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Incursion: Do You Even Air Control, Bro?


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#1 Scyther

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Posted 03 May 2017 - 01:20 PM

I've run about 15 Incursions now, and every time people say "Radar Tower then Jammer please".

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 Felicitatem Parco

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Posted 03 May 2017 - 01:23 PM

Air control only helps to attack and enemy base, and only if the enemy is defending... Radar sweeps always help, though.

#3 Magnus Santini

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Posted 03 May 2017 - 01:24 PM

Instead of mysterious crop circles on the minimap, a big sign by the egg hatchery saying which one it is would work better.

#4 Zigmund Freud

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Posted 03 May 2017 - 02:36 PM

Doesn't the dropshit (gunship?) fly all over the map when it's active?
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 Trev Firestorm

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Posted 03 May 2017 - 02:43 PM

View PostZigmund Freud, on 03 May 2017 - 02:36 PM, said:

Doesn't the dropshit (gunship?) fly all over the map when it's active?
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 Ruar

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Posted 03 May 2017 - 02:46 PM

It has limited value. It can act as a spotlight showing what is under it on the radar and it does a little damage as well. If the enemy mechs are heavily damaged then the dropship could actually get a kill, but more than likely it won't help.

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 Monkey Lover

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Posted 03 May 2017 - 02:55 PM

A lot of us asked for the drop skip to do a pass over the battlefield. I guess they felt this would be to op, so they change it from def on our side to attack on the other. I have only used this once when i knew they were base camping.

Edited by Monkey Lover, 03 May 2017 - 02:55 PM.


#8 Moonlight Grimoire

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Posted 03 May 2017 - 02:58 PM

I always go Radar -> Air Control -> Jammer. Jammer is the least useful imo. Radar is the most useful, with Air Control giving you a temporary second UAV over the enemy's base, it will smack their AFK pilots and smack anyone protecting their base (which is rare, but, happens). It assists with what limited tactics there are to Incursion, bit of info, bit of over watch, bit of added firepower.

#9 Scyther

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Posted 03 May 2017 - 03:04 PM

Thanks Moonlight, I may give an early Air Control a whirl then just to test the 'spot the base/UAV' potential for it. I'm sure my team will tell me what a noob I am for doing it, but I can handle that. :)

#10 MechWarrior5152251

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Posted 03 May 2017 - 03:14 PM

Took me 6 matches to figure out which one was air control, now if I have a fast light I always drop my cell on air control.

#11 Ryokens leap

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Posted 03 May 2017 - 03:25 PM

I gave up on battery foolishness when i realized they only stay on for 2 minutes .

#12 Archer Magnus

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Posted 03 May 2017 - 03:33 PM

View PostRyokens leap, on 03 May 2017 - 03:25 PM, said:

I gave up on battery foolishness when i realized they only stay on for 2 minutes .


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 Khobai

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Posted 03 May 2017 - 04:40 PM

Air control needs to attack the enemy buildings if theres no enemy mechs to attack. Calling in multiple air controls to destroy the enemy base should be an alternative path to victory.

Quote

I gave up on battery foolishness when i realized they only stay on for 2 minutes .


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 Moonlight Grimoire

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Posted 03 May 2017 - 04:52 PM

View PostKhobai, on 03 May 2017 - 04:40 PM, said:

Air control needs to attack the enemy buildings if theres no enemy mechs to attack. Calling in multiple air controls to destroy the enemy base should be an alternative path to victory.



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 Ruar

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Posted 03 May 2017 - 04:52 PM

It would be neat if once it was turned on it stayed on. Then when you add more cells it decreases the time on radar, decreases the time in between dropship runs, and and jammer reduces the time in between turret laser fire.

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 Zigmund Freud

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Posted 04 May 2017 - 01:01 AM

View PostMonkey Lover, on 03 May 2017 - 02:55 PM, said:

A lot of us asked for the drop skip to do a pass over the battlefield. I guess they felt this would be to op, so they change it from def on our side to attack on the other. I have only used this once when i knew they were base camping.

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 Zigmund Freud

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Posted 04 May 2017 - 01:09 AM

View PostRuar, on 03 May 2017 - 04:52 PM, said:

It would be neat if once it was turned on it stayed on. Then when you add more cells it decreases the time on radar, decreases the time in between dropship runs, and and jammer reduces the time in between turret laser fire.

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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