

Incursion: Do You Even Air Control, Bro?
#1
Posted 03 May 2017 - 01:20 PM
Not once has anyone powered up the Air Control tower, even when the base was under attack.
The description of Air Control looks like it would be of very limited use even if it got powered up while enemy mechs were in/near the base.
Does anyone get more use out of this tower than I've been seeing?
#2
Posted 03 May 2017 - 01:23 PM
#3
Posted 03 May 2017 - 01:24 PM
#4
Posted 03 May 2017 - 02:36 PM
I allways activate it if someone's attacking our base and there's not many defenders. Few extra turrets is always a good thing. Besides, if we don't get rid of attackers in 2 minutes, we are usually screwd anyway.
#5
Posted 03 May 2017 - 02:43 PM
Zigmund Freud, on 03 May 2017 - 02:36 PM, said:
I allways activate it if someone's attacking our base and there's not many defenders. Few extra turrets is always a good thing. Besides, if we don't get rid of attackers in 2 minutes, we are usually screwd anyway.
Nope, it flies over the enemy base, hovers a little then flies off... it can annoy lights delivering batteries early on but thats about it.
#6
Posted 03 May 2017 - 02:46 PM
I'm not sure there is a good way to make the air tower effective and not too strong. It could hover over the friendly or enemy base but that's a lot of damage it can put out as a guard.
Maybe have it launch a few aerospace fighter attacks against the biggest grouping of enemies.
#7
Posted 03 May 2017 - 02:55 PM
Edited by Monkey Lover, 03 May 2017 - 02:55 PM.
#8
Posted 03 May 2017 - 02:58 PM
#9
Posted 03 May 2017 - 03:04 PM

#10
Posted 03 May 2017 - 03:14 PM
#11
Posted 03 May 2017 - 03:25 PM
#12
Posted 03 May 2017 - 03:33 PM
Ryokens leap, on 03 May 2017 - 03:25 PM, said:
I think Radar is almost always worth doing throughout the match unless your team is getting ripped up. As a light, I can make runs to the same cell and pretty much keep it going. Or use the jammer if they have Radar up.
#13
Posted 03 May 2017 - 04:40 PM
Quote
Yeah they need to extend the time the batteries last. 2 minutes is ridiculous when it often takes twice that long to pick up a battery and return it to the base.
I think they need to increase it to 3 minutes.
Edited by Khobai, 03 May 2017 - 04:44 PM.
#14
Posted 03 May 2017 - 04:52 PM
Khobai, on 03 May 2017 - 04:40 PM, said:
Yeah they need to extend the time the batteries last. 2 minutes is ridiculous when it often takes twice that long to pick up a battery and return it to the base.
I think they need to increase it to 3 minutes.
At least vaporize turrets to soften the base up.
#15
Posted 03 May 2017 - 04:52 PM
That would make fuel cell runs a lot more interesting and add some strategy to what gets picked and recharged. It would make the base much stronger and the drop ship could potentially be lethal over time.
#16
Posted 04 May 2017 - 01:01 AM
Monkey Lover, on 03 May 2017 - 02:55 PM, said:
Oh yea, 2 medium and 1 large laser seldomly hovering over the battlefield. So Op! Do they think that everything non useless is automatically imba? Because for some reason only one side have air control tower? Gees.
I say they should add a little bit firepower or better armor for turrets, and for air control do it like this: our base ==> their base ==> battlefield. If there's attackers on our base (enemy mech within our walls, not that hard to do) it swoops around them and pound it with it's mighty medium lasers. If there's none ==> it doesn't appear above our base, but instead reinforce the attack, swooping around enemy base if at least 1 friendly is within enemy walls. ==> if there's no foes on our base and no friendlieson theirs - it randomly fligh above enemy mechs on the battlefield, act as UAV with limited radius and a little fire support.
It have only 3 lasers, so it's not going to be as dealbreaking like long tom artilery in CW. But it will be actually useful, to buy some time in deffence or add some support in the fight.
#17
Posted 04 May 2017 - 01:09 AM
Ruar, on 03 May 2017 - 04:52 PM, said:
That would make fuel cell runs a lot more interesting and add some strategy to what gets picked and recharged. It would make the base much stronger and the drop ship could potentially be lethal over time.
Nice idea actually. I would like to add some more: 3 fule cell thingy should be way way closer to each other. To make lights fight for now more valuable fule cells. And to make it possible to controll all fule cells with heavy slow mechs, if that's the strategy team chose. BUT move it a little bit sideway, so you have to actually go for it, not passively stumble across it in the middle of field.
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