quark036 wrote:
The other problem with buffing flak is that it would negate t1/2 air even harder.
Also, carriers have 500-600aa dps, to a question from up thread, so they are similar to cruisers but with far more health.
Ok, here's a question, just to get everyone's opinion. If you are ahead in air, say by 25%, and and you try a drop, but cover it with your air, and they attack with their air, what percentage of the drop should get through, on average/theoretically?
Also, another point. Korbah, you keep saying that asf have no counter but asf, which I agree with, except over water where cruisers will kill them pretty well. This leads to the asf swarm, because you need them to counter other asf. So, I've seen 2 goals that you have brought up through this thread-(1)reduce the size of the asf swarm, and (2)push it back a little so that t2 can be more effective/for longer. I like the t2 fb changes, and the increase of asf mass cost will delay the asf swarm. I feel like that is a good resolution to the second goal. However, Briang made a good point that you need basically 1 or 2 extra t3 extractors to spam asf in the same pattern as before. Like I said, this delays the swarm but doesn't solve the problem of the swarm.
So, there are a couple things to look at here. First, do we want to get rid of the asf swarm, and if so, why? If we want to get rid of it to make other types of air more effective, that would be different than if we want to get rid of it to reduce the number of units and make it easier on the cpu. The first can be accomplished by changing the stats of other things, and leaving asf as general king of the air. In order to actually remove the swarm, I think the only option is to create some other counter for asf. Otherwise, there's no incentive not to swarm them, and every incentive to do so.
Cheers
Quark
You are right about the T1 and T2 air issue regarding FLAK.
Complex question about success rates on drop. Estimated rates of a successful T2 time frame drop is about 20-50% of the transports drop a full load and make it all the way to the drop point. In T3 I estimated this at 10-20%. We based this on the fact that T2 air isn't as effective as ASFs, that ground defenses are not as strong or complete as by T3. T2 is probably a higher success rate, but T3 is probably 10% or lower. Which is why players don't do it. If you lose 9 units of mass for every 1 you put into battle you take a different tactic.
We thought that increasing the hp and speed, would make them more survivable in both T2 and T3, and that maybe moving transports from T1 and T2 to T2 and T3 might eliminate the cheese drops. This is only a testing situations, may not make it to the final mod.
UEF already have a T1-T3 transport solution, and Cybrans already have a gunship, so we were thinking we could give special racial attributes to the T2/T3 gunships for each race to offset the loss of a T1 gunship.
We also were trying to goal for minimum 20% survival rate in T3, and 20-40% in T3. That doesn't mean that you can fly them into a cloud of ASFs, but if our other changes go right, most games should see a pretty good reduction in the cloud size of the ASF swarm. While still possible to build 100s of ASFs, if your opponent doesn't why would you? Especially if by the time you do, you face so many other threats and strategies which you should be defending against, like drops in T2, or like FB raids in T2.
What do you suggest for a counter?Statistics: Posted by KD7BCH — 22 Jul 2015, 19:34
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