air units and unpassable walls

Last post 06-16-2009, 11:14 AM by susano. 6 replies.
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  •  06-16-2009, 6:05 AM 624659

    air units and unpassable walls

    Today i was playing a level with garrisonable walls, and i noticed that air units were unaffected.

    I know air units should be able to pass these, but i think it should at least take them a while, like force them to fly higher than they are which takes time then they fly over.....the purpose of a garrison wall is to give you warning from mass attacks, thats why garrisoned marines are so hard to kill, so you have enough time to see their army coming.

    I think that not affecting air units defeats the purpose of having these walls, as air is one third of all units, and not to mention the unsc uber unit.

    That means that in this area, the scarab is disadvantaged, and the vulture is overly advantaged, as are banshees and hornets and hawks, and we all know hawks need not more advantages.....note i'm not saying overpowered because this is a different thing than over powered units, this is overly advantaged, and overly inefficient

    Who agrees?

  •  06-16-2009, 6:10 AM 624660 in reply to 624659

    Re: air units and unpassable walls

     Wow. I don't know what to say, luckily i have this card i made earlier to tell me what to say ....This isn't really a good post because you've left yourself open to flamming and trolling...air units elavate themselves over mountains and stuff which kinda slows them down and air units are air units so the ground doesn't affect them.

     Plus theres plenty of counters for air units so leave them alone.

     Snarlguard- 5 hours without xboxlive and is feeling cabin fever ....already


    Thats right my honour guard did just blow up your entire base with a single sword...you were Away from the game some time though...
  •  06-16-2009, 6:28 AM 624663 in reply to 624660

    Re: air units and unpassable walls

    ok i love the garrisonable walls but in my games i garrison marines/jackals and try to put wolverines/vampires on my side of it so i can hold off air for at least a little while by putting extra reinforcements but in my opinion its fine one time i had 2 spartans garrisoned at the 2 in the center of fort deen and they took out 10 hawks before they died if you want to you can hold them back...


    wise bass18 wrote ...

    Anders needs a nerf. A woman should never have that much power.
  •  06-16-2009, 8:28 AM 624713 in reply to 624660

    Re: air units and unpassable walls

    Air units have some VERY hard counters, so I wouldnt say thats much of a problem, and that's why the scarab is good in comparison to the vulture, because the scarab hard counters arent as effective. I usually make an air army for mobility, not for firepower, and as long as you keep an eye on the minimap, you'll be fine.
  •  06-16-2009, 8:38 AM 624721 in reply to 624659

    Re: air units and unpassable walls

    I think air units should be able to fly over barriers on the ground without effect.

    One thing that annoys me, however, is that air units can't fly overtop of a base--they have to fly around it. Seriously?

     

     

  •  06-16-2009, 9:26 AM 624760 in reply to 624721

    Re: air units and unpassable walls

    EricDahRed:

    I think air units should be able to fly over barriers on the ground without effect.

    One thing that annoys me, however, is that air units can't fly overtop of a base--they have to fly around it. Seriously?

     

     

     

    Yeah I know what you mean.

    It just makes me go

    ARGHHHHHHHHHHHHHHHHHHHH.... (Insert swear) ARGHHHHHHHHHHH


    A 0 star fully upgraded cyclops instantly gains 3 stars upon killing a scarab by itself.
    Just thought you would want to know
  •  06-16-2009, 11:14 AM 624838 in reply to 624760

    Re: air units and unpassable walls

    Well air units in itself are weak.

    But when somebody takes advantage of their speed or the enemy is not smart enough to take his Wolverines  / Scorpions (Grizzles) to the offence, then that's when people think their motability is overpowered.

     

    If he see the enemy attacking your farthest base with Hawks and you know they is no way you can catch up with those units, just attack their base in return.

    Just about every other late game unit beats Hawks as building killers, even a full population of it. Around that time you should have Wolverines with at least the volley ability ready so just use the volley and canister shells on the enemy base and maybe they will come rushing back only to be defeated by your counters.

     And while Voltures are pretty powerful as well as strong, they are really slow so they do not really have that air advantage to the same effect as Hawks / Hornets / Banshees. The only map you can really say they have an advantage is on Release (the 1 v 1 Flood map) since it's U-Shape and the wall seperating main bases can be easily flown over.

    It's not only about scout / counter, you need to know the advantages and general damage rates of each unit.

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