Hi guys so...just wanted to make a post pointing out that mass spamming bombers right now is just such an easy way to win it is unreal. Defenses are basically useless against mass bombers, they just fly in and bang, dead commander. Game over. Anyone else find this? Anyone have ideas how to fix it?
I agree with thekiller. It's a game strategy, Countered with Anti-air fighters, And countered quite well i might add. I agree the Surface-to-air towers are a bit lacking in oompah at the moment but there's still a very good counter.
Make sure to know what your enemy is doing at all times, then you can prevent the bombers by bombing his factories or simply creating lots of peregrines and patrol all over the place. Key thing against bombers is intel cause they are slow and you have enough time to react before they get your commander
Pretty sure we've seen this before. I wonder where.... I do remember epic games of supcom where one guy is all but defeated and builds a fusion reactor and cloaking generator in some corner of the map, then takes a stealthed ACU underwater and sits there. Trolls. :|
Really just a mix of T1 anti-air and anti air missle guns on the grouns spread out from your base. I made a similar topic, but it just comes down to have that type of defense asap.
T1 aa defence makes a good counter to any kind of scout, as well as planes and function well enough as a perimeter system for spotting incoming troops. So just put em everywhere, so that with a wide enough base you could sit in the middle knowing that no aircraft will ever get past.
They Definitely need to increase the health of commanders, by about 4 times. Like the command center in command and conquer. It would make more sense if you lost when there is no way of you building anything else. e.g no way of making fabricators and not having any fabricators or commander means you loose. Its a much more solid way of winning, or loosing. Despite the fact it makes the game less originally it solves many problems like this. Some people may loose because they misplaced where there commander is.
Bomber sniping isn't to hard to avoid if you see it coming. I always have a decent mix of AA units in my army, and one great way I have been stopping it is to have T1 fighters be the second factory I queue 100+ units of and just have them patrol my bases airspace. Having a swarm of fighters and missile turrets stops that kind of attack pretty easily. I have only been bomber sniped once, and that was only because my commander was stuck and I couldn't have him dodge around and try to get into the water or near more turrets. After that I made T1 air part of my standard build.
With the current air balance? I don't see much of a problem as long as you get some towers or fighters up. They absolutely shred.
Air units are made of paper, and right now everything can target and hit air units right now. If you got killed by bomberspam, it's because you left a clean path to your comander open.
The only stratagy that dosn't really have a counter right now is tankblob. You beat a tank blob by having a bigger tankblob. This is mostly because artillery are unreliable. Once that's fixed things will be more or less stable, at least for now.
i've personally stopped a few tank blobs dead with the right defense. the secret ingredient? wall segments. cram those puppies tight, and the tanks will have to go around. all while turrets are grinding away at them. artillery does indeed help, but it's ability to hit moving targets is lacking. and as far as bomber spam. i understand the tried and true tactics. but i personally feel that Tier 2 AA turret is needed. the ground lasers have a tier 2 gun, so why not the AA? i put up a poll and a proposal in a seperate topic.
wall segments are as powerful as they are due to a missing target priority system and miss balance. I expect this to change.
even so, isnt that kind of the point of a wall? to block? if tanks start being able to shoot OVER wall segments (i mean regular tanks, not artillery), then what would be the point then other than a pathing blocker? Edit: also, if tanks should indeed shoot around/past a wall segment, why even have them? why not simply give the ground turrets greater range and durability? as it stands, the wall is meant to very much increase the survivability of nearby turrets by being its "Shield".