#Nerf torpedo planes

1 messages · Page 3 of 1

burnt matrix
#

dmg wise and health wise they will always lose unless in sheer amounts

grim wraith
#

yes it needs actual unit buffs i just happened to write it in that thread. The lab cost DOES matter tho, hover lab has high BP cost means it takes a lot of time to make the lab and reclaim it

burnt matrix
#

not to mention it's easier to make grunts than hovers and cheaper

grim wraith
#

anyways we are getting off topic

languid eagle
#

ships should be transportable by light trans so you can dodge torps, duh

analog current
#

this is mostly irrelevant too but, I think hover opens would be alot better if the cons didnt suck so badly

#

they offer great utility but over 3k e for horrible bp?

#

making more than 1 always feels like a mistake

zealous shale
#

Will be nice to have a slight buff to Hover AA. Either in range, dps or cost. I think it is a great support to your ally sea as it can move relatively fast, immune to torpedos (major plus point over AA ships), usable on land and able to support amphibious assaults. This can help mitigate the impact torpedo planes have in a 2v2 scenario, where you dont have air superiority.

grim wraith
analog current
#

in theory they should be ideal for locations like cove but in practice its not great

#

ofc it also comes down to other hover units

grim wraith
#

remember straight sea mex pattern is not like most navy maps

analog current
#

players prefer to purchase trans and con and god knows what

grim wraith
#

huge sea only 6 mexes, 2 of which are on tiny cove islands

analog current
#

i'm just saying that even in the theoretically ideal spot to make use of hover cons they dont get used

ivory garden
jolly pulsar
#

I miss my Salems dearly

toxic marten
#

I didn't read any of this but sea has 0 counter to torp planes. I wouldn't say they need a nerf, I think sea just needs a long range AA ship so at least there's some kind of counter.

raw spear
# toxic marten I didn't read any of this but sea has 0 counter to torp planes. I wouldn't say t...

There's basically two camps - one says what you say, and I say sea doesn't need to counter torps because of mostly 2 reasons: its very selfsufficient in its role and strong by itself, and there needs to be a way to contest sea other than sea, to expand interactions. And air is the only other way, goes well with sea anyway. Its hard for me to imagine sea being counterable only by sea on sea terrain

thorny fjord
#

Stop. Saying. Counter, the sea needs a way to STOP the tb from killing it FOR FREE. Not make tb obsolete. Anyway is there an eta on the -100 range nerf?

golden plover
pearl glade
#

If your facing sea with jammer and AA ships + air with torpedo fig YOU SHOULD BE OBLITERATED

thorny fjord
#

again and again sea players should not die to a single unit because it can kill and outrange anything they can produce

#

Is reading intent so hard? Its not about countering its about not dying for free.

pearl glade
#

Your point if view is really skewerd towards wanting to be able to do everything urself in a team game

thorny fjord
#

a t2 lab investment and attention by 2 players is stoppable with correct micro on land, but not on sea

pearl glade
thorny fjord
#

its about holding out untill your team can help you, the current balance on tb does not allow that

thorny fjord
pearl glade
#

Ideally sea should get static water LRAA

thorny fjord
#

We have talked about this

#

And i have countered this and am not gonna type it again, scroll up

pearl glade
#

Instead of nerfing tb range, get a inbuilt hard counter

analog current
thorny fjord
#

Other thread

analog current
#

its all related

#

if ground needs another players help to stay alive its fine if sea needs it

thorny fjord
#

There is the current navy and how tb are super oppressive vs it, there is how current navy is super oppressive vs land and how it should be changed. An there is a thread about how the flagship interacts with land as a super opressive unit

#

This is the first point and you are eithe speaking about the second and third

analog current
#

your first point is invalidated by this

toxic marten
#

talking to people that don't understand the game is useless @thorny fjord

thorny fjord
#

I understand its hard to seperate discussions as alot has effect on eachother. But keeping a unit unbalanced "because other unit is unbalannced" is not the right approach

toxic marten
#

Sea has NO counter to torp planes, there's no argument its just facts

analog current
#

its not just specific units this is how the game is balanced

analog current
#

what you are pointing out as an issue is clearly not an issue if we stay in this system of balance

toxic marten
#

how is having a unit with no counter a good thing?

analog current
#

its infact fair for sea to lose to air as badly as ground loses to sea

raw spear
#

Also saying like torp just obliterates whole sea player is clownish.

