Remove commander Sniping

Discussion in 'Planetary Annihilation General Discussion' started by ohhhshiny, July 28, 2013.

  1. mushroomars

    mushroomars Well-Known Member

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    Actually Tanks used to be unable to shoot at air units, same goes for Laser Towers. It was changed to reflect TA.
  2. cola_colin

    cola_colin Moderator Alumni

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    I think the issue more that tanks are that successful at hitting air. They should have only a chance to hit anything when the sky above them is FILLED with air. They should not be able to hit some lone bomber that tries to hunt engineers.
  3. Xagar

    Xagar Active Member

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    If bombers had a larger attack range it wouldn't be such of an issue. Right now Ants substantially outrange bombers.

    By the way, in TA there was programmed inaccuracy and usually reduced damage when non-AA units tried to shoot air. So far there's neither here.

    It's also pretty unfair that Scampers can't do the same very easily.
  4. cola_colin

    cola_colin Moderator Alumni

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    An ant one hits a bomber a spinner takes 4 hits. :lol:
  5. bobucles

    bobucles Post Master General

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    Air units have like... single digit health. Order of magnitude differences are bad.
  6. smallcpu

    smallcpu Active Member

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    The issue isn't that tanks can hit bombers, thats actually excellent and prevents hard counters. (As in, a single bomber beats any numbers of tanks all the time.)

    The issue is in the attack range and flight height of bombers plus the accuracy of those ants.

    When you only have a small number of ants versus a small number of bombers the ants actually have a pretty hard time killing those bombers its only with large numbers of ants that bombers flying over them pretty much get instakilled.


    Also after playing some naval games... bombers one-hit killing most ships is way worse. So you pilots have no right to complain, us captains have a much worse time. :p
  7. torrasque

    torrasque Active Member

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    Why not increase the inaccuracy of tanks proportionally to the pitch?
  8. LordQ

    LordQ Active Member

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    No, it would be easiest to simply reduce turret pitch and/or turn rate.
  9. mushroomars

    mushroomars Well-Known Member

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  10. schuesseled192

    schuesseled192 Active Member

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    You gots to remember we are talking about tanks designed by an extremely advanced race.

    Who's to say that the tank isn't capable of tracking and moving it's barrel fast enough.

    There is of course severe limitations with trying to shoot down a fast moving aircraft with a simple explosive shell, hence why ants will find it difficult to take out bombers unless they are heading straight for them.

    Modern day human tanks shooting at high and fast planes? pfff, no chance, space tanks? maybe.
  11. nanolathe

    nanolathe Post Master General

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    Even though I love lore, Gameplay is king.

    Any lore excuse you use schuesseled192, Gameplay is more important.
  12. BulletMagnet

    BulletMagnet Post Master General

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    Nerfing turn-rate has the side effect of affecting their intended behaviour - shooting tanks and stuff.

    I think capping pitch ranges is a better option. It's no more arbitrary than weapon range (hell, capping pitch implicitly gives you weapon range).
  13. schuesseled192

    schuesseled192 Active Member

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    Undefeatable units aren't exactly a core gameplay element. There's nothing wrong with making tanks able to shoot at air units, air units won't become irrelevant due to their insane speed and high damage potential. (It will however make a gunship type unit fruitless)

    Would it really be better to have to build spinners or be defenseless against air units? I'm thinking no. Although without that, spinners need to be better at killing everything to be worth building.
  14. BulletMagnet

    BulletMagnet Post Master General

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    I consider gunships to be literal flying tanks.

    Hits like a tank, takes a hit like a tank, moves through the air like a tank.

    They're still immune to terrain and pathing, so they'll hardly be useless.
  15. bobucles

    bobucles Post Master General

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    Hardly. Tanks are pretty slow. Planes are pretty fast. A slow turret will have no problem hitting other slow targets.

    Of course, their low speed and reduced armor means they'll get #rekt by real tanks.

    That's not really a bad thing. Ignoring terrain is a pretty damn big bonus.
  16. dracoknight

    dracoknight New Member

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    Even the original TA had the option to switch the gamemode to "destroy all buildings" instead of "Assassination" as it were called, so why not just have it as a gamemode for those people who despise the sniping and have two happy camps instead of just restrict it to Assassination only?

    Might be a little late to the Original Topic, but hey.
  17. bobucles

    bobucles Post Master General

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    Alternate game modes are pretty much a given. Those who do not like assassination are not required to play it.

    PA will be primarily designed around assassination, for many solid reasons but mostly because "that's the game". Interactions involving the Commander will always end up a hot topic because it's one unit against many. It's not easy to survive such odds without proper mechanics.
  18. mandarni

    mandarni New Member

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    Roughly how many hits does it take for a squad of bombers to kill a commander? Just curious :)
  19. oxide246

    oxide246 Active Member

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    What's wrong with hard counters? I think hard counters improve gameplay.

    Also since most people think tanks should be able to shoot air (I don't) Do you guys think the fighters should be able to shoot ground units like in TA?
  20. Stormie

    Stormie Active Member

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    yes. tanks should be able to shoot air, just they shouldnt be as good at it (bulldogs attacking planes as the example)
    fighters should also be able to attack ground. and perhaps they shouldnt be as good at it (as they were in TA - Hawk/Vamp spam)

    Also someone mentioned t1 AA shouldnt be able to shoot ground. my opinion is that currently the balance on those is about right. they shoot ground, they just dont do much damage. i equate them with the TA defender in my head. t2 AA (equates with the flakker/cobra) probably shouldnt attack ground on the basis its a more specialised unit

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