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Bomber gunship triggers

Aaron Warner edited this page Aug 30, 2022 · 2 revisions

Should rather than can

T1 Bomber Defensive - units within x radius or angle based modifier?

Offensive - Killing engineers and t1 mass points. How long? Should this require scouting callbacks to validate an area? Positions where a player would struggle to mobilize interceptors in time?

Gunship

Defensive - more expensive than bomber without much benefit in the situation.

Offensive - Compact attack position. More susceptible to flak so would need to have logic to pull away from mobile/static aa.

T2

Bomber

Defensive - Can’t think of a good reason to build them based on defensive triggers. Compared to the T1 bomber the build time is almost 5 times higher. If you have more time to build one and wont have contested skys then it could make sense. Needs supporting build power from engineers.

Offensive - pgen strikes, unshielded firebases, acu strikes if acu is in the open. T2 mex kills?

Gunship

buildtime and cost are less than bombers, only option for Aeon in T2.

Defensive - Can be useful when groups of units with no mobile aa support are attacking. Cybran and Aeon mainly. Need supporting build power from engineers.

Offensive - Can snipe outer mexes if enemy does not have air control. ACU Snipes if acu has no air support.

T3

Defensive - Can be good but requires supporting build power and no t3 mobile aa units with whatever you are defending against.

Offensive - Good offensive capability against t2 anything. Needs more time for T3 effectiveness.

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