#

We came full circle multiple times already tbh

thorny fjord
#

Call it what you want, its the truth

raw spear
#

Sea just isnt comparable to land, cant get influenced by land much, thus needs treatment thats NOT analogous to land

analog current
raw spear
#

If air doesnt have upper hand in conjunction with friendly navy player, nothing can. Its only navy until theres no more navy. And this is terrible prognosis

toxic marten
#

I'm not even talking about supreme map, its even worse on other maps like hellas or glacial or any map with multiple sea lanes. Whoever is better air wins the lane and that's it, no counterplay, you just have to party with a good air player to keep your sea alive

raw spear
#

Dont pull OS in debate plz, we all watch and play same game. Its just different ways to envision how roles should interact

raw spear
toxic marten
#

Other then that 0 counterplay and its not a debate

raw spear
#

This way sea is just gigaselfsustained

#

And the only real influence is opponent sea. Talk about 2 players defining half of the mao

analog current
toxic marten
#

i think your to focused on the outcomes of straights is specific when I'm talking about the balance of all the sea maps

analog current
#

you CANT nerf one interaction and leave the other for another time

#

this only works with a double change or you completely ruin balance

toxic marten
#

nothings getting ruined the sea players get to actually play their lanes that's all

analog current
#

yeah well mixed terrain maps already barely get played and if its even more of a naval free win they will get played less

#

what got accomplished here?

toxic marten
#

you guys thinking that the air player should decide who wins the sea lanes every game with no counterplay and you guys think that's good for the game is insane

analog current
#

hope you dont mean me beacase i didnt say anything close to that

raw spear
analog current
#

I would like to reduce the asymmetry of lab balance so its less of an air>navy>ground interaction and gives everyone more skill expression

#

if you make it air=navy>ground the situation looks less fair than before

#

to me as a ground main

toxic marten
#

If I'm the sea player and I'm getting 2v1'ed by sea and air, I should be able to have a counterplay to Air instead of just dying with no counterplay, your saying the opposite, this why I told klaboem why even bother you guys have no idea.

analog current
#

ur right this is pointless to continue

toxic marten
#

@royal pendant these guys are amusing

analog current
#

ur reading comprehension is amusing

remote idol
raw spear
#

Who even gives a shit about air if it cant kill sea in 2v1 with another navy

remote idol
#

the thing is weve all been in situations where we held front against 3 people alone for long enough for eco to come and help, or countered enemy t2 rush despite not having t2 lab up yet, on land you can do these things

analog current
#

and where is your air player in this hypthetical scenario?

remote idol
#

if airplayer sends shuris enemy fighters come in, most likely, and it doesnt matter im making the point that its possile to hold but not win against multiple people alone on land

analog current
#

not really always

#

holding ground vs 3 ground is only possible with chokes and them being giga timmies

remote idol
#

all you need is one feed and immediate reclaim

toxic marten
# raw spear Who even gives a shit about air if it cant kill sea in 2v1 with another navy

IF Sea had a long range AA boat it doesn't mean that it instantly wins vs 2v1 sea and air, it just means it has a chance to counter. Your already losing the sea matchup if your investing in AA ships like that anyways instead of battleships so in theory yes you would still lose 2v1. I'm just saying there should be a counter, but I guess having a counter in a grand RTS game is to crazy for you guys to comprehend

remote idol
#

if by long range AA you mean screamer and mercury then im allso not in favor of that, first of all thats an expensive investement as a counter and secondly its gonna make Air unplayable ifor 1 air player if a sea is lost on some maps

#

sea could get its own unique AA tower that outranges torp bombers but doesnt have as much range as on land

toxic marten
thorny fjord
#

I think nerfing the tb is the right way, there is definatly work to be done on the sea vs land balance bus seeing how they are now is just unhealthy

toxic marten
golden plover
# remote idol sea could get its own unique AA tower that outranges torp bombers but doesnt hav...

The problem that people always raise with more/different/new static naval AA, is when its placed up against the shore its rather quite annoying to deal with as torp bombrs have to fly over it, then turn around, and then can hit it OR you use bombers, which end up missing due to cliffs, etc...

It takes 2 torp-bombers to 1shot a Chainsaw (if tweaked into the sea) and it can just about trade with a torp bomber currently, with perfect turn-away micro the torp bomber survives on 1 hit.

Mercury/screamer's a whole other ballgame.

Ultimately these are all static, and come with the same probelms as static on AA on land - and in sea you generally aren't having trouble with torpbomers hitting yoru base, its with them plipping your fleet for awful trade ratios.

