September update
#21
Posted 05 October 2010 - 06:45 AM
#22
Posted 07 October 2010 - 02:43 AM
I'm interested in F16 though. F16 has EMP bomb. This might be useful early game.
Can F16XL do significant damage to structure (like the one in 007)? And how long does the EMP effect remain?
#23
Posted 07 October 2010 - 07:42 AM
As for F-16, EMP effect remains for 8 seconds only, but effects multiple units. This time is more than enough for F-18 to attack and fly away.
#24
Posted 07 October 2010 - 08:01 AM
#25
Posted 07 October 2010 - 09:45 AM
Pave Low + Eye = Good Artillery ForceEye increases Pave Low attack range 3 times and increases damage by 33%. And Eye is available at 1st rank too. So, your attack foece will consist of one Eye and 3-4 Paves. Such group will be powerful enough and it will not require space on airfields. It is not a nerf, Casojin.
As for F-16, EMP effect remains for 8 seconds only, but effects multiple units. This time is more than enough for F-18 to attack and fly away.
Requirement: WF + AF = $4000 + double build time
Normal Good Artillery Force Requirement: WF = $2000
I haven't included prerequisite of WF or AF and unit costs into this. One advantage is that AFG artillery force would be faster. Escort force is not included into this calculation as well. It would make surgical strike harder (as there is no anti-structure jet at rank 1) but AFG would have bombardment force instead. This would allow AFG to be better at late game and less powerful early game. The result of this combination remains to be seen though.
Considering that F16 EMP effect lasts 8 seconds then he might have a chance early (but AFG is still micro heavy faction nevertheless).
PS: How far is Pave Low default range?
#27
Posted 08 October 2010 - 05:27 AM
Don't forget that when you have multiple factories you can build large force in less time.
#28
Posted 08 October 2010 - 07:17 AM
Its attack range was cut.Will f16 still have great range with emp rockets like in 007 or will he be used like stealth fighters bombing usage?
Yes, exactly. It is the cost of mobility.Pave Low + Eye = Good Artillery ForceEye increases Pave Low attack range 3 times and increases damage by 33%. And Eye is available at 1st rank too. So, your attack foece will consist of one Eye and 3-4 Paves. Such group will be powerful enough and it will not require space on airfields. It is not a nerf, Casojin.
As for F-16, EMP effect remains for 8 seconds only, but effects multiple units. This time is more than enough for F-18 to attack and fly away.
Requirement: WF + AF = $4000 + double build time
Normal Good Artillery Force Requirement: WF = $2000
What do you mean "less powerful early game"? AFG is perfect rusher because of the speed of his fighters.I haven't included prerequisite of WF or AF and unit costs into this. One advantage is that AFG artillery force would be faster. Escort force is not included into this calculation as well. It would make surgical strike harder (as there is no anti-structure jet at rank 1) but AFG would have bombardment force instead. This would allow AFG to be better at late game and less powerful early game. The result of this combination remains to be seen though.
Less than any AA unit.PS: How far is Pave Low default range?
#29
Posted 08 October 2010 - 12:06 PM
What do you mean "less powerful early game"? AFG is perfect rusher because of the speed of his fighters.I haven't included prerequisite of WF or AF and unit costs into this. One advantage is that AFG artillery force would be faster. Escort force is not included into this calculation as well. It would make surgical strike harder (as there is no anti-structure jet at rank 1) but AFG would have bombardment force instead. This would allow AFG to be better at late game and less powerful early game. The result of this combination remains to be seen though.
It is obvious, because you need to build more stuffs. Also, I agree with Casojin. In late game AF would be able to paralyze entire bases/armies.
Edited by Su8perkillr, 08 October 2010 - 12:07 PM.
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