How to use the orbital unit Omega?

Discussion in 'Balance Discussions' started by huangth, August 23, 2015.

  1. Phireh

    Phireh Member

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    The time something takes to build in PA depends entirely on the buildpower that is used to build it.

    Two units built with 60 buildpower that cost the same will complete at the same time.

    So, basically: Unit cost / build power = number of seconds to get it built.

    A single orbital fabber has a buildrate of 45. It takes 11 m 6 s to build a Helios on its own.

    An orbital factory has a buildrate of 80. Assuming you don't assist it it will take 3 m 53s to build one omega.
  2. Ludovsky

    Ludovsky New Member

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    Therefore, it could be safely assumed that while the construction of a single helios can indeed be quickened, so could that of multiple omegas(assuming a player has the economy to support it) be made much faster with orbital fabbers, allowing one to field a fleet of them in less time than it would take one to build an helios.

    Granted, this is purely just about build time but it was still something I could not help but find interesting. Since it means that by default you can almost make 3 omegas in a single orbital factory in the time it takes to build that helios(a project possibly made more vulnerable due to the large target that an helios being constructed offer, something made worst by the system-wide notification every enemy players get of an helios being built, being visible to all as it happens).

    The Omega is clearly still not "better" but like said before sometimes I wonder if it's all-rounder state(being able to tank moderate amount of damage, able to attack both orbital and ground/air units below it) might not be a strenght of its own even though other more specialized platforms can outperform it in their own areas. Especially since building the like of an orbital anchor does require being able to send an orbital fabber to the location and hope it doesn't get blown up while doing so in the first place.

    So I can't help but wonder if it could thus make a good unit for "first contact" beach-head operations(perhaps while secconded with unit drops from the Unit Cannons) due to basically being such a "jack of all trades" unit that has a little of something to counter a little bit of everything until more specialized(but more fragile) platforms can get there.

    This is mostly hypothetical pondering if anything though but it leads me to wonder if it might not give pointers on which "role" that could/should be kept in mind when trying to balance it. I.e.: not a "universal replacer" of more specialized units, but a scrappy all-rounder meant to open up the path by which specialist anti-ground and anti-orbital units could do their work.
  3. Phireh

    Phireh Member

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    Why would you make an army of Omegas? You can't defend with them, they don't have the range or the speed. Even if you had 10 omegas vs 1 helios the helios could just outrun you. If you want to dominate orbital, why not make an army of artemis?

    It could be a nice jack of all trades as you say, if it wasn't so overpriced. The only nice thing about the omega is that is roflstomps avengers. If the base you're trying to break isn't defended mainly by avengers it sucks. It does a mediocre job vs anchor, and a terrible one versus umbrellas. SXX suck balls versus umbrellas too, but they do AoE damage, are quite faster and only cost 4k metal. There's not a single orbital unit that is good vs umbrella, which pisses me off.

    We have kaijus to take down torpedo launchers, we have artillery, vanguards and infernos to take down turrets. We have tanky and tactical bombers to take down flak and AA. The only thing that isn't completely horrible vs umbrellas is the helios, and it doesn't do that well either. They even intercept the unit drops that we need to snipe the damn umbrellas in order to invade!

    The problem of the omega seems accentuated by how crazy powerful the umbrella is.
    Last edited: September 24, 2015
    philoscience likes this.

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