So if you had AA which was longer than Chainsaw (1150) and shorter than Mercury (2500) you'd end up with something likely equally obnoxious as having those on the coast, and still have the torp bombers trading wit your fleet if its not hugging your AA

All this has been discussed at length above, i've made tweaks available for both Naval Chainsaw / Erad, and Mercury / Screamer if people fancy testing it out themselves - from my pov, it made the overall game less fun and more grim for the land/sea interaction

analog current
#

I suspect alot of these issues naval players face originates in their lack of ability to solidify positions with anti ship static

golden plover
#

The TB's balanced around its "on paper" range of 650, its effective range is somewhere around 1400-and-1300 depending on torp bomber vector, and target vector; the question is how to reduce its effective range so its not awful to play, has a meaningful interaction with both existing naval AA and its current role. Reducing its effective range by ~200 is a great start to do this, and until we actually play with that change, a lot of this conversation is circular

analog current
#

You cant transition into non ship units like fighters because you instantly lose to more ships

#

A ground player can make some pulsars and spam any kind of aa he wants while being resonably safe

golden plover
#

Sure, if you give Air a land attack unit which has 1300 range+

#

The issue is not directly the land/sea disparity in AA, its the effective range of a high dps unit

royal pendant
#

I have stopped playing for now

#

already tried to explain the issue in here but 10 os lobsters won’t listen so whatever

raw spear
#

Hopefuly not bcz torps

royal pendant
#

maybe balance team will change it some time

raw spear
#

U probably found a new sidechick game 😄

royal pendant
#

im playing ashes of creation but its only up on weekends atm so weekdays can be a bit boring 😃

#

Not as boring as dying to torps tho

raw spear
#

I sidechicked into songs of conquest, brilliant game

upbeat breach
#

One trick ponies crying when their op shit has any counter whatsoever, love to see it

Mind explaining how tf are people supposed to interact with sea if there are no torp bombers? in half of lobster games one of seas crumbles in < 10 min because you get one of top 2 players matched vs bottom 2 players and they get dunked instantly. Except, there is nothing a team can do now, except for torp bombers

thorny fjord
#

Another guy spinning his own story instead of bothering to read what has actually been said....amazing

upbeat breach
#

The common point of this, "flagship in a weird spot" and "hovercraft needs buff" is that there is not enough alternatives to counter sea

#

or not even counter, just engage

thorny fjord
#

Also this has been talked about

golden plover
#

because you get one of top 2 players matched vs bottom 2 players and they get dunked instantly
Can we quit with this strawmanning?

People are involved here because we care, and want to improve BAR - if you don't agree this is the way to improve BAR, the best way to help is to make this idea as GOOD as it can be, then once its great; we can all decide if its better or worse than current

royal pendant
golden plover
#

there's a tweak above you can play-test while we wait for the merge, if you haven't played with the tweak then we're not really progressing this thread, we just going in circles

upbeat breach
#

its the fundamental design problem

golden plover
# upbeat breach but how is this strawmanning? if your lane nearby gets dunked, you can easily as...

Because that's sounds more of a problem with
1: Positional OS disparities / lobby OS range
2: The map
3: land/sea overall

Not specific to the interaction of torpbombers & naval units, sure if you have space to eco and can print infinite flak or infinite torpbombers you'll be fine either way but games where they were close one of the units in question turned it for a worryingly low cost of metal, or a player was dunked on for similar reason is far more helpful

golden plover
# upbeat breach its the fundamental design problem

Yes, but a problem with what? if we take every discussion about unit balance out to the "step back for wider context" we will never get to any meaningful result, at some point you have to use good faith understanding of stuff that was "relatively equal until X happened and Y couldn't be used to respond because the interaction between X & Y is so one sided there was no effective agency for the player"

#

As a few others and myself have pointed out, if we gave surface bombers 1300+ effective range; then we'd be having this conversation about air/land i'm sure

