#Please change one of T1 AA buildings
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obviously a limited amount so it can be overwhelmed.
stuff like the t2 high trajectory missiles
I actually like the idea of there being an anti projectile defense system, Supreme Commander has stuff like this and I think it would go pretty well with something like Cortex
Well Cortex at the very least could get a stronger one, or moreso a cheaper one. Maybe even just having Armada get access to a T2 variant, while Cortex gets one for both tech levels scaled to their level
This doesnt work, because missiles are the only thing that cant be stopped by shields.
If you build shields and behind that you build the "AA that kills missiles" then it would be basicly impossible to break that position.
typical basic logic.... "do what i want, but in a balanced way", so i can always say "but balanced"
"bla bla bla go play high ts games where they use stealh rocket launchers bro"
i think they should make the duck a massive t3 unit...but balanced
we talked about missile defense systems as a potential counter during tac nuke nerf debates, and the overwhelming opinion was that new unit of this type was undesireable for gameplay.
I raised the idea of some sort of CIWS and some people liked it but most didn't.
I think statics should have obviously drawbacks and issues.
Defending should never be so easy you can just place and do nothing.
Like most people thing LRMS units absolutely beat statics but actually, there are plenty of statics that outrange them in turn (pulsar, T2 arty for bot factions). Good static T2 porc can defend really well for cheap while you get your own army ready
In order to balance it youd need to give different missiles from different units their own health values and then by doing that depending on how its done, you open it up to literally every little thing that could hurt them (explosions) and not just ones in the air, theyll be vulnerable when launching or landing (near ground)
Im pretty sure there is a reason why all missiles in the game dont interact with anything other than other entities or terrain
Youd end up probably needing to snowflake it and have them only be damaged by their counters
I dont even think it could be JUST a balancing issue being introduced to the game it could be alot more
It's actually a really good point, that one design approach that I've seen repeated is to allow physics to determine good strategy rather than RPS counters. So if rockets and large missiles are going to be targetable in the same way as air, then incidental fire should be taken into account as well. I imagine a scenario in which grunts are now shooting down rockets from rocket bots since their laser is technically AA (with reduced damage).
These are some of the hidden damages that remain, left over because they couldn't be addressed by comm changes and would need to be addressed be redesigning air, probably from ground up.