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	<title>Comments on: How're they hanging?</title>
	<link>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/</link>
	<description>the blog that is not dansdata.com</description>
	<pubDate>Sat, 28 Nov 2009 03:03:12 +0000</pubDate>
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		<title>by: Daniel Rutter</title>
		<link>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-810</link>
		<pubDate>Wed, 14 Mar 2007 19:13:11 +0000</pubDate>
		<guid>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-810</guid>
					<description>1: AA units can't fire from transports. Only ground-to-ground units, now converted into air-to-ground. There's no good reason for this, of course.

2: Even if you could load up transports full of AA units and have them fire, they'd be far too susceptible to attack by enemy fighters. Fighters can down even the speedy Aeon transports quite easily, and the Tier 1 AA units that're the only thing worth using for this strategy are not powerful enough to counter an equivalent value of fighters. When the transport dies, so does everything it's carrying; carried units don't provide much of a shield for the transport, either.

People normally spam Tier 1 interceptors through whole games at the moment anyway; they're nearly free to build, and they don't require evil micro to vastly outperform an equal value of fixed or ground AA.</description>
		<content:encoded><![CDATA[	<p>1: AA units can't fire from transports. Only ground-to-ground units, now converted into air-to-ground. There's no good reason for this, of course.</p>
	<p>2: Even if you could load up transports full of AA units and have them fire, they'd be far too susceptible to attack by enemy fighters. Fighters can down even the speedy Aeon transports quite easily, and the Tier 1 AA units that're the only thing worth using for this strategy are not powerful enough to counter an equivalent value of fighters. When the transport dies, so does everything it's carrying; carried units don't provide much of a shield for the transport, either.</p>
	<p>People normally spam Tier 1 interceptors through whole games at the moment anyway; they're nearly free to build, and they don't require evil micro to vastly outperform an equal value of fixed or ground AA.
</p>
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		<title>by: Baka_kun</title>
		<link>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-809</link>
		<pubDate>Wed, 14 Mar 2007 16:45:44 +0000</pubDate>
		<guid>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-809</guid>
					<description>SO. how would it have worked as a mobile anti air platform? say a watery map, where you build 5-6 of those and fit them with all anti air units, and hang them off the coast of your base?

great way to save space?</description>
		<content:encoded><![CDATA[	<p>SO. how would it have worked as a mobile anti air platform? say a watery map, where you build 5-6 of those and fit them with all anti air units, and hang them off the coast of your base?</p>
	<p>great way to save space?
</p>
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		<title>by: cheshirenoir</title>
		<link>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-808</link>
		<pubDate>Wed, 14 Mar 2007 08:12:23 +0000</pubDate>
		<guid>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-808</guid>
					<description>&lt;i&gt;don’t let anti-air units shoot at ground troops.&lt;/i&gt;

Of course in the real world, that's &lt;a HREF=&quot;http://www.achtungpanzer.com/articles/88mm.htm&quot; rel=&quot;nofollow&quot;&gt;not always the case.&lt;/a&gt;</description>
		<content:encoded><![CDATA[	<p><i>don’t let anti-air units shoot at ground troops.</i></p>
	<p>Of course in the real world, that's <a HREF="http://www.achtungpanzer.com/articles/88mm.htm" rel="nofollow">not always the case.</a>
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		<title>by: Marco</title>
		<link>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-807</link>
		<pubDate>Wed, 14 Mar 2007 06:07:15 +0000</pubDate>
		<guid>http://dansdata.blogsome.com/2007/03/14/howre-they-hanging/#comment-807</guid>
					<description>That is quite annoying about SC, but it makes a lot of sense: the alternative in TA caused a lot of balance problems.  The majority of the major rebalancing mods (starting with UberHack, which was the only major one to exist before I stopped paying attention) removed the ability for missile towers, Hawks/Vamps, and Samsons/[Core L1 missile trucks whose name escapes me] from shooting ground units.

Going in that direction, I think it's a perfectly reasonable restriction:  don't let anti-air units shoot at ground troops.

But I'm not happy with a restriction in the other direction: I don't want my entire fleet of Bulldogs to be taken out by one Brawler because I didn't notice it flying over their cluster at their build-waypoint.

TA's method of doing this, as you said, was fine: let some ground units *try* to shoot in the air, so they naturally can defend themselves against slower-moving planes.</description>
		<content:encoded><![CDATA[	<p>That is quite annoying about SC, but it makes a lot of sense: the alternative in TA caused a lot of balance problems.  The majority of the major rebalancing mods (starting with UberHack, which was the only major one to exist before I stopped paying attention) removed the ability for missile towers, Hawks/Vamps, and Samsons/[Core L1 missile trucks whose name escapes me] from shooting ground units.</p>
	<p>Going in that direction, I think it's a perfectly reasonable restriction:  don't let anti-air units shoot at ground troops.</p>
	<p>But I'm not happy with a restriction in the other direction: I don't want my entire fleet of Bulldogs to be taken out by one Brawler because I didn't notice it flying over their cluster at their build-waypoint.</p>
	<p>TA's method of doing this, as you said, was fine: let some ground units *try* to shoot in the air, so they naturally can defend themselves against slower-moving planes.
</p>
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