#

I can't even tell what side most people here are arguing for or against at this point its going in circles so much. So i'm gonna step out until the current plan is merged

upbeat breach
#

the way i see it, you can list what units can attack sea:
zero t1 unit can
t2 you have ducks and plaps and bombs, only ducks can actually engage sea, you can sometimes cheese with bombs. You can sort of do damage with snipers and messangers, but this assumes gross incompetence from sea players
t3 you have both mega mechs and sort-of hovers

and then you have air, which can attack sea at both tiers

so now, by nerfing torp bombers you simply boost sea even more
sure, the range on torp bombers is bonkers, so is their auto aim and ability to just fire at random and have torps aimbot into targets, but with this nerfed/removed, what alternative there is

and its not like you can switch into sea later, as sea lab needs to be made in sea itself, obviously

grim wraith
#

not in every situation, but from geo rolling bomb very good

#

you can make a sealab and spam subs

upbeat breach
#

yeah, but this forces you into t2 bots route, which might be mediocre at holding the mid

grim wraith
#

you are the techer
this is t2 bots on either lab
arm t2 veh is an insane lab, it has plats which are good if your sea is winning if you need to seal away air

#

by adding 10-15 plats

#

this is, in the t1 or early t2 phase

#

Imo ducks and hovers are underpowered/overcosted

#

the problem with BAR is some of the most cost effective options are the ones with 300 speed that can have minimal reinforce time after being made and can any location

#

tick, abductor, torp bomber (vs sea)

#

a non-global option of same tier should be stronger than a global option

#

330/9500 vs 410/8200, but the duck is almost as expensive as a whole torp lol

#

Saying sea after 12-15 minutes should just devolve into the better air player is like saying "oh just get a better navy player" to land players

#

i agree t1 navy is op against t1 land

#

needs to be adjusted

upbeat breach
#

sure, i agree with this

my point is, there should be more non-air options to engage sea, so it doesn't naturally evolve into better air player tier. Maybe more units that could actually attack sea properly, like give torp launcher to turtles for example

grim wraith
#

remember that a navy player has ZERO influence on the game outside 700 range of the water

#

meanwhile the land player can kill their lane opponent and then run into sea player's base (and everyone else)

#

the disadvantage of navy is that winning is not the end, and the range of influence is not the whole map

upbeat breach
#

this, imho, is in a way a problem of amphib lab being a thing, maybe removing it completely would actually improve whole experience - just move all units there to tiered sea labs

grim wraith
#

whys' that?

#

to make land/navy interact with each other easier?

upbeat breach
#

yeah

#

the root problem is that, at t1, you have that 700 range limit, but then at t2 you pull rocket ships / flags and shell land, pretty much, with impunity

there is just no proper interaction between sea and land for most of game

grim wraith
#

I think it's okay to require a tech / bp cost to switch

grim wraith
#

if they are greedy with t2 transition, you send plats to delay the ships, while your team builds afus awy from water, or wins on land, scouting them is important

#

you can also make snipers, hide them under jammer, juno the enemy fleet, to delay them

#

anyways rocket ships are 2k metal each and they take a minute to walk

#

and they take apm to use. Basically they are keeping a fleet to defend the ships + 2 rocket ships is like 8k+ army

#

if the position is unholdable you should have scouted earlier, reclaim your stuff

#

sure you lose some, but if you are scaling 6k metal while the opponent has 10k worth of metal of ships just to escort rocket ships you are not so bad

#

it's a bit annoying but whenever you build fusion/afus near the shore you have to accept the loss if your sea loses within 15 minutes

upbeat breach
#

rocket ships cover large chunk of usable space on straights, including 5.5 player worth of metal spots

i never found 2k metal to be particularly costly on them, its what, two destroyers worth of cost? its nothing on sea

and no land unit can actually hit them, you need to pull a surprise attack

grim wraith
#

they take a long time, flagship/missile ship communism is pretty strong tho. op prolly

#

but then again everything commie is op

upbeat breach
#

yes, thats the point, you also get reclaim when you win the sea

#

maybe decreasing % of metal left on sea wrecks could balance it somehow

grim wraith
#

you should influence the sea when it's still being fought

upbeat breach
#

which you can do, pretty much, only with torp bombers, only very nearby player can pull bombs or ducks

#

and well, liche, but its the other can of worms

grim wraith
#

if a land player full kills their lane, they literally can walk their army into the base of the next guy

#

and their eco/teammates can stream in through the gaps

#

flagship is kinda no fun hard to interact with, it would be better if it's a unit we don't see every single game

#

flagship could be 14 starlights winning mid

#

a "counter" to flagship is reclaim the excess stuff (don't tell me you don't have warning)
and then build 2 afus

