[Suggestion] Replace T1/T2 combat fabbers with T1/T2 aa bots

Discussion in 'Planetary Annihilation General Discussion' started by emraldis, November 23, 2014.

  1. emraldis

    emraldis Post Master General

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    Having 2 tiers of combat fabbers seems really pointless to me, especially since you'll probably only ever build one unless they become radically different (which it doesn't seem will be the case atm). My suggestion is to add back the T1 aa bot, removing the dox's aa ability, and also removing the T1 combat fabber. Either that, OR removing the T2 combat fabber and giving us a flak bot or something, in which case we wouldn't necessarily need to remove dox aa, that would be pretty cool too. Anyway, just some thoughts. What do you guys think?
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  2. squishypon3

    squishypon3 Post Master General

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    T1 should have multiple low power lathes that heal separate units, and t2 should have one strong lathe.

    I've been saying that for a while.
  3. emraldis

    emraldis Post Master General

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    wouldn't you generally want the T1 over the T2 then?
  4. squishypon3

    squishypon3 Post Master General

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    Isn't that the point? Niche. :)
  5. emraldis

    emraldis Post Master General

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    Well why would I ever build T2 combat fabbers then?
  6. squishypon3

    squishypon3 Post Master General

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    You said most generally, the point to build them it to help heal commanders, vanguards, buildings possibly, etc...
  7. emraldis

    emraldis Post Master General

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    I guess? I think I'd prefer just a generic combat fabber in one tier and an AA bot in the other, personally.
  8. squishypon3

    squishypon3 Post Master General

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    I'd like an aa bot either way. :p
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  9. lapsedpacifist

    lapsedpacifist Post Master General

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    Get rid of T2 combat fabbers, T2 flak bots with very low damage but huge splash. Not much better than spinners against single targets and much more expensive, but quicker and better at chewing through large groups.

    Sounds good to me.
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  10. nixtempestas

    nixtempestas Post Master General

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    I'm in favour of the second option as well, I never build t2 com fabs, and lots of t1.

    though I only play anti-popcorn anymore so that distorts builds a bit
  11. Gerfand

    Gerfand Active Member

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    Or we could have an T-2 w/ less buildpower (same of an normal fabber), but w/ Anti-missiles guns
  12. thetrophysystem

    thetrophysystem Post Master General

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    Community Uberbalance. NavalRedux. You could take either one of those mods and delete everything but the combat fabber and then rename the mod (regular price combat fabs).

    You wouldn't regret playing one of those mods though.
  13. mjshorty

    mjshorty Well-Known Member

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    Im more in favor of just simply adding more units, not replacing or getting rid of units.
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  14. emraldis

    emraldis Post Master General

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    I am too, but if you look at each factory you have slots of 5 basic units and 5 advanced per factory, yes you can get 5 more than that, but why would you hurt my OCD like that? :p
  15. igncom1

    igncom1 Post Master General

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    Well you could make it so that advanced factorys can't build the basic unit types, so that would be an extra 5 slots per factory!
  16. emraldis

    emraldis Post Master General

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    Yeah, I kind of liked it when it was like that...
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  17. MrTBSC

    MrTBSC Post Master General

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    i am against having to many aa options for bots .. i do agree though t2 combatfab seems a bit pointless ...
    rather have the combatfab only in one tier.. as for bot aa .. personaly i still like to stick with the dox and have aa vehicles
  18. emraldis

    emraldis Post Master General

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    In my opinion, dox as AA is really bad in small-medium numbers, and then you reach a critical mass of ****-you air. Kind of annoying IMO.
  19. MrTBSC

    MrTBSC Post Master General

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    that is why you have aa missile and flak vehicles
  20. emraldis

    emraldis Post Master General

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    We don't have a flak vehicle...
  21. MrTBSC

    MrTBSC Post Master General

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    flak tower sry ...

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