me of SCFA, with cybran having early access to gunships, and Aeon having access to an AA gunship (in fact it is the early backbone of their air force until you research the f/b).|||amazing, i feel insulted
it seems you are unable to recognize that that wasn't a signature, i have played with smugger before and put that for recognition, also i was largely implying tech levels as a joke
I dont believe bombers need any sort of improvements, gunships can just as easily be beaten. (cyb struct detonate) and according to the post air fails when the enemy has adequate amounts of AA, hmm why would that be?
"sorry I must sound like trolling but previous post to me got me a little mad"|||Yes, the f/b is totally overpowered, REMOVE IT AND REMOVE ALL FACTION DIVERSITY. Srsly, l2p.|||smugger|||Heh, No, Early game UEF just makes wasps until he no-longer needs to. Then they freely use the eagle eye to trash everything on the ground. If anything they have all of the early game advantages.
The Weeb Has no early game advantage, but late on there's little stopping them. The Gemini starts out meh and remains meh. The cybrans get the most damaging Gunship instead and are expected to pair it with the best surface-to-air systems in the game, rather than fight air-to-air.|||Possibly one answer is to reintroduce the FA Gunships the Cybran Wailer, and the Aeon Restorer in a slightly modified form(especially for the Wailer). These would be AA gunships (mostly aa with some anti-ground weapons). They would be available fairly easily, not unlike how the AC 1000 is fairly accessible. They would also have upgrade functions to provide a direct counter to the UEF air superiority, at least during the midgame.|||Sorry to break it to you, but cybran/gayeon air do have the advantage at the start. Let's say in a 1v1 game you have UEF vs gayeon. Both start with 1 land 1 airfact, and keep spamming land and air units. Now you see, the weedobooths can attack the land units of the UEF whilst wasps can't do anything at all.
And before you put out all that theory out there, there was a game I had vs spuddy (me as UEF of course, him as gayeon), we both had 1 air 1 land start and he completely trashed me cause whilst the air remained a stalemate, he absolutely obliterated my land by making bombing runs, and then retreating to factory AA.|||I shudder at treading 'Restorers' and I havent played FA for so long|||Cygmus|||Manta|||You can easily beat that with a bit of micro on the ground units and some close AA support with archanists and wasps above them. I stand by my words. So you can't use just wasps and have to be a bit more clever about it? Well damn, it's almost like this game has depth or something.|||Manta|||Captain obvious to the rescue! Or is it captain Trollbait? They seem so similar.
If they have built aircraft then they have less tanks too.|||Manta|||It's Cygnus, he's a troll and has been banned repeatedly for it. You do visit these forums right?
You also realise that the UEF can attach tank guns to their mobile AA and attach AA to their Mobile tanks. Not necessarily early game, but the UEF are hardly struggling here. Wasps are expendible because of their cost and build time decreses, and also just being outright cheaper and quicker from the get go. Every Weeb they build can be built for the same mass as a discounted wasp and an Archanist. So what if you lose a few to Factory AA? It's not like it's powerful. You really can have your cake an eat it with the UEF.|||Manta|||Manta is basically saying that UEF fighters always have an advantage, but I showed CLEARLY that in 1v1 scenarios, on medium sized map cybran/Illuminate air clearly have an advantage in air combat.
However, on big maps UEF wins hands down, simply because land can't cover all that ground.
Also, mobile AA tank gun research is 11 RP (at least, if I remember correctly) and anarchist HP and land damage sucks balls. So quit derping around Manta.|||BoMbErS aRe BrOkEn. Please fix NoW.|||Wow you guys are special. I agree that there are some fundamental imbalances that GPG has completely failed to grasp though.
Let us take this everyday example of UEF having exactly the same production facilities as the cybran. So now we have Cybran with x planes and y loyalists. UEF with z planes and y tanks. (UEF planes being easier to make z>x). So how does the Cybran win? Suicide all his planes into the UEF land blob.
UEF player left with little to no land, and massive airforce while the Cybran has no air but big land army.
It's justs a fundamental gameplay mechanic that they got wrong.|||RPhilMan1|||Cybran's air versus air in general is quite poor:
In early game they are too expensive, and slow to build. Wasps are literally 70% of the cost (60 mass for UEF, and thats before the reduction upgrade, versus 85 mass for cybran with no cost upgrades available), but 90% of the effectiveness. Sure Wasps can't hit ground targets, but neither can I if all my fighters are dead and he still has dozen's of Wasps around preventing me from having any chance at taking back air. In the interest of balance I would say the default cost for a Wasp should be higher: maybe 77 mass (70ish with discount).
Cybran's late game air could certainly use a SMALL boost. The problems late game are both that they are the only bomber without an area-of-effect/damage over time upgrade, and they also lack a decent anti-fighter system to add to their longevity. Boost the sheild from 200 to 300, or reduce the sheild recharge time, and also make the rate of fire upgrade apply to the fighter-bomber (both their anti-fighter missles so they can compete with late-game aeon-flares/wasp-swarms, and their bombs so they can do more bombing runs faster and compete closer with cluster-bomb/scorch-bomb).

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