#

2 afus keeps multiplying in value, epoch eventually runs out of good targets and takes a lot of apm

upbeat breach
#

14 starlights need massive eco to upkeep, flagships needs none, im not even convinced on the apm, you can just repeat order it to move back and forth and target fire usual metal spots

its not like you can reclaim your eco and move it, it takes obscene amount of build power to do it

flagship also pays for itself by denying metal spots on opposite side, its plain 14/s metal loss for each spot, 42 metal per player base roughly, more than few afuses produce

grim wraith
#

then don't build your AFUS in shore range.and adv converters. those are the most greedy buildings ever

upbeat breach
#

its usually not afuses that get shelled, just metal extractors and wind power

grim wraith
#

the flagship is a "win con", that instead of winning the game directly it says "screw you" to everyone near the shore

#

wow I pay 17k metal to manually kill 1k metal extractors 10 sec at a time

#

whether the flag is OP or not is another story. plp make crappy flags (not enough targets to shoot) often but that's a fake argument

#

but I suspect people are not playing around the flag enough

#

currently if you want to "counter" flagship you can spam 10k of subs in the sea

#

esp if it's a surprise

#

t2 torp also work ofc

thorny fjord
#

ive seen ducks do it

grim wraith
#

yeah but ducks are so overcosted. and dps suck for surprise attacks
ducks/plats actually are countered by rolling bombs

#

rolling bomb main reason it's good is uniquely has underwater hitting aoe, and naval sonar / depth charge weapons are pretty bad

thorny fjord
#

huh never seen ducks vs rolling bombs

#

but yea makes sense, low rpm vs bombs

grim wraith
#

but you can be ahead multiple battleships (10k metal ahead) and 5 torps + 1 scout supported by 3-4 flak ships + fewer battleships will beat your army

#

it's not like you are skipping flakships either so your lead isn't coming from there

#

if your team doesn't have air control or enemy air sneaks in volley, the torps can attack anywhere, not just your army

#

they can kill t2 mexes, t2 con, reinforcing ships, raiding ships/subs, etc.

#

they can even kill your t2 shipyard

elfin knot
#

still so much discussions lol, anyone ACTUALLY working on a simple nerf like so many ppl talked about (like -100 range) or is it gonna be just a polarising rant thread?

raw spear
#

I mean, ALL these late threads are interlinked. Torp needs to be good to dent navy, but sinks too much metal, but navy just IS too much metal in all aspects, but hovers could be a way to interact more, but they too garbo or too good

pure flame
#

@elfin knot there is a tweak pending, I just want to let you know

grim wraith
#

yeah maybe if they retooled the turtle into a floating heavy hover

#

or its so heavy it can't hover so it's a "boat" like the trident

#

t2 vehicle lab can make consuls which can make destroyers tho

grim wraith
#

if hover lab is better that makes it more justifiable to go hoverlab which can influence seas via harrassment

#

The reason why I'm okay with sub spam and duck spam in general is they can end badly

#

If your team tries to make 10k in ducks meanwhile opponent was secretly gearing up for a team push you could well die even though you win the sea at the similiar time

pearl glade
#

Only issue with these is maps like isthimus where sea is too far from any landmass to make those

#

so either change strait or give us water LRAA

golden plover
#

What if an important part of sea is larger than 2500 elmo's from land?

pearl glade
#

Map desig issue. Push along coast

#

Also i cannot recall another map where you cannot screamer creep, even isthimus you can fight near coast at all time and get to cove, nd eventually short beach

#

tropical assault maybe? i guess

remote idol
#

agressive LRAA placement on land can be easily punished in water it cannot

grim wraith
#

honestly spread out your torp bombers then torp the naval mercury lmao

#

its only going to kill 2 torps max still a positive trade

#

air players: lol you just need to spread your ships vs nuke bombers
also air players: fighters splash destroying my torp bombers

remote idol
#

so its not countering the thing we want it to counter but it adds a new level of stomping when youre allready ahead

grim wraith
#

not exactly, it just is another strength of the topr bomber as it can snipe structures with high alpha

#

and all teh random t2 tech buildings are expensive buildings that are snipeable

#

i've never seen it but technically you can fly 2 abductor in front of a nuke bomber to emp the lraa

#

either the mercury shoots the abductors or you stun it and then the nuke bomber can go through

remote idol
#

i think transports have high targeting priority for AA right?

grim wraith
#

this all assume manual hold fire
mercury should be used with hold fire anyways

#

else you could just bait with t1 scout

remote idol
#

thats theoreticly allso very abusable if you make light trans and just let them eat AA

#

since theyre as much a priority as a bomber

#

in the eyes of AA

late temple
#

Could we buff hover aa into more of t1.5 AA?

south pasture
late temple
#

Or just buff it in general, so it's more of a viable escort for sea and w/e?

