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Nerv the tactical bombers


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Originally posted by Sombra:

[QB] The main problem is you dont even have to have air dominance. Tac bombers can be escorted and strike nevertheless with full power. So one problem for me is that you can escort tac bombers, 2nd that they strike against cities more effectivly than any other unit. So in the end you have a unit whcih can strike from up to 9 hexes...kill any unit with two strikes without taking damage... And why does antiair work against bombers but not against Stuka? They can be escorted like stuka... next they get antitank weapons..why do they take out as easily soft targets? HQ is mounatins. or armies in cities as easily?

To see how every round 2 units simply elminated without any possible resistance is a game breaker for me.. Worse than the AA bug combined with supercarriers in SC1... combine it with a few other annoyances..invisible engineers...ding subs which afterwards can surprise untis again and again taking out whole battleshipgroups.....well perhaps I am to stupid but I will wait a few patches before playing WAW again. The concepts are fine but the implementation could be improved

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Alright Sombra, I have to agree with you to a certain extent. AA tech should have the ability to shoot down planes....notice I said planes...all types. And should be applicable to all resources.

The AA units we have now represent an additional investment into antiair capability and allow flexibility in your deployments.

You make a good case and I also believe that WaW AA units should probably get two strikes, but I would like to witness their prowess when at a high tech level. Anyone seen what kind of damage they can do at 5?

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Resource AA only applies to Bombers since Bomber upgrades can counter the effects with higher strategic attack values, that and Bombers can strike at a resource even if there is a unit above it.

The other air types, tacs and fighters do not have this capability but the introduction of the mobile AA unit helps in this regard, as does general interception with properly placed fighters.

Tacs can become a powerful unit but as mentioned they can be hindered by weather and with the role now separated from fighters you usually need to spend more MPPs to have a balanced, researched and upgraded Tac and Escort force... something that was not generally necessary in regular Blitzkrieg.

With that being said it is still too early to say if any changes are really needed, good points all around mind you, but I would be hesitant to make any changes before more games are played through.

Note, the hidden Engineers and Paratroops have already been fixed for the first patch.

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Give the scale of the 1939 Campaign, I would like to see;

a. AA Improvements to Cities and Resources

a1. Affect all attacking air units

a2. Each Level of Intel has a 15% cumulative chance (0% to 75%) to increase effectiveness of AA improvements by 1 if attacked. If this occurs a popup appears: "Intel Alerted Defenders to Air Attack"

The intel bonus reflects the fact that with higher level of intel defending air units are less likely to be surprised by attacking air units.

Example:

London has AA improvements 2

Intel 1 = 15% London AA = 2 + 1 (bonus) = 3

Intel 2 = 30% London AA = 2 + 1 (bonus) = 3

Intel 5 = 75% London AA = 2 + 1 (bonus) = 3

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Hubert you are of course correct, it is way to early. This is only an exchange of ideas and a presentation of evidence and opinions.

We all discuss our perspectives as if we want them implemented yesterday when actually that is not the case, at least for my parts...anyway.

It takes time to run the various interactions between the features and arrive at a consensus and knowing that is exactly what the beta test was about, I'm sure you've heard this all before, sorry. :(

"But we have to talk about it" and I got to laugh here, :D cause there's always so much of that on a forum...in life....... and I know no one has presented it exactly from my viewpoint...uhh..like me! tongue.gif There is an infinitesimal amount of opinions, ..just ask. :confused: ;)

So at the risk of rambling, I'm going back to my test. :cool:

Oh... and Hubert...thanks for something to talk about.

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I agree.. Air is too powerful..... Try playing the D-Day battle as the Germans vers. a Human! HA! Even the AI is devastating with the Mighty Air.

I think making AA able to target all Air would help but I would also make AA have unlimited firing per turn.. Sure, bring multiple waves of air... but I get a shot at each one.... and add a critical hit chance at 5% or something....

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While I dont have WaW from what I read here this is no different then very experanced air units in SC2. I have to think that perhaps taking another look at the experance gained/lost for air units need to be done. Perhaps a simple X .5 for its formula will work well. Or make them like the rockets of old, exp doesnt effect the unit from sheading damage when attacked/counterattacked.

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