Stealth Generators, Defense Against Artillery

Discussion in 'Planetary Annihilation General Discussion' started by caljer, December 26, 2014.

  1. caljer

    caljer New Member

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    I am pretty happy with the state of PA right now (besides random frequent crashing). But there are few things that I think are missing from PA and would add some interesting strategic variety to the game.

    The two things I would like to see is some kind of defense against artillery and stealth generators.

    I have noticed in games where the spawning algorithm puts you right next to your opponent, you can decimate a players base with holkins. In one game I essentially leveled half of his base with artillery forcing him to move back. I understand that there are ways to deal with artillery, but as far as I have seen, the only way to really deal with a couple of holkins shelling your base is to destroy them with a an attack force (most easily done with some bombers). However in the situation described above the holkins were inside of my base and well defended. If I built them in some proxy area they would have been harder to defend so that's less of an issue. Now a building that shoots artillery out of the air is a bit silly as depending on how fast it fired, it would completely nullify a holkins. So that would be hard to balance. Now we could get into whether or not shields should be added into the game but that's dangerous territory.

    So if shields are not the way to counter artillery what would be? Maybe players could build a missile defense system that shoots down incoming missiles. This is a bit odd because artillery isn't technically a missile as much as it is a shell. The missile defense system would also render holkins useless unless it had a pretty slow rate of fire. If it had a slow rate of fire than it would be useless against other forms of artillery such as mortar tanks. Because of this and the lack of tactical missile launchers I think a missile defense system is pretty useless/ doesn't have a place in PA.

    But surely shields cannot be the only answer against constant shelling? Yes they are not the only solution. Interestingly enough stealth generators would actually be an effective way to counter artillery/tier 2 naval in that situation. By stealth generator I mean something that hides units/buildings from radar, not some kind of cloaking device as that would be silly. It would be a way to protect your base from constant shelling while not completely rendering artillery useless. You could sacrifice a couple of scout planes to take out an important target or get a radar satellite near the opponents base, as that has a vision radius.

    Stealth generators also allow for the creation of hidden bases and hidden armies. If there was an orbital stealth unit or building it would allow for you to build orbital units without revealing your location in a system. In games where players are playing across a large solar system its actually a better strategy to not build orbital as it will take your opponents much longer to actually find you. Not building orbital limits you however as solar arrays are an effective method for mass producing energy.

    Feel free to tell me why artillery is not a problem. If you can though tell me in regards to a situation where bases are close to each other. Also feel free to tell me why stealth generators would be terrible for PAs balance. As of now I see no issues with adding it in, rather I see significant benefits to strategic play. However, I am pretty new to the game so my ideas could have serious flaws in them. I also have a ton of hour sunk into SupCom:FA so I'm a bit biased when it comes to wanting stealth generators and the like.

    Please do not add inane posts such as "modders will add them." This post is intended to be a platform for the discussion of whether or not stealth generators should be added to the game not whether or not they can be. It is also intended for the discussion of artillery and there current purpose in PA at the moment.
  2. MrTBSC

    MrTBSC Post Master General

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    way to defend against artillery - destroy it ...
    seriously can we stop to ask for shields to protect against swords every time?
    use your own swords, spears or warhammers ...

    i wouldnt say no to stealth if it is useable for both defense and offense
  3. Engineer1234

    Engineer1234 Well-Known Member

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    I like the idea of radar stealth, and a mobile version to hide armies.
  4. caljer

    caljer New Member

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    I think you misunderstood the main topic of this post. I did not say omg add shields to game because uber seems pretty adamant about not adding them ( and I'm fine with that). I simply wanted to discuss artillery and possible counters if there is the need for counters. At the moment I feel a well protected artillery base essentially spells a death sentence for any enemy encampment in range of it.

    I see stealth as a very effective way to counter artillery besides killing it. If they do add stealth I'm wondering if they will actually need to buff holkins (at least their health) to compensate for how much weaker they will be.
  5. MrTBSC

    MrTBSC Post Master General

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    there is a reason why i said swords ... read again
  6. ace902902

    ace902902 Active Member

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    There is already an arty counter. Am I wrong in stating that sniper bots shoot down arty shells?
  7. ace902902

    ace902902 Active Member

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    nice profile pic btw
  8. g0hstreaper

    g0hstreaper Well-Known Member

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    THAT WOULS BE SO SP00KY THOUGH ;-;

    >you look at radar..nothing
    >nice
    >5mins later
    >300 dox suddenly appear
    >gg
  9. g0hstreaper

    g0hstreaper Well-Known Member

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    please look at my ^^ post it would just change for artillery strikes to sudden base attacks which would be even more annoying because why build radar then :p
  10. MrTBSC

    MrTBSC Post Master General

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    stealth would require high energy so you wouldnt just spam the enemy with stealthbombers f.e.
    also this would make sure that players need to scout and not just totaly rely on radar because frankly you can't ...
  11. bengeocth

    bengeocth Post Master General

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    anything can be spammed in this game, if your eco is good enough. It's just the way it is
  12. MrTBSC

    MrTBSC Post Master General

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    dont see people spamming 20 radars or open telegates
  13. igncom1

    igncom1 Post Master General

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    This is why I never can understand people wanting longer range, or even interplanetary artillery.

    Artillery is hard enough to deal with without the shell raining down from the south side of Pluto's butt.

    Artillery range atm should allow you to respond with bombers, gunships and mobile artillery rather handily, if anything artillery while expensive to build, once constructed are still kinda powerful against moving ground forces.

    So we need to diversify shell, sniper and rocket artillery.
  14. Geers

    Geers Post Master General

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    He said anything can be spammed.
  15. caljer

    caljer New Member

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    I had no idea that this was a thing. Wiki said that they can shoot down "tactical missiles." I will have to go test this out later. Can a single sniper bot take down an artillery shell? If that is the case it kind of makes artillery a bit weak. I mean they do cost a bit, and they are T2 but still.
  16. ef32

    ef32 Well-Known Member

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    I'd like idea of stealth that hides stationary objects from radar. But not ones that are moving.
  17. MrTBSC

    MrTBSC Post Master General

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    sure
    that however doesnt mean that you can run everything well you spammed
    and that mostly goes for everything that requires energy ...
  18. Geers

    Geers Post Master General

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    Solution: Jig spam.
  19. MrTBSC

    MrTBSC Post Master General

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    in a 1v1 with only one planet ?
  20. Geers

    Geers Post Master General

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    Yes.

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