#

Eh

#

To be fair, the other t1 mobile aa isn't really impressive

#

55 dps for bot aa. 85 dps for hover aa.

south pasture
#

compared to t2 mobile aa hover aa is not horrific

late temple
#

And hover aa is like double the cost

misty bone
late temple
#

Torpedo Bomber like 2k HP :x

#

Maybe solution is to nerf Torpedo Bomber hp so it's more susceptible to fighters and light aa escorts

grim wraith
#

the reason why torp bomber has 2k hp is bc the t2 fig does 500 dmg a shot
i surmise

pallid mortar
#

air has a huge problem of being ridiculously bursty

#

both in air vs air and air vs land/sea

late temple
toxic marten
# elfin knot still so much discussions lol, anyone ACTUALLY working on a simple nerf like so ...

I think there's a few fixes.

  1. Hover AA can made from t1 sea lab
  2. Some kind of long range AA boat that can at least reach a torp bomber, doesn't have to 1 shot out of sky or anything but at least it has the range.
  3. Static long range Sea AA
  4. torp bomber range nerf

any one of these would be nice. For the people saying torp planes would be useless with any of these changes is wrong, you would probably still lose sea 2v1 because boats are metal intensive, if your making to much AA then your not making ships that matter so the opponent still wins. This just gives a chance to damage the torp bombers instead of no counter.

elfin knot
# toxic marten I think there's a few fixes. 1. Hover AA can made from t1 sea lab 2. Some kind o...

to be completely honest in this thread not a single player who says that torp bombers are op is an air player to start with. I personally dont see a problem with them coz i do use them myself AND am perfectly capable defending vs them when I am sea (im not a dog sea either). But I am also perfectly fine with nerfing the range by 100 so they take at least 1 guaranteed shot from sea flack. I think arm sea is way way better at dealing with them than core due to the skater being so op (and i happen to be arm sea enjoyer).

regarding the other fixes: 1) hover aa from t1 sea lab wouldnt solve the problem as its expensive and if you can make it in sufficient numbers without dying to ur sea opponent then you can afford other options as well. It would also make it pretty cancerous to play against, having a unit from sea lab that can go on land. 2) + 3) any long range AA would cause more problems than they solve as when the sea is won it would deny the airspace way too much into the land, not to mention it would be expensive and could be sniped by spreading torp bombers like chrono said.

So in the end im happy to give torps a small nerf of -100 to start with (and see from there), without changing anything else in the sea lab (that would cause too many problems imo)

elfin knot
faint moon
#

Does hover AA counter torpedo planes?

thorny fjord
#

They arent capable of protecting your ships, but they cant be shot by tb

toxic marten
#

and if people don't think torps are op you haven't played enough open sea maps, even on the highest level just rush a torp bomber and gg. Seen it and played through it way to many times including while watching the omega series finals.

grim wraith
#

if the enemy fleet is nearby the ships can shoot the hover aa forcing them back

#

hover aa is fast, but expensive, and the dps is pretty bad (i greatly prefer platypus until late game where platypus ground attack is inconsequential)

grim wraith
#

the argument is usually "navy has other weaknesses", " the other sea player should be keeping them at bay"

#

because that OPness is a major way of affecting/carrying the game, plp don't want to lose that

#

I mean air simply is going to be stronger the bigger the map is (and torps the more water there is), if air to navy is cost effective against naval aa / navy, then on large water maps they will be even stronger than on straights. Serene Caldera is never played but it would be nice if that map still had a balance between navy and air. atm definitely that map is just spam torps and figs (with some aa ships and static AA towers)

#

I don't think hover aa should be buildable in t1 shipyard, t1 shipyard is very cheap

#

hover aa should be buffed but remain in hover lab

grim wraith
#

so then you end up looking to nerf the weapons

elfin knot
elfin knot
grim wraith
#

t2 if you are winning super hard you can cheese and make 40 plats + jammers and only a few ships

#

u have to be winning super hard tho

raw spear
#

Skaters on spam is great for multiple things, even benefits your air when sniping torps

grim wraith
#

they are most oppressive vs t1 air

#

kill figs 2 shot lol and stealthy + fast

raw spear
#

Ye crazy good but t2 skater spam is also ok in certain stages. I see someone do that vs torps, went great. But both air were involved

