Forged Alliance Forever Forged Alliance Forever Forums 2011-09-21T18:19:12+02:00 /feed.php?f=11&t=127 2011-09-21T18:19:12+02:00 2011-09-21T18:19:12+02:00 /viewtopic.php?t=127&p=1326#p1326 <![CDATA[Re: Cybran t1 aa]]> If you say it, I believe you :)

Statistics: Posted by Kekouse — 21 Sep 2011, 18:19


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2011-09-21T17:50:23+02:00 2011-09-21T17:50:23+02:00 /viewtopic.php?t=127&p=1324#p1324 <![CDATA[Re: Cybran t1 aa]]> Statistics: Posted by FunkOff — 21 Sep 2011, 17:50


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2011-09-21T12:14:39+02:00 2011-09-21T12:14:39+02:00 /viewtopic.php?t=127&p=1315#p1315 <![CDATA[Re: Cybran t1 aa]]> When you have lost the T3 air with all faction you can defend yourself against T3 Bombers with T1 AA. It's a last chance solution but it exists.
The only AA who is not good enough is the Cybran AA. The Homing missiles are too slow to catch Bombers flying in a straight line.

If we change something then a little buff to the speed (or time before they disappear) would be sufficient to make them as good as the other.
But if we leave it like this it's ok :)

Statistics: Posted by Kekouse — 21 Sep 2011, 12:14


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2011-09-21T03:58:14+02:00 2011-09-21T03:58:14+02:00 /viewtopic.php?t=127&p=1293#p1293 <![CDATA[Re: Cybran t1 aa]]>
noobymcnoobcake wrote:
you get about 200 missiles a one bommber and the rest drop there bombs


You just need to stagger them, if they are all in one clump, then yes, they will all fire at the first thing in range, but if they are spread apart, they will not all have the same range circle. Do you understand what I'm saying? Not sure if it is clear.

That is why I always build TMD vertically instead of horizontally vs the enemy. They wont all fire at the same missile, and let the next 3 get through unhindered.

FunkOff wrote:
I don't think cybran T1 aa should be changed. Yes, tit has lowest hp, yes it's projectiles take the longest to hit. These are downsides. The upsides are that it never misses agaisnt air and that it can attack ground. T1 cybran mobile AA is the ONLY T1 AA that is worth a damn against T3 asfs, strat bombers and etc. Further, low tech bombers will more consistently died in 1 pass from cybran T1 mobile AA than from other T1 aa because all of the cybran shots will hit before the second pass.

Cybran T1 mobile AA is distinct, unique and effective. No buffs.


I agree with this, they are different, use them differently, dont make them the same as all the others.

Statistics: Posted by Treble — 21 Sep 2011, 03:58


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2011-09-21T00:18:22+02:00 2011-09-21T00:18:22+02:00 /viewtopic.php?t=127&p=1279#p1279 <![CDATA[Re: Cybran t1 aa]]>
Cybran T1 mobile AA is distinct, unique and effective. No buffs.

Statistics: Posted by FunkOff — 21 Sep 2011, 00:18


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2011-09-20T21:39:22+02:00 2011-09-20T21:39:22+02:00 /viewtopic.php?t=127&p=1272#p1272 <![CDATA[Re: Cybran t1 aa]]>
HP is largely useless in the early game... and by the time the other team has T2 gunships, you should have flak / mass ints to counter them.

Statistics: Posted by uberge3k — 20 Sep 2011, 21:39


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2011-09-20T19:59:12+02:00 2011-09-20T19:59:12+02:00 /viewtopic.php?t=127&p=1267#p1267 <![CDATA[Re: Cybran t1 aa]]> my main points
1) it overkills stiff when you have lots of it
2) low hp makes it even easyer to kill for t2 gunships
3)its missiels only hit somthing after they pass over it and with mercys that is too late

my sugestion
increase muzzle velocity of missiles or increase hp or both

Statistics: Posted by noobymcnoobcake — 20 Sep 2011, 19:59


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2011-09-19T21:27:05+02:00 2011-09-19T21:27:05+02:00 /viewtopic.php?t=127&p=1126#p1126 <![CDATA[Re: Cybran t1 aa]]>
Swiftwinds, due to their increased movement and turning speed, are exponentially more effective than T1 ints, mass for mass, if microed well.

Statistics: Posted by uberge3k — 19 Sep 2011, 21:27


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2011-09-19T21:13:48+02:00 2011-09-19T21:13:48+02:00 /viewtopic.php?t=127&p=1118#p1118 <![CDATA[Re: Cybran t1 aa]]>
Gowerly wrote:
swiftwinds vs t1 ints is I think just in t1 favour mass for mass. Swiftwinds advantage is in the name, they are faster than ints.

Swiftwinds get vet inties do not and you can refuel swiftwinds but you cant interceptors as they die to fast aginst swiftwinds. Also not so vunerable to flack. The advantages heavily outweigh the slight mass disadvantage.

Statistics: Posted by noobymcnoobcake — 19 Sep 2011, 21:13


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2011-09-19T20:53:52+02:00 2011-09-19T20:53:52+02:00 /viewtopic.php?t=127&p=1114#p1114 <![CDATA[Re: Cybran t1 aa]]> Statistics: Posted by Gowerly — 19 Sep 2011, 20:53


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2011-09-19T22:57:37+02:00 2011-09-19T20:35:03+02:00 /viewtopic.php?t=127&p=1112#p1112 <![CDATA[Cybran t1 aa]]> T1 aa turret.
interceptors.

The aa turret is expensive and takes time to build and you have to stand in the center of it as mercys have great range + you might need more than one to stop all mercys.

The interceptors can be killed by the aeon t2 swift wind with ease.

T2 gunships. They own all t1 aa but cybran the most as it has by far the least hp.

I have kiled a cybran comm with mercys who was reasonably aa protected and if those aa were any other t1 one my snipe would have compley failed. infact i would not have even considered doing it. Send a t1 scout/ intie first and its almost a gauranteed kill
on the upside you can ocasonaly hit T3 air and it dont miss agsinst t2 air or under.
So you could make the missiles faster acceleration or top speed prehaps or make it have more health or all 3?

another note - overkill. you get about 200 missiles a one bommber and the rest drop there bombs

Statistics: Posted by noobymcnoobcake — 19 Sep 2011, 20:35


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