Air units and Anti-air

Discussion in 'Balance Discussions' started by mot9001, September 4, 2014.

  1. mot9001

    mot9001 Well-Known Member

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    Personally, i think the balance at the moment with basic anti air could use some tweaking. In my opinion, fighters are very very strong. They are the airlayer meatshields that also wreck air in my believes. This makes units like the missle turret, the spinner and the dox less usefull. I can agree that dox should not be as good as dedicated anti air, but at the moment they are cheap, fast, versatile and not bad in general. What do you guys think about this?
  2. elodea

    elodea Post Master General

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    I made a big fuss about this very same issue of hummingbird hp a while ago but am not sure now because of the different circumstances. What changed was increased starting resources, which meant you wern't stuck on one factory type for as long, and the commander air shield, which meant you could no longer easy mode scout, camp air factories, or generally fly everywhere with no abandon.

    Spinners and stuff are still decent. You can pick off the bomber with manual target (hard), and if you don't do that, you chip health off enemy fighters so you can snowball the hummingbird vs hummingbird fight later like clopse has done to me a few times already. The spinners slow down air and I think are cost effective at making people think twice about bombing units. Even though you will win the fight, it might not be cost effective to do that because enemy hummingbirds.

    It's really become a unit composition issue, and I think it's fine that hummingbird vs hummingbird is required. You can't do abusive things like camp air factories anymore.
    drz1 and igncom1 like this.
  3. mot9001

    mot9001 Well-Known Member

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    Eh i understand over 50% here so yay! thanks for your post!
    igncom1 likes this.

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