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Thread: Air Force vs Ground force.

  1. #21
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    They probably won't. But that really doesn't matter. In a game like this, you can easily mount an all-air force and focus completely on frying those tanks (or hunting for artillery and strike units) while someone else uses their quick capture teams or tanks of their own after you're done the cleaning up of whatever is the greatest threat to your side's point capturing units.

    It's usually not a very bright idea to split your squad into both air and ground units because you won't be able to move at the same speed and across the same terrain. You want to be able to focus on one squad only and not divide your attention between multiple tasks.

  2. #22
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    This years GamesCom the buildings was able to capture flags... But tbh I think this will be fixed for sure 'caus this would disable the balancing if you ask me.

  3. #23
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    Pure Air Vs. Pure armor... Air should win everytime.

    IRL the USA has Stealth F-35 Lightning IIs for Joint strike missions, A-10 Thunderbolts that carry 11 THOUSAND pounds of bombs and a multi-barreled Gatling gun (each barrel 6 inches wide) that fires like 6k rounds a minute, and these rounds are designed to kill tanks... then you have all of the bombers, ect.

    In real life the best tanks only have man operated machine guns as secondary armament which wont' help vs. a jet powered ground attack aircraft or true bomber.

    Even if you add minor Anti-Air guns to the tanks, and they'd have to be minor since the tank's purpose is to take out other armor and control battle-space traditionally, so most of their equipment and space would need to be dedicated to their primary function, there's no way you can equip a vehicle to be BOTH effective anti-air and effect armor if you're using anything CLOSE to realism.

  4. #24
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    air units will be dominate the map if there is no AA or if there is even AA turrets(because AA comes sometimes in surprise so there is no time to build turrets it will just get destroyed while building one and it says it is like a very balance game so it will not be like one pack of air units will die in just one or two anti air units or turrets) it will be not enough so the best thing is team work..... If 4 ppl desides to work together. one player will be AA, one will be anti inf, and the two other will be anti light and heavy and some strategy and the team will sure win the map

  5. #25
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    Quote Originally Posted by USMC0311 View Post
    Pure Air Vs. Pure armor... Air should win everytime.

    IRL the USA has Stealth F-35 Lightning IIs for Joint strike missions, A-10 Thunderbolts that carry 11 THOUSAND pounds of bombs and a multi-barreled Gatling gun (each barrel 6 inches wide) that fires like 6k rounds a minute, and these rounds are designed to kill tanks... then you have all of the bombers, ect.

    In real life the best tanks only have man operated machine guns as secondary armament which wont' help vs. a jet powered ground attack aircraft or true bomber.

    Even if you add minor Anti-Air guns to the tanks, and they'd have to be minor since the tank's purpose is to take out other armor and control battle-space traditionally, so most of their equipment and space would need to be dedicated to their primary function, there's no way you can equip a vehicle to be BOTH effective anti-air and effect armor if you're using anything CLOSE to realism.
    IRL tanks also have Point Defense systems and reactive armor. Basically the only thing that actually hurts actual modern day MBTs are dumb munitions like unguided bombs, hellfires and cannon fire. Those are the things that reactive armor tries to mitigate as well though there's no stopping thousands of rounds per minute from a Warthog or a Spooky. I think the only guided munitions from Close Air Support craft that can actually get through a lot of jamming from Tanks and their support vehicles are TOWs, since the missile is guided the from the source air craft rather than self guided.

    We haven't seen IRL situations like this much. This is a super power versus super power situation and the closest we've seen modern technology combat of this nature is usually anything to do with Israel, or some terrorist who managed to get a hold of a rare guided rocket versus occupation forces. In real life, we won't use CAS that much, we will strike from precision bombers far higher up. There won't even be land units to provide CAS for because we will be busy launching high priority strike missions to disable the enemy before the ground conflict begins. This is why the normal General's credo is "He who has control of the Air, controls the War". We gain air supremacy, we win through air supremacy. Once control of the Air in establish in a sector we wish to occupy, CAS will cover land units and their logistics but Strike Missions will still be the power house. Air Force Strike Missions are like the new Hammer and Anvil of modern strategy.

