I meant more like that fighter screen everyone's always saying you should have, since they're the most effective form of air defence.
You mean that I'm not the only n00b saying that? Well, that's refreshing. ~~
Since we're all having such fun in here, and since I still haven't seen too many veterans comment yet (I don't think too many people even know this thread is here yet - DemO, you're surprisingly well spoken, btw Oo), I thought that I'd throw out a few points for S&G:
1) BA is not perfectly balanced, nor free of uber units: no idea why no one's mentioned Vamps, Hawks and AKs yet, but VAMPS, HAWKS and AKs! =) Gunships are a little weak now, and DDMs are getting a little out of hand, too (not that I don't like it that way <3).
2) Level 1 ground in both AA and BA is disproportionately powerful to level 2. Outside of siege games, I'm not sure what level 2 fighting units're even for anymore as their targetting speeds don't often match their firepower, although BA's level 3's in proper perspective to level 1.
3) Overall, most of BA's changes from AA have been positive (most especially the Fusion changes, which were as immediately noticeable and almost as positive as the Weasel fix).
4) More units almost always = more fun, as more options, even incredibly similar options, are what make AA more than Classic TA (although I'm still up for Classic if any of you bums are); can't think of a single removed AA unit that I haven't missed to some degree or another.
5) Caydr, NOiZE and DayWalkeR all pwn, and if you can't be friendly to one, two, or any of them, then they're at least due the respect of neutrally phrased arguments.
What I don't understand is why people tend to favor, or even largely differentiate between, Caydr's mysterious math or/and veteran intuition like NOiZEr's and Day's when both've proven to have primarily the same flaws, and primarily the same benefits. Every release of every mod has units which have better exploitive purposes than others. Success in games will always depend firstly on overall capacity - a combination of understanding the exponential nature of TA and the capability to keep up with it - which's largely based on experience (in both Spring, TA, and pc games in general) and possibly intelligence, and secondly on veteran's tricks and who can spot the exploits first, or is the fastest to adapt when others spot them.
Why none of you sit down and make an Excel spreadsheet listing all units and their variables, develop a function that converts Metal into Energy into Build Time to determine Overall Cost, decide on arbitrary relative values for most similar units (tier 2 functions as per tier 1 but with 20% more armor and firepower per cost invested; tier 3 functions as per tier 2 but with 20% more armor and firepower per cost invested; Core equivalents function as per Arm but with 10% more armor in exchange for 10% less speed; static defenses have 40% more armor and firepower per resource investment than mobile units per cost invested; +/-1% damage = +/-1% range = +/-1% speed = +/-1% turn rate = +/-1% rate of fire = +/-1% targetting speed = +/-1% armor = +/-1% Line of Sight = etc.; abilities like Cloaking, Jamming, Radar detection, stealth detection, and Capturing cost +20% to overall unit cost; movement benefits like hovering cost +20% to overall unit cost and flying cost +35%), and force all fighting units into that pattern so that Overall Costs for all units are equivalent (with only functions and abilities differentiating between units), then play test the crap outta them in order to adjust _the arbitrary values_ instead of tweaking each unit individually (perhaps with a modified scale for excessive specialization - +20% range translates into -20% firepower on a 1/1 bases, but anything over 20% translates into a 1/2 exchange for any single attribute - all also arbitrarily set and then tested) is beyond me, save possibly that it's too much of a pain in the ass to sit down and do all at once, which I, being terribly lazy, can certainly appreciate.
For that matter, maybe mods are less fun when they don't have OP and UP units that're constantly in flux - it's kinda like "Where's Waldo?" with exploding robots. It's just less fun when it's obvious. ~~
Overall, and I'm not saying this as a slight to anyone, I've found BA's OPing and UPing to be less extreme on average than AA's has been (both historically and recently), so I'll probably stick with it for the time being (unless further BA updates are discontinued and AA's start up again, in which case I'll whore myself out to whatever's staying fresh). Aside from that, may the best mod win. =)
p.s. Forboding, try not to be so angry all the time. It's bad for your skin. Oo