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 v1.50 Wings

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123vtemp




Posts : 184
Join date : 2008-08-08

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PostSubject: v1.50 Wings   v1.50 Wings I_icon_minitimeWed Sep 24, 2008 7:18 pm

Alone wings are not a hard thing to deal with but once they get in a pack of 20 or so they become devastating.

I am not sure what is the best way to balance it or if it is fine because an opponetn with so much M in his force should be able to role over you any way. Perhaps it only works in huge games where raiding and armies take a while to arive giving the needed buffer for a player to acomplish such an air force.

If in fact it is not balanced how might we make wing packs less dawnting?

They have limited aa range but when it can shoot it can kill. is this strong but limited aa a reason this may be op? a retreating wing pack if it still has fuel is feels vertualy inpenatrable from fighters.

They have a strong build time but should it be even longer?

How should they be defeatable?

But grounding them by hitting air fields.... wait that would nto work too well teh are anti ground

They could fly slower take mroe time to build have weaker aa or perhaps they already are balance and the gaem is already lost if a wing spam is killing you.

Truely we need more feedback from those who have used wings in this maner in order to knwo what it is like to use them and how good the returns are.
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thor
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Posts : 70
Join date : 2008-07-22

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PostSubject: Re: v1.50 Wings   v1.50 Wings I_icon_minitimeSun Oct 05, 2008 12:45 pm

I think a big part of the reason wings are so good is that they can constantly fire without having to reload or make a second attack run. Besides gunships, they are the only ground attack plane to be able to do that. (of course they have good stats as well, but I don't think that alone would be worth the huge infrastructure investment you need to be able to mass wings)

I don't know if they are unbalanced. I think the arm need wings so their air isn't too overshadowed by core. Core have the vashp which is a great unit throughout the game, and late game they have sky fortresses and stealth bombers.
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Overkill
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Overkill


Posts : 56
Join date : 2008-07-21
Location : the funny farms

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PostSubject: Re: v1.50 Wings   v1.50 Wings I_icon_minitimeSun Oct 05, 2008 6:46 pm

lol. the irony is. 123V used to scream bloody murder wings were crappy and napalm was better, even after the wing buff.

Anywho, i dont think wings are op, they can be countered by vehicle flakers, mg turrets, and razerbacks. Not to meantion aa hsip and advance missile trucks, also fighters.
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123vtemp




Posts : 184
Join date : 2008-08-08

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PostSubject: Re: v1.50 Wings   v1.50 Wings I_icon_minitimeMon Oct 06, 2008 1:06 am

From what I can tell - they are useful but I am not sure that it is a cost unbalance. It is a single unit spam ftw :/

I was thinking the aa may be op but the more I think about it the more I think it is NOTA's fighter production that is the route problem of these air issues.

I think the fighter build time is too long for fighters to be enough of a cost effective option. no they should not be the easy answer but atm they are a hard decision. Flack is much more simple and tends to stick around. Three fighters are about the same as the cost of a bomber but we hardly ever see more fighters than bombers. If we did people would start wanting the bomber aa to be as strong as it was in earlier versions.
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thor
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PostSubject: Re: v1.50 Wings   v1.50 Wings I_icon_minitimeTue Oct 07, 2008 12:15 am

Fighters will be quite a bit more useful next spring version since they have finally fixed the problem with them attacking units they aren't supposed to (ground units). This means doing fighter sweeps over enemy territory is actually a worthwhile strategy.
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123vtemp




Posts : 184
Join date : 2008-08-08

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PostSubject: Re: v1.50 Wings   v1.50 Wings I_icon_minitimeSun Oct 12, 2008 7:21 am

Amen

cheers
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PostSubject: Re: v1.50 Wings   v1.50 Wings I_icon_minitime

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