#

Skaters helped with vision, chip dmg, also some went throigh

grim wraith
#

they are good for wasting torp time

#

i think making 30 skaters is overrated tho

raw spear
#

Prolly ye

grim wraith
#

i mean it gives you map hacks and takes a while to kill with torps, but that's 4.5k metal that's aa that only covers your seas

#

j2 told me about the forbidden strat, make torps and then reclaim them after the enemy makes a bunch of aa ships lol

raw spear
#

lol

#

sounds cool but hard to pull off. i dont think i could restrain myself not using torps, they're great units to see in action, to use..

grim wraith
#

i mean you use them until you see a ton of aa ships

#

then you are like ok ill let them have it

raw spear
#

ah ye, of course. megatired lol

#

for sure, i think air play doesnt learn much reclaiming own units, this is something air should adopt more in fringe cases. never seen torps reclaimed but often bots

misty bone
#

Alot of air units are so e heavy/still useful that there is not often much reason to reclaim imo.

My favorite unit to build/fire/reclaim is lrpcs. Build one, make them invest in 10k+ in shields then eat and go more units.

grim wraith
#

ye super e/bp heavy units not worth to reclaim

elfin knot
burnt matrix
#

idk how this is still escalating from torpedo bombers to t1 navy being op what's next when is it going to end?

#

just fix torp attack range and call it an end

elfin knot
# grim wraith is it purely having skaters?

arm has skater in t1 that is cheap, fast and stealthy, they do enough damage to kill the scouts and that makes torps much harder to use, plus you would be moving them with dolphins in a big wave towards the torps so microing torps becomes much harder too for not much of a result. But as I said thats only for when you push the sea while ahead, arm naval con with platys is also op option, just going t2 lab to get a few naval cons out is worth it imo if you got enough bp, coz then u can spam dolphin/destroyer/platys and win if need be after reclaiming the lab. But also the lightning ship (whatever its called) has very decent aa damage and good anti ship damage also

toxic marten
# elfin knot ppl just dont play open sea maps enough to figure out how to deal with it and co...

I was just thinking a of a t1 counter, but I guess you think hover AA from ship lab would break game balance? I'm not sure in what other scenario your making hover AA unless it was to zone out torps. Most suggestions here come from a phase in the game thats post t2. Its not so easy to just transition to t2 SEA in maps that are very open with multiple sea lanes. In my experience torps are most op when seas are locked into a t1 sea battle for to long and making a hover lab just to make hover AA gets your further behind rather then being able to just produce them without lab swapping. The longer the game gets of course there's way to counter but I'm not talking about any of that.

raw spear
#

Whats the other air doing? If he bombing, is it still op? Air doesnt make torps in vacuum

grim wraith
#

torps are more oppressive against t2 imo

#

and if air is getting t2 fast, on most maps that is either because both air greeded or they opening themselves to t1 bombing + team

#

i don't think t1 needs a working counter vs t2 torps

grim wraith
#

if both sides don't greed (ie. air goes t1 bombing run, geo goes tzar rush) then they will be weaker than the lanes who mutually greeded

toxic marten
#

I think your implying counters that come from straights, Torps are a little easier to counter there since you can put screamers in key locations and just porc and scale. You have so many land mexes to make t2 sea easier to obtain and more metal income to make AA hovers or platys or w.e while spamming ships, my suggestions don't come from straights.

elfin knot
# toxic marten I was just thinking a of a t1 counter, but I guess you think hover AA from ship ...

I get ur point, but as I said if you can afford to invest into enough hover aa to deter torp bombers while not dying to sea, you definitely can afford to go t2 lab > make naval engis > reclaim lab > make platys/destroyer/dolphin etc.

I understand for core its a little different, but again you are meant to die 2v1 on open sea to begin with. It is a team game afterall 😉 in that regard even nerfing torp range by 200 wouldnt save you as the damage is too big and u dont have the eco to 2v1 at that point

#

coz if i understand u talking about the maps where you dont jhave land mexes, which means without t2 lab u not gonna have t2 mexes at all, hence affording hover aa is even worse than on isthmus

grim wraith
#

there are some poverty sea maps

misty bone
#

I still feel like this whole 2v1 talk is a bit hyperbolic. I get there's literally two players there but air is likely not all in on only torps, they're probably also building figs/shuri/bomber. And often they go torps to save a sea which is behind so the total eco invested in the fight is likely much closer than 2v1 implies.

