Air Units

Air units need overhaul. Right now they are completely unreliable do to how poor their targeting/damage output is since their preference is to do random shit instead of following players commands to attack X target.

Improvements should focus on how air units make their attack run and if target is not down on how they re enter for another run.

28,804 views 7 replies
Reply #1 Top

Play substrate that way you will have focus and control when using air. Problem solved! 

Reply #2 Top

Quoting Neinhalt_Sieger, reply 1

Play substrate that way you will have focus and control when using air. Problem solved! 
End of Neinhalt_Sieger's quote

Doesn't seem that they any better https://youtu.be/ZJvTrewxa1k?t=7m20s

Reply #3 Top

I want the Air Units to move like in TA, they really need to fix them and add some some.

Reply #4 Top

Yeah, PHC bombers can be pretty terrible. And some Sub players say their Punisher does not fire often, with some resorting to stopping the bomber in quick succession in mid-flight and letting it act like a gunship. An exploit I really hope the devs are aware of.

A lot of new air units coming with the expansion. I really hope they have worked on air a lot. As mentioned above TA has the best air movement and feeling. Fighters aren't so bad in Ashes but bomber movement is not good.

Reply #5 Top

Quoting ComradeSunbeam, reply 2


Quoting Neinhalt_Sieger,

Play substrate that way you will have focus and control when using air. Problem solved! 



Doesn't seem that they any better https://youtu.be/ZJvTrewxa1k?t=7m20s

End of ComradeSunbeam's quote

 

They have constant dps. If we take Dominator and Punisher they tend to have the dps spread really well over time. So if you float a dominator squad above your target, they will kill it twice as fast as their PHC counterparts. Jump that video at 12:00 and you will se my point. 

PHC had one Hades floating forever and not clearing a single turret and 2 punisher cleard 4500 hp sentinel in under 10 seconds. I dont think even 5 hades can bring 1 sentinel in under 10 seconds, that is how retarded phc air is when compared with substrate.

Reply #6 Top

Air is crap. Truly.
Unless stopping at target range and forcing stationary behavior air is random and annoying to use.  Also PHC anti-air turret has ridiculous hit chance. Either lower damage or decrease accuracy.
New units won't solve the problem. Reworking air mechanics would.
Velocity, acceleration and flypath should be such that on every swoop or turn a unit would fire with minimal holding time. Much appreciated would be an option to chose whether the unit should swoop over the target or circle around it or fire at maximum range and keep its distance =>
These 3 behaviors would cover most typical scenarios -
-air to air combat and chasing ground targets with no AA
- maximizing damage on buildings
- breaking a strong point of enemy defenses - minimal damage taken while firing. 

Reply #7 Top

Quoting DanailLazov, reply 6

Unless stopping at target range and forcing stationary behavior air is random and annoying to use
End of DanailLazov's quote

 

I agree and I don't. 

 

It's great supplemental damage.

 

If you can mass-up bombers, they can be really destructive.

 

It adds a layer of strategy and decision making, because if opponent risks no air defense, they will get seriously hurt. 

 

Quoting DanailLazov, reply 6

Also PHC anti-air turret has ridiculous hit chance. Either lower damage or decrease accuracy.
End of DanailLazov's quote

 

Substrate has that annoying air scout that can shoot... or at least there is an air scout that sometimes comes out really early, and it can ruin a game if you're not Defended for air.

Turret kills it FAST. 

It's necessary.

Leave it be. Air can be aggravating, especially when air moves so fast, and other troops move so slowly. 

 

 

Quoting DanailLazov, reply 6

Reworking air mechanics would.
End of DanailLazov's quote

 

Yes. Everyone agrees air needs overhaul. I don't like the circling movement from play perspective, but it looks pretty darn cool.

No idea what I would recommend in this regard. Sorry.

 

Quoting DanailLazov, reply 6

Much appreciated would be an option to chose whether the unit should swoop over the target or circle around it or fire at maximum range and keep its distance =>
These 3 behaviors would cover most typical scenarios -
-air to air combat and chasing ground targets with no AA
- maximizing damage on buildings
- breaking a strong point of enemy defenses - minimal damage taken while firing. 
End of DanailLazov's quote

 

Maybe some better AI in this regard would be sufficient.

I personally don't want to be setting too much behavior on individual units.

I mean... Ugh.. 200 units... let's micro a LOT... No please.