great, now I have to change my name again ^^Sleksa wrote:he's lucy?

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Yeah thats perfectly possible and not a totally bad idea... (though its not like shields arent piss easy to take down anyway).Another thing I saw in an older shield documentation was the possibility to have it react as an "umbrella" i.e. only that shield layer reflects - if you are inside the shield your shots won't be reflected. If that's still possible I'd like that too as it finally would make it somewhat vulnerable to tanks...
Juno will murder this, but people probably arent used to the idea that 'omg juno is useful' yet, so we'll see if this becomes a problem.To buy that time to device a real counter-attack you can do panic-built radar jammers
Mercury/Screamer (Long Range Missile Towers)? T2 fighters are stealthed, so you would need line of sight to attack them with the LRMT, at which point you often might as well just send Phalanx/Copperhead to their fighter patrols. You might get any patrolling radar planes if you build your LRMTs close enough, which I guess is useful, but it will take more than that to take down a fighter screen. LRMTs aren't exactly cheap either.Hellspawn wrote:You can also make those long range lvl 2 AA buildings (forgot name) and lure enemy fighters into range. Use that.
Works wonders against LRMTs and Banishers, though. If the scouts are the first thing they see, they'll still be reloading when the bombers fly overhead.Saktoth wrote:On mixing scouts with bombers- scouts only take 1 hit from any AA, and since almost all AA is rapid fire and has cost-prioritized targeting (And bombers are the most expensive thing in an air raid) this wont work so great.
now who said that? repeat on makes it even easier in spring since you dont have to make a layout everytime you deflect a shot.LordMatt wrote: Nanoshielding was an interesting tactic that worked for both BBs and guardians. It's too bad it doesn't work with spring IMO.
yeah but a panicbuilt jammer will buy you some time, plus its really cheap and easy to get up as the first thing you do in the process of countering the enemy bertha.Juno will murder this, but people probably arent used to the idea that 'omg juno is useful' yet, so we'll see if this becomes a problem.
i can be nice too sometimesThe main purpose of the BA thread is as place for sleksa to make fun of nubs
If you send scouts/peepers first, they will waste ammo on them.Saktoth wrote:On mixing scouts with bombers- scouts only take 1 hit from any AA, and since almost all AA is rapid fire and has cost-prioritized targeting (And bombers are the most expensive thing in an air raid) this wont work so great.
This is mostly only important for units with slow-moving, low-ROF, long-ranged missiles. They'll lock-on to the first target and keep shooting until they can fire no more before acquiring a new target. For pack0s and flaks this isn't important, but is particularly relevant for screamers, MTs, and fighters on-patrol.Hellspawn wrote:If you send scouts/peepers first, they will waste ammo on them.Saktoth wrote:On mixing scouts with bombers- scouts only take 1 hit from any AA, and since almost all AA is rapid fire and has cost-prioritized targeting (And bombers are the most expensive thing in an air raid) this wont work so great.
Excatly.Mr.Frumious wrote:This is mostly only important for units with slow-moving, low-ROF, long-ranged missiles. They'll lock-on to the first target and keep shooting until they can fire no more before acquiring a new target. For pack0s and flaks this isn't important, but is particularly relevant for screamers, MTs, and fighters on-patrol.Hellspawn wrote:If you send scouts/peepers first, they will waste ammo on them.Saktoth wrote:On mixing scouts with bombers- scouts only take 1 hit from any AA, and since almost all AA is rapid fire and has cost-prioritized targeting (And bombers are the most expensive thing in an air raid) this wont work so great.
Not with scouts. Scouts take 1 shot from an MT, and its RoF isnt that bad (especially when you have 20 of them, which you usually do). He aint wasting no ammo. Used to be true with fighters, but fighters dont have flares anymore so they die pretty fast (even to MT's). It only really matters for LRMT, which is far from the standard in AA weapons.Hellspawn wrote:Excatly.Mr.Frumious wrote:This is mostly only important for units with slow-moving, low-ROF, long-ranged missiles. They'll lock-on to the first target and keep shooting until they can fire no more before acquiring a new target. For pack0s and flaks this isn't important, but is particularly relevant for screamers, MTs, and fighters on-patrol.Hellspawn wrote: If you send scouts/peepers first, they will waste ammo on them.
Yes I know Sleksa, but in OTA you could also fire through the nanoframe, which as far as I know doesn't work in spring. Thus, putting a mstore or something else in front of your BB or guard is kinda pointless.Sleksa wrote:now who said that? repeat on makes it even easier in spring since you dont have to make a layout everytime you deflect a shot.LordMatt wrote: Nanoshielding was an interesting tactic that worked for both BBs and guardians. It's too bad it doesn't work with spring IMO.
sure a Mstore is not enough because of the big aoe of the lrpcs but in t2 there are some buildings with huge hitspheres![]()
My point put very nicely.KDR_11k wrote: truth
Well, just in case you had any credibility here, it's gone now. tbtfh no one cares about the balance opinions of someone who only plays large team games where his teammates build BB and win. It may be harsh, but it's the truth, and it's for the best. Might as well quit posting in this thread (and go out and learn the game in 1v1, 2v2 on non-porc good maps, should you care to understand the point of view of the good players here).[Krogoth86] wrote: nub talk
Agreed. In fact, you get more hit points per cost by building Phoenix than by building Peepers. If all you want is a fast flying hit point shield (not this is necessarily the best tactic), build radar seaplanes or torpedo bombers. At least they will last longer before the missile turrets switch targets to your (real) bombers.Saktoth wrote:Not with scouts. Scouts take 1 shot from an MT, and its RoF isnt that bad (especially when you have 20 of them, which you usually do). He aint wasting no ammo. Used to be true with fighters, but fighters dont have flares anymore so they die pretty fast (even to MT's). It only really matters for LRMT, which is far from the standard in AA weapons.
I don't think anyone would say that. A nuke and a bertha are actually quite different (who would have thought it!), if you're not scouting the enemy, then the first sign that they have built a bertha isnt the instant and wholesale destruction of your whole base, and thus gives you time to spaem bombers. Arguing a bertha is like a nuke without an anti isn't really sensible.[Krogoth86] wrote:I don't think you should argue that way because you could say the same for nukes which take even longer to build, are harder to use on moving targets and cost more but I don't think you'd like a game without Antinukes...Sleksa wrote:The whole point of the lrpc is that it can reach your most protected and important areas, where other units cannot penetrate. making a system that removes this threat also removes the reason behind building berthas.
it's so amusing seeing the exact same replies from a hundred different retards.ralphie wrote:Do you guys have pre planned replies based on either:
1) well in OTA...
2) LULZ you only play team games...
3) LULZ I could beat you in 1v1 therefore...
4) Who are you?
It's so amusing seeing the exact same reply every time someone tries to make a suggestion.
Did MT's missile speed get buffed recently? I haven't actually closely watched the effect in a few versions (plus, games that go late enough to require heavy bomber-attacks are rare). It used to be that a scout would move fast enough that, while it would get killed by the first shot, it would draw fire from the first few shots from every MT in the base because it could plunge so deep in before that first missile caught-up enough to hit.Saktoth wrote: Not with scouts. Scouts take 1 shot from an MT, and its RoF isnt that bad (especially when you have 20 of them, which you usually do). He aint wasting no ammo. Used to be true with fighters, but fighters dont have flares anymore so they die pretty fast (even to MT's). It only really matters for LRMT, which is far from the standard in AA weapons.