    On topic for EoN though, air units here are CAS units. Not strategic ones. They will undoubtedly have counters since they are basically land units with no pathing restrictions. This is after all, a game. Nothing entirely accurate about it. Your mobility is yours strength, and the ability to run in very fast, strike from any angle is what makes air units so strong in any RTS/RTT. Hit and Run will be key, and Focus Fire will be the most efficient. Also, like what BorkBot mentioned, going Air is like it's own role, and in a game that is extremely team focused? It's better to go pure air individually and let one of your team mates go pure armor. With proper co-ordination and communication, the power you'll bring forth by going all-in with your army type will be far more effective than trying to be the Jack of All trades. Simply said? In team games you're not going to field and army for 1v1. This is after all, 20+ versus 20+.
    Those who so forget history are doomed to repeat it - Winston Churchill

  6. #26
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    Quote Originally Posted by Einharjar View Post
    IRL tanks also have Point Defense systems and reactive armor. Basically the only thing that actually hurts actual modern day MBTs are dumb munitions like unguided bombs, hellfires and cannon fire. Those are the things that reactive armor tries to mitigate as well though there's no stopping thousands of rounds per minute from a Warthog or a Spooky. I think the only guided munitions from Close Air Support craft that can actually get through a lot of jamming from Tanks and their support vehicles are TOWs, since the missile is guided the from the source air craft rather than self guided.

    We haven't seen IRL situations like this much. This is a super power versus super power situation and the closest we've seen modern technology combat of this nature is usually anything to do with Israel, or some terrorist who managed to get a hold of a rare guided rocket versus occupation forces. In real life, we won't use CAS that much, we will strike from precision bombers far higher up. There won't even be land units to provide CAS for because we will be busy launching high priority strike missions to disable the enemy before the ground conflict begins. This is why the normal General's credo is "He who has control of the Air, controls the War". We gain air supremacy, we win through air supremacy. Once control of the Air in establish in a sector we wish to occupy, CAS will cover land units and their logistics but Strike Missions will still be the power house. Air Force Strike Missions are like the new Hammer and Anvil of modern strategy.

    On topic for EoN though, air units here are CAS units. Not strategic ones. They will undoubtedly have counters since they are basically land units with no pathing restrictions. This is after all, a game. Nothing entirely accurate about it. Your mobility is yours strength, and the ability to run in very fast, strike from any angle is what makes air units so strong in any RTS/RTT. Hit and Run will be key, and Focus Fire will be the most efficient. Also, like what BorkBot mentioned, going Air is like it's own role, and in a game that is extremely team focused? It's better to go pure air individually and let one of your team mates go pure armor. With proper co-ordination and communication, the power you'll bring forth by going all-in with your army type will be far more effective than trying to be the Jack of All trades. Simply said? In team games you're not going to field and army for 1v1. This is after all, 20+ versus 20+.
    You are totally correct. I was just saying that pure air vs pure armor... pure air wins near 100% of the time.

  7. #27
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    Airforces should lose out against appropriately kitted ground forces (say, balanced force composition), as they need to have their additional mobility balanced against.

    This was something World in Conflict did exceptionally poorly.

  8. #28
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    Default Air force all the way!

    Pretty much no matter what you do, air force is going to pound tanks into submission. Many tanks can't even fire on them, so you're pretty much done if you only have tanks and you get air rushed.

  9. #29
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    What if there were anti air structures able to be rapidly deployed in battle? Would that cause imbalance?
    Better to be the poor servant of a poor master, or endure anything rather than think as they do. ~Plato

  10. #30
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    It depends COMPLETLY on what ground units you have, if there all ment to take on an air attack, then the air force is dead, same other way around. I would say ground force though, they have a wider variaty to, meening they can customize there attack plan more.

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