My observations from playing a week ( balance change suggestions )

Discussion in 'Balance Discussions' started by gabbsc2, September 21, 2014.

  1. gabbsc2

    gabbsc2 New Member

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    the orbital layer is hard to control but as the defender all you need to do is just spam air units around the planet and any portals will be destroyed faster than they can build them. Also spam umbrellas around the planet and his orbital units will be killed at a ridiculous rate. If you are scared of laser sats as stated before just patrol the commander around the planet, whats the problem?
  2. gabbsc2

    gabbsc2 New Member

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    SXX snipes are easy for anyone to deal with...if anything SXX is way too underpowered
  3. squishypon3

    squishypon3 Post Master General

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    Actually, no, when he said that SSX snipes were literally impossible to counter as you could build six(?) Or so and they'd instantly come through the orbital layer and fire, now however they have a cool down.
  4. gabbsc2

    gabbsc2 New Member

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    The reason air superiority fighters dominated so much was the advanced air flak defense didn't do a good enough job at killing clumps of them. If they buff advanced air flak in this game to do more spread damage enough where it can kill huge clumps of air units, then air units won't be as effective, especially late game.

    The t2 air fighter should serve as the t2 tank does in this game, just a better unit overall metal for metal vs the t1
  5. gabbsc2

    gabbsc2 New Member

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    Incorrect, they were very possible to counter by patrolling your commander around. They can't hit a moving target, sure they can take out anti-nukes, but to be honest anti nukes are so cheap the defender will come out ahead in the end. As it currently stands SSX units are useless except for sniping noob commanders.
  6. squishypon3

    squishypon3 Post Master General

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    No its because ASF are dull and complete direct upgrades. ASFs were literally completely better than the t1/t2ish fighters.
  7. squishypon3

    squishypon3 Post Master General

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    Or for taking out key structures and such as they were created to do.
  8. gabbsc2

    gabbsc2 New Member

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    isn't a t2 tank just a complete direct upgrade of the t1 tank? Should we get rid of that as well?
  9. gabbsc2

    gabbsc2 New Member

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    What key structures? like i stated before theres no point to taking out key structures unless its an anti-nuke or something in which case a fabricator rushing a portal can probably do a better much at a much cheaper cost.
  10. eukanuba

    eukanuba Well-Known Member

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    Did you play SupCom FA? Any large team game was almost invariably decided on who had the most ASFs. No ground defence could take them out effectively, so once one team has air superiority the other team cannot get it back, and the team with air sup is free to make a ton of T3 bombers which can then destroy anything on the battlefield with impunity.

    This has never been an issue with tanks.
    squishypon3 likes this.
  11. squishypon3

    squishypon3 Post Master General

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    In PA? No actually, not at all, have you seen it's terrible turn rate?

    And the t2 tanks weren't always completely better in Supcom IIRC, but if you played a lot- no even a little Supcom you'd know the ASF was many many maaaany times more efficient than the t1 fighter, they obliterated everything. They even wrecked experimentals.
    Quitch and igncom1 like this.
  12. squishypon3

    squishypon3 Post Master General

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    Orbital Factory, T2 factory, T2 energy generator, T2 Holkins, an idle commander (you underestimate how many people leave him idle, not only new players mind you.), nuclear missile launcher, anti-nuke, and a catalyst.
  13. schuesseled192

    schuesseled192 Active Member

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    Anyone who thinks Patrolling a commander in a transport is a valid argument towards the balance of ssx is ... well im too much of genteel to say it.
  14. gabbsc2

    gabbsc2 New Member

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    wasting an SXX to kill an orbital factory or t2 factory? are you kidding? ROFL, you clearly are starting to demonstrate your lack of knowledge for the game
  15. gabbsc2

    gabbsc2 New Member

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    It doesn't look fancy but it works, actually it sort of mirrors real life with the whole "air force one carrying the president to unknown locations"
  16. gabbsc2

    gabbsc2 New Member

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    Uh most experimental units were land based so the ASF didn't wreck them. Like I stated in previous posts, its a simple matter of limiting the use of advanced air by buffing the flak cannon. When you lose 500 t2 bombers to a few flak cannon strikes you will start realizing they are no longer effective like they were in SupCom. TA sort of was on the verge of this by releasing the flak cannon advanced defense, it just needs to do more spread damage.

    Enough flak cannons = limit usage of t2 = going back to using ground units again

    heck you can even make a mobile flak t2 tank
  17. squishypon3

    squishypon3 Post Master General

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    That would imply you took nothing with it to deal with enemies, or you send it straight to the heart of the enemies base, why would you do that? You can easily snip rows of t2 or t1 factories with ONE SSX if you bring fighters along, all a unit has to do is pay for itself.
  18. squishypon3

    squishypon3 Post Master General

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    No making flak better makes t1 worse, not t2, if anything buffing t1 aa would nerf t2 planes. Because if a t2 plane is inherently better yet more expensive you'd see less, yet if you had t1 fighters you'd probably have very many clumped up together.

    Edit: forgot to mention this, yes there were few experimentals in the air, but what were there were easily destroyed by ASFs, did you ever see the equivalent happening with t3 ground units vs experimentals? Hardly.
    Last edited: September 29, 2014
  19. schuesseled192

    schuesseled192 Active Member

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    It's quite easy to track and destroy aircraft using satellites... (in real life, well it would be if there was any militarised ones. What do you mean there ARE.)
  20. gabbsc2

    gabbsc2 New Member

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    have you seriously played the game? like seriously? instead of theory crafting, if you actually played more than 10+ games you would realize the SXX is incredibly expensive, fragile, and pretty much the worst cost investment unless you want to snipe noob commanders. Not to mention orbital units move INCREDIBLY slow planet side and it would take the SXX forever to even take out a row of factories if it even survived.

    You have 1 SXX and 10 attack sats, and for that cost and time to build factored in your enemy has 35 attack sats, who wins? A SXX cost 25x more metal than 1 attack sat...

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