T2 air seems bad

Discussion in 'Planetary Annihilation General Discussion' started by andgarrett, January 19, 2015.

  1. andgarrett

    andgarrett New Member

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    just started playing, and it seems like T2 air is either bad or it has a small niche that I am not correctly exploiting.

    the advantage of T1 air, IMO, is that it's extremely fast. you can gain map control, defend large areas, pick off enemy mex's, and even snipe the enemy commander with enough bombers.

    T2 air on the other hand is slow and there is no T2 anti air. I might as well build T2 vehicles as they are slow too, but much stronger.
    zihuatanejo, Zaphys, stuart98 and 4 others like this.
  2. theseeker2

    theseeker2 Well-Known Member

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    uber pls we want t2 fighter back
  3. nick2k

    nick2k Active Member

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    I don't. One suicidal t2 fighter could wipe out huge chunks of your entire air force in one volley.
    kayonsmit101, pieman2906 and igncom1 like this.
  4. squishypon3

    squishypon3 Post Master General

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    That was because of terrible balance.
  5. g0hstreaper

    g0hstreaper Well-Known Member

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    I like what you said about the small niche, their just like boom bots. They don't have many uses in a general application sense but for the few things they are needed for, they are the best thing ever.I love T2 air fabbers I always use them when expanding (it's my usual) I them get because of it's use and like I said that's really it.
  6. killerkiwijuice

    killerkiwijuice Post Master General

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    Specialized T2 units pls.

    Not a complete upgrade that makes T1 units obsolete
  7. nick2k

    nick2k Active Member

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    Well that's why it was removed...
  8. squishypon3

    squishypon3 Post Master General

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    It shouldn't have been removed, it should have been fixed.
  9. theseeker2

    theseeker2 Well-Known Member

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    agreed
  10. xanoxis

    xanoxis Active Member

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    We dont need another unit at t2 that does exactly the same. What is wrong with you people.
    Miktor, bengeocth and DalekDan like this.
  11. rivii

    rivii Well-Known Member

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    Some people here want a great diversity of units while they still must be viable at all times which means making units bland and boring as they are all almost the same. They can't choose between the 2.
  12. MrTBSC

    MrTBSC Post Master General

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    make the t2 aa plane travel between planets and dont give it aoe ...
    otherwise i see no use in it when its just a more powerfull version of t1
    or instead of a plane make it look like a shuttle/gunship ...


    yes, i dig the cruisemissillebomber
    gunship may need a bit of love
    Last edited: January 19, 2015
  13. andrehsu

    andrehsu Active Member

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    this^
    I feel the awe factor can be improved with interplanetary air units such as battlecruisers (starcraft design) and it would be cool if such said unit can travel between orbital and aerial layers. Balance would be an issue though.
  14. MrTBSC

    MrTBSC Post Master General

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    not realy in this case aa be it t1 or t2 is still good enough additionaly the defender would have a viable choice with the t1 plane ... the t2 aa aircraft would take a more aggressive role in invading other planets along with other units such as transports or fabbers ...
    additionaly you have quite a number of antiorbwital aswell so i don't see to much an issue with ballance here

    i wouldn't like spaceships to be buildable from surface rather from orbit ... the thing however uber doesn't want to use spaceships but satalites ...
  15. frostsatir

    frostsatir Active Member

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    T2 Bombers useful in some situations, cuz they are can outrange any ground AA. T1 air can't.

    T2 air has problems cuz Kestrels...
  16. silenceoftheclams

    silenceoftheclams Active Member

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    In all honesty air isn't too bad right now. The T1 bomber could use maybe a bit of a cost increase, and the T1 fighter could maybe do with a little less health; I'd also like to see air transports given another pass (as with the infinite 'multi-unit transports plz' threads - howsabouts some ferry commands, yo!), maybe to give T1 a moderately expensive pelican-equivalent and give T2 has a slightly slower but much more durable multi-unit transport.

    Anyways, T2 air definitely has its uses, though it's very specialised at present; T2 bombers can make a complete mess of defences, coms, structures and anything else in their path if left unchecked, while gunships are absolutely brutal as defensive unit-mowers. The only problem is that to use them to their fullest potential you need complete and utter control of the air because the T1 fighter just mashes them into a pulp: if the game is anything like even, you won't have total air dominance, so T2 air isn't really that useful outside of the context of defending against orbital invasions (where air dominance for the defender is pretty much a given). T2 air fabbers are your go-to guys if you have infinite energy and want to expand like crazy.

    One way of making the gunship a bit more interesting/useful would be to give it a limited amount of AA power (so that given 2- or 3-to-1 numbers advantage gunships could actually beat T1 fighters), increasing their cost a little, and buffing its HP just a bit further. This would make them more effective at raiding, as they would be able to operate with less fighter support and would thus be a bit more independent and flexible as a unit.
  17. frostsatir

    frostsatir Active Member

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    I have same idea. Also i suggest make commander impossible for loading for t1 pelican and give this ability for t2 transport.
  18. thetrophysystem

    thetrophysystem Post Master General

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    I want a whole lot of crazy *** roles for t2. The bomber is good as it is the only ranged. The pelican is t1 now, it is a role for t1 land anyway. The kestrel would make a good rapidfire low damage with high health so you can use it to cost effective soak AA and against bots. Or, the kestrel can be high health and weak AA and no land attack. The t2 fighter could be high alpha like it used to, except costly and a long weapon recharge.

    Generally, I always thought all air would be better if it were more like Ace Combat weapons. We got long range AGM, Cluster, and XMA, what we need are XMA4, Rapidfire Rockets, and GPMs.
  19. nick2k

    nick2k Active Member

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    I loved the Ace Combat series. Made me think of a few ideas for the t2 fighter if it gets brought back, but not sure if it follows the WYSIWYG and no direct upgrades mindset of PA. Give the t2 fighter flares that take a long time to reload. Maybe 30 seconds? Would divert locks for maybe 3-5 seconds. For weapons XMA4's that volleys 4 missiles with a 7-10 second cool down and a M61A1 Vulcan Cannon that has a high rate of fire, but low damage. To balance it out I wasn't really sure. Maybe make them kinda expensive and not as fast as the basic fighter because of its arsenal, but with a tighter turn radius and armor to soak 1 or 2 more missiles. I would say about 0.7 times the speed of a humming bird.

    For the Kestrals I want to see them shoot faster with a little more health. Instead of having them shoot 2 bullets per shot, split them into single shots making its ROF double, but keeping the same damage.
  20. MrTBSC

    MrTBSC Post Master General

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    i dont see that being the case at the moment ...
    one could argue about slammers and levelers .... personaly i am ok with slammers but levelers could have a bigger change torwards tankhunting .. as in give it high alpha and velosity, no ark but laser or railgun with low rof ...
    either dox or slammers needs laser for looks too ... cause awesome ...


    ps: what the heck is a riotweapon?

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