Should change name to Dogfight Annihilation

Discussion in 'Balance Discussions' started by uberpenu, February 5, 2014.

  1. bmb

    bmb Well-Known Member

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    Being "weak" and "scary and dangerous" are mutually exclusive concepts.
  2. arseface

    arseface Post Master General

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    Not really.

    Things that are inefficient, expensive, or easily countered can all be considered "weak" in terms of relative viability.

    If uncountered they can be super scary.
  3. bobucles

    bobucles Post Master General

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    There are many effective ways to deal with bombers. Flak is not one of them. It was never one of them. It can not accomplish the role in any way that doesn't break a whole lot of other things.

    If you want to deal with bombers, deal with the things that make bombers good. Don't get into this mess of using broken units to solve simple problems.
    vyolin likes this.
  4. Quitch

    Quitch Post Master General

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    I don't get Slamz on this, flak is not a good way to deal with the situation because the issue isn't air dominating your base, it's air completely invalidating the ground game. You're trying to expand? I bomb your engineers. You try to attack? I bomb your army. You try to raid? My counter is faster. You're building a proxy base? I can move my entire army wherever I want whenever I want.

    The entire game revolve around air and it's a really, really unexciting meta. The multiple front massive expansion games seem to be a thing of the past to me, you simply try to out-air your opponent as quickly as possible.

    I'd love to see some top level replays of games which weren't air fests to reassure me it's just the community still finding its way. But two months in I don't really believe it.
    broadsideet likes this.
  5. riddick3

    riddick3 New Member

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    I counter this by having hummingbirds support my engineers building proxy bases. At least one advanced fabber is dedicated to building a ring of flak. I also have my proxy bases equipped with an air factory spewing out patrolling hummingbirds.

    Also, I've had matches where their choice to go advanced air is what kills them because my swarms of hummingbirds crush them and their builders.

    Missile defense towers are crap, use the effort that goes into them to make air factories with hummingbirds.

    Later in the game, i'll have some peregrines, assuming the game even lasts that long. The key is to deny them their air advantage. Build air factories in a huge ring around your base if you need to, just spam your hummingbirds and flak.
  6. Quitch

    Quitch Post Master General

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    Right, but isn't that the point? The counter to air is air, which in turn invalidates the ground game.
  7. Bgrmystr2

    Bgrmystr2 Active Member

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    Mmmm, no. The concept of being "weak" versus the concept of "scary and dangerous are completely compatible. They can, and already have been created and used to death by everything out there. The glass cannon concept is a perfect example of it. Something very weak, killed easily, not viable for living through much, if any punishment at all. The armament, or weaponry thereof, is a totally different story. An example could be the expensive and/or time-consuming megaspells of god-tier magic users. For a more applicable example, the Mavor in Supreme commander had very low HP for an experimental, but so do all artillery pieces. Weak, but major power output.

    This is also true. Not quite in the context I was talking about, but nonetheless, this applies too. They're both very vague terms and objects can be complex enough where both terms can be used to describe it.
  8. bmb

    bmb Well-Known Member

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    If it is easily killed it's not exactly scary or very dangerous. A single dox can kill an unlimited amount of unprotected mexes, that does not make it scary or particularly dangerous.
  9. igncom1

    igncom1 Post Master General

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    It does if you have nothing to deal with it.

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