PACs in groups are too op. for any unit, the same amount of their respective counter units should be able to handle them in direct battle. Sorry not applied for PACs.
PACs in groups are too op. for any unit, the same amount of their respective counter units should be able to handle them in direct battle. Sorry not applied for PACs.
tibcore and tunsten units actually have no problems taking down their costs' worth of PACs
for example its 3 slingshots per PAC, so if you are getting owned by 'groups of PACs' its likely that you just arent building enough
tibcore and tunsten units actually have no problems taking down their costs' worth of PACs
for example its 3 slingshots per PAC, so if you are getting owned by 'groups of PACs' its likely that you just arent building enough
What is the point of creating the counter units for same costs just to take them down? Slingshots are useless after took down enemy air units besides inf crushing. That basically means spend same amount of money for the counter measure or lose, no tactic involved. Thats not a strategy game imho
This post has been edited by osiris128: Jul 2 2017, 15:56 PM
you dont even need that many slingshots, i simply gave a theoretical scenario to help illustrate PACs cant compete vs their counters cost-to-cost
infact you can easily have far fewer slings sit back and snipe the fighters easily while your other units deal with other scrin units in front\
the PAC takes a good 30 sec to respawn its fighters... so just kite/kill the fighters and you got a useless ship which is free food
In above game, 4 upgraded slings get crushed easily by 3 PACs, it just took forever for them to take down even 1 PAC, or am i misscounted? Upgraded stanks couldn't handle them either, they cost 1800. PACs in above game looked just too op. i have seen some other games, where noobs exploit it by creating PAC armadas. if there are 50+ PAC heading to the base, just nothing can stop them anymore, even if the base has AA towers at a same cost. Storms heal rate is just too high, and every damn PACs get healed simultanously.
This post has been edited by osiris128: Jul 2 2017, 16:23 PM
In above game, 4 upgraded slings get crushed easily by 3 PACs, it just took forever for them to take down even 1 PAC, or am i misscounted? Upgraded stanks couldn't handle them either, they cost 1800. PACs in above game looked just too op. i have seen some other games, where noobs exploit it by creating PAC armadas. if there are 50+ PAC heading to the base, just nothing can stop them anymore, even if the base has AA towers at a same cost. Storms heal rate is just too high, and every damn PACs get healed simultanously.
4 slingshots = $4000 or something + upgrade cost, 4 PACS = $12,000~ + upgrade? Just get more slingshots like cgf said.
This post has been edited by Phoenix`: Jul 2 2017, 16:58 PM
OK, for 4 PACs maybe 10 slings or something. But how about the fact, that for 30+ PACs AA units not effective against them anymore, specially NOD, their missiles do not automatically target the main PAC, force targeting with so many AA units are not efficient, they overkill the targeted PAC and waste too many missiles, manual targeting unit by unit is very difficult, no unit can take down 1 PAC with one shot and after a while, when multiple PACs got damaged, click one button for creating some storms heal every damaged PACs at very high rate. If PACs not op, noobs wouldn't mindlessly create swarms of PACs. And as a bonus for scrin, 1 corrupters heal rate for a hexa is more than 1 avatars dealing damage. Scrins are just too unbalanced, accept that.