grim wraith
#

i think the most problematic thing is even a fully decked out t2 navy can't directly fight t2 torps

#

no matter if you are winning significantly

#

being low on resource forced into t1 and then getting bullied by the enemy techer is not thaat bad

misty bone
#

A potential late game solution could be t3 AA hover with ~chainsaw for naval gantry. It's missing some land t3 units so there's potentially space there for it.

grim wraith
#

remember the t3 aa hover can travel on land too

toxic marten
misty bone
#

That's true, would probably be best as a naval gantry exclusive unit so you have to give up a bunch of t3 options (karg/razer/Beh etc) if you want to build it instead of land gantry solely for AA.

toxic marten
# elfin knot I get ur point, but as I said if you can afford to invest into enough hover aa t...

I know you say 2v1 your supposed to lose but I'm not talking about that either, a good air with torp bombers can hold back an entire team of sea players, its more like air is 1v3 and air still winning. I don't think its a stretch to say making hover AA is really all that expensive when the torps come out post 10 min. You can easily still be t1 sea on most maps at that time and AA hovers would be perfect in that time window where there's no counter. Just my 2 cents, the nerf torp range would definitely have good effects on a map like straights though where everyone getting t2 pretty fast.

misty bone
grim wraith
#

super late game they can make so much hover aa that it's not so worth microing the torps

#

and flag can fire from safety
sort of

toxic marten
misty bone
#

But I have yet to play in a lobby with the torp range fix/tweak so maybe that's enough tbh.

grim wraith
toxic marten
grim wraith
#

expensiiive

toxic marten
# grim wraith expensiiive

oh I was talking about if you won sea already the transition is sweet. People making torps trying to fight you back into sea is much easier to counter with that rework on, but if your locked vs a sea good player no way you can go gantry like that. Hornets rework does very well for sea when you get into super late game, Torps are basically useless at that point.

elfin knot
# misty bone I still feel like this whole 2v1 talk is a bit hyperbolic. I get there's literal...

making figs is an investment too, its the biggest cost of the torp bombers - the fighter screen, you cant quantify it coz its game dependant but if you dont have air dominance then ur torps will just die for free pretty much. Hence you cant say air is investing very little as when you send ur torps to the sea and enemy air responds you gotta sack ur figs to protect them which could have been used for a bombing run or just general fig wall that would allow you to scale.

elfin knot
elfin knot
# grim wraith if your flag dies to torp whats the point of having t3 hover tho

t3 hovers do super well vs all ships except battleships and flags (and droneships) so having t3 hover as ur front is pretty decent in contested sea to protect ur flag from ducks/subs and mass t1, while having flag do the long range damage with couple battleships for protection. I still thing platys do better vs torps than t3 hovers (core)

toxic marten
formal condor
elfin knot
elfin knot
grim wraith
#

there was the game where i threw away my torps but they already fired a few times so it wasn't the end of the world

#

honestly torps should be used together with t2 aa ships if you purely want torps with minimal invest. if you started behind in fig count, matching fig count is expensive.

grim wraith
#

when you have 3+ herrings shruiken are pretty bad

#

t2 bombers can be split against and are most impactful on the first volley. also t2 bombers are much more expensive resource and bp wise than torps

#

there's a difference between 5 torps 1 scout, and "enemy air is a dead/bot" full sea pump

grim wraith
#

everything in BAR basically boils down to efficiency. if tick costed twice at much it would suck

late temple
#

Unlike land bombers that have to get pretty close to target and need a little extra hp, torp bombers are sniping from out of range. Hypothetically they don't need the hp as much. With less hp, it would be easier to zone them away from your main fleet with a screen of skaters or w/e (instead of the skaters tickling them before they kill your main fleet).

pure flame
#

I dont like the idea of downgrading to T1 as a solution. But also it makes it worse vs Figs

late temple
#

also worse vs figs isn't an issue because you should hypothetically have air superiority before you go torpedo bombing

raw spear
late temple
#

downgrading to t1 is a main solution against many land units, i.e., tickspam lol

pure flame
#

Does that mean its fine to downgrade labs in other areas? Spam and rezbots are more of an integral part of the game, along with T1 AA. Shouldnt we leave that exception to just the T1 bot lab? Does the skater strat work for Herrings aswell?

late temple
#

for air, its t1 air cons and t1 scouts. irl, very much yes you have a bunch of smol cheap ships screening for your expensive ships.

#

no other branch of units really gets away with monolab very well