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#21 Creator

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Posted 05 October 2010 - 06:45 AM

No. SLID was cut.

#22 Casojin

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Posted 07 October 2010 - 02:43 AM

With this new system, I think the AFG is nerfed and becoming much weaker. While other factions can deal great damage to structure with only WF, AFG cannot do that with only Airfield or only WF. From what I've seen so far, I see no anti-structure aircraft (which can do the job on its own). Pave Low maybe able to fill the role but as shown in news update, the Pave Low has short default attack range. So, it cannot be considered as early attack unit (to be effective, WF is needed and that's a big nerf for AFG compared to other faction).

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?
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#23 Creator

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Posted 07 October 2010 - 07:42 AM

Eye 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.

#24 dcesarec

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Posted 07 October 2010 - 08:01 AM

Will f16 still have great range with emp rockets like in 007 or will he be used like stealth fighters bombing usage?
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#25 Casojin

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Posted 07 October 2010 - 09:45 AM

Eye 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.

Pave Low + Eye = Good Artillery Force
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?
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#26 Su8perkillr

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Posted 07 October 2010 - 02:03 PM

Is pave rank 1 btw? I thought it was rank 3.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#27 Infinity_Division

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Posted 08 October 2010 - 05:27 AM

AFG is tank division of the sky most of his units are expensive and need heavily micro. I think he had plenty of power that forced you to mass AA. And I don't sure about the combination of F-16, F-18 and Pave would make him OP (this is not count the Comanche and Chinook that may reinforce later). Like Kwai, which 1st rank units you have to combine in not rushing game and sometime make him OP?

Don't forget that when you have multiple factories you can build large force in less time.

#28 Creator

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Posted 08 October 2010 - 07:17 AM

Will f16 still have great range with emp rockets like in 007 or will he be used like stealth fighters bombing usage?

Its attack range was cut.

Eye 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.

Pave Low + Eye = Good Artillery Force
Requirement: WF + AF = $4000 + double build time

Normal Good Artillery Force Requirement: WF = $2000

Yes, exactly. It is the cost of mobility.

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.

What do you mean "less powerful early game"? AFG is perfect rusher because of the speed of his fighters.

PS: How far is Pave Low default range?

Less than any AA unit.

#29 Su8perkillr

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Posted 08 October 2010 - 12:06 PM

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.

What do you mean "less powerful early game"? AFG is perfect rusher because of the speed of his fighters.


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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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D





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