T1 bombers

Discussion in 'Planetary Annihilation General Discussion' started by phantomtom, April 30, 2014.

  1. phantomtom

    phantomtom Active Member

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    they are soo ennoying! 1 taking out like 6 fabbers with a singel run. seems kinda op, maybe this thread shoulde be in balance or gamma :confused:
  2. emraldis

    emraldis Post Master General

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    Nah, they get wrecked by a single anti-air turret, or stinger. Fighters are even better against them.
  3. phantomtom

    phantomtom Active Member

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    but cant u use like 2 bombers insteed of 1! super counters an eco build, allrdy lost beacuse of that 1 bomber u know even if the bomber dies
  4. FSN1977

    FSN1977 Active Member

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    Just build some early Mobil AA ;)
    aevs likes this.
  5. phantomtom

    phantomtom Active Member

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    Even if i did they dont die instant, they can still destroy 6 fabbers
    ArchieBuld likes this.
  6. mredge73

    mredge73 Active Member

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    1 stinger can kill several before they can drop a bomb.
    If you don't have fighters, guard small fabber groups with stingers.
    Killing early expansions is all they are good for, what they really need is more health.
    burntcustard likes this.
  7. ArchieBuld

    ArchieBuld Active Member

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    If you group your fabbers, they will die in one hit, because of the AOE damage, but if you split them up, then the problem is solved. ;)
  8. phantomtom

    phantomtom Active Member

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    The game is not about micro! is it?
  9. krakanu

    krakanu Well-Known Member

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    A single bomber can insta-kill a fabber, and a fighter can insta-kill a bomber. It may be balanced, but its not fun. It's just a game of hard counters, at least when it comes to air units.

    If the bomber did more AOE, but less dmg, then it'd have to do multiple runs to kill your fabber(s), giving you time to react. If the fighter didn't insta-kill the bomber, then the bomber would have more time to retreat/maneuver/survive until reinforcements arrive. Doesn't this sound more interesting than units 1-shotting each other?
    stuart98 and phantomtom like this.
  10. phantomtom

    phantomtom Active Member

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    im acaully saying its dumb, i dont understand the balance about it. balance talk really get`s u wrap`d up!
  11. igncom1

    igncom1 Post Master General

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    Id like it if losing s single unit that isn't the commander wouldn't set you back far.

    But losing engineers as it stands can be considered a considerable loss, and im not a fan of that.
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  12. brianpurkiss

    brianpurkiss Post Master General

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    Build a lone fighter or use stingers to escort your fabricators.

    I agree with this – but I have no clue how to fix said balance issue.
    stuart98 likes this.
  13. zaphodx

    zaphodx Post Master General

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    After a couple minutes in you should have fighters protecting against bombers.

    Early game you should never be having 6 engineers so close they can die to a single t1 bomber. There is no reason to have them grouped so closely on a single project that early on and grouping them so closely is very poor strategy because they are so vulnerable to a single t1 bomber.

    You should be building a couple early stingers to protect your first expanding engineers. If they are kept on the 'outside' of your engineers then the bomber won't even drop a bomb in time.

    Rushing t1 bombers early game only just about evens up in paying off if you do kill those expanding fabbers because you sacrifice so much of your own expansion and development to get out early bombers before they have fighters out.
  14. phantomtom

    phantomtom Active Member

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    Shoulde they really be abel to kill 6 fabbers? then die? aint it enught to cut out mex spam? eco build bro! and even if i did build some stingers the bomber still killed of the builder....
  15. krakanu

    krakanu Well-Known Member

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    You could either lower the cost/hp/build power of fabbers, so that each individual isn't worth as much, or go the opposite route and give them more HP so that they are tougher to snipe in the beginning when they matter the most. However, it would then be an even bigger loss if the enemy managed to overcome their extra hp.

    Actually, that would be an interesting way to differentiate bot/vehicle fabbers. Keep vehicle fabbers as is (or make them slightly more sturdy), and cut the bot fabbers cost/hp/build power in half.
  16. phantomtom

    phantomtom Active Member

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    have em kill 1 fabber but need a second run to kill of the rest.. that way u can respond insteed of just loseing 6 febbers
  17. mredge73

    mredge73 Active Member

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    Bombers take several passes to kill mex, plenty of time to mount a counter attack.
    They are only effective at hunting defenseless engineers and are not of much use at all once your opponent has fighters in the air. They are under powered past the 4 minute mark; they could really use a buff in health to be effective past this point.
    Schulti and zaphodx like this.
  18. phantomtom

    phantomtom Active Member

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    killing mex? im not talking about mex. im talking about a singel bomber killing 6 fabbers with 1 hit.
  19. carlorizzante

    carlorizzante Post Master General

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    In fact, I'm always suggesting the replacement of the T1 bomber with something more similar to the A10 Thunderbolt, able to fire an Air to Surface missile (or rockets, or gatling gun, whatever). That way it would take down one single units per shot. Or at worse a couple, but not six.
  20. tatsujb

    tatsujb Post Master General

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    I don't think the way things currently stand between t1 and t2 we can even begin to look at the relation between t1 and other t1 units. the way I see it t1 bombers are the least of our worries balance-wise.

    plus bombers being good at taking out engies makes sense. I mean, if not that then WHAT? what are they good for? uuuuuuunnnhh absolutely nothin! ...sorry I'll go hide now.

    just look at what bombers could do in FA
    Code:
    https://www.youtube.com/watch?v=cX9xdCXrsy4#t=71
    Last edited: April 30, 2014
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