Should fabrication aircraft be less vulnerable to other aircraft?

Discussion in 'Balance Discussions' started by shrapmaelite, November 9, 2014.

?

What do you think?

  1. Get it on the mod forum - I love the idea

    6.7%
  2. Yeah we should increase the health

    26.7%
  3. Just add the ability for them to "un-fabricate" so many missiles/second or something

    0 vote(s)
    0.0%
  4. The fab/construction aircraft are perfectly fine as is

    60.0%
  5. Yes, improve the patrol ability for fab units.

    6.7%
  1. shrapmaelite

    shrapmaelite Member

    Messages:
    39
    Likes Received:
    8
    Construction Aircraft seem to be destroyed so easily by hostile aircraft. Honestly it just seems to easy to fly in with a few air to air crafts and take out Construction Aircraft. In return, mine are always being destroyed so I tend to avoid constructing them. I almost feel like going on the mod forum and suggesting unit upgrades so general construction (fabrication) aircraft can have some sort of air to air defense without the ability to attack. Other units would also have special upgrades. This is really making me wonder how much time I spent playing Age of Empires last weekend... Anyway, would it be a good idea to increase the health or add some sort of additional benefit to construction aircraft? Surely they already have extra mobility capabilities, but I just can't stand how they're destroyed so easily even when you have 10 flak cannons around. Keep in mind that I'm not asking for much more of an improvement: I just want a slightly better advantage of survival.

    Oh, and if that general idea is bad, then maybe instead, the patrol option should be updated for fab units so that repairs of other units are priority. If that's still not so great, then the patrol option should have the options (I know, one extra click, I'm sorry :p ) of Repair and Construct.
  2. cybrankrogoth

    cybrankrogoth Active Member

    Messages:
    191
    Likes Received:
    57
    I think the main problem- besides the easily destroyed aircraft as a whole- is that fighters don't need to take linear pathways. It's a bit hard to explain, but everyone should understand it; where fighters seem to pivot on the spot in mid air and shoot multiple targets. I really think that aircraft should have to keep moving forward, or hover on the spot. But not hover on the spot-turn-shoot-turn-shoot-turn- resume flying.
    mered4 likes this.
  3. K1S3L

    K1S3L Member

    Messages:
    85
    Likes Received:
    44
    I think should add ability to land aircraft, it add new interesting mechanics and possibility to use air fabbers an air domination.
    Last edited: November 9, 2014
    mot9001 likes this.
  4. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    Increasing Air Fabber health and fabber health in general would really help keep fabbers be less vulnerable than they are now. It would also mitigate the affect micro has on the raiding game, which can only lead to good things.


    I incorporated this into the Community UberBalance at the beginning, since it was a sound idea at the time.
    And remains so.
    stuart98 and shrapmaelite like this.
  5. shrapmaelite

    shrapmaelite Member

    Messages:
    39
    Likes Received:
    8
    I feel like there's an extent at which the health fabbers besides air fabs should be increased because they're already pretty fair and I can manage to keep them much longer than any air fabber although I won't disagree with the idea of increasing all of their health. I mean, it only seems fair that because they only have the ability to fabricate that they can also self heal or at least have much more health. Even if it meant a specially advanced fabber for each unit type with more health I would be happy. After all, I'm not asking for any drastic health increase.
  6. nimro

    nimro Member

    Messages:
    24
    Likes Received:
    30
    Using air fabs is a trade-off: they allow you to expand quickly, but with high danger of them being knocked out by an air raid.

    It's highly inadvisable to use them for construction in your main base.
    planktum likes this.
  7. shrapmaelite

    shrapmaelite Member

    Messages:
    39
    Likes Received:
    8
    I guess it seems fair now that you say that. I always saw all construction units nearly equal but I guess it just adds to the strategy. Thanks for that.
    planktum likes this.
  8. LmalukoBR

    LmalukoBR Well-Known Member

    Messages:
    327
    Likes Received:
    278
    U also shouldn't use the inside your base cause they are less efficient in energy per metal ratio.
    klavohunter likes this.
  9. LeadfootSlim

    LeadfootSlim Well-Known Member

    Messages:
    576
    Likes Received:
    349
    Air fabbers are best used when you have control of a planet, such as when you need to dump your entire economy into building Annihilasers without taking ages to path your way around the bloody pole.

    They're also great for setting up emergency forward defenses, if you can manage it. Either way, the fragile/mobile tradeoff is perfectly fair as-is.
    shrapmaelite likes this.
  10. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    Even a small buff to 300 would be perfectly reasonable - it would leave them incredibly vulnerable as they are now without keeping the disastrous trait of being undefendable. I mean, seriously, have you tried to defend your air fabbers? once the enemy has found them, they are as good as gone.
  11. shrapmaelite

    shrapmaelite Member

    Messages:
    39
    Likes Received:
    8
    Throughout the last three days of gameplay I've come to the conclusion that there are tons of little "imbalances" for many units. Honestly, it's better that some things seem OP or too weak because depending on what your enemies are doing it should force you to improve your strategy. Constructing 4 Bot Factories and infinitely reproducing Boom Bots can lead to victories in less than five minutes. In co-op games, using T2 units from the vehicle plant can also result in five minute or less victories. I had a friend attempt to kill me off with Boom Bots and I was able to fight back just fine. So far I think that the "unbalanced" units can easily be balanced based on each player's strategy. Fab Aircraft should be left alone since they do have the ability to fab slightly faster, already. I'm just interested to see if T3 units will be introduced. I'd like to have me Krogoth army back!
  12. davostheblack

    davostheblack Well-Known Member

    Messages:
    364
    Likes Received:
    313
    That's just plain not true; Air fabbers work at 90% of the build rate of other fabbers whilst using 10% more energy.

    But they can fly, so they move much faster than all other fabbers, so careful use allows for rapid expansion

Share This Page