Opinions on the season 8 unit/Elite Attack Aircraft

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    • My opinion on the EAA: Availability is too early, but overall isn't too bad damage wise. The attack boost is nice tho ngl.

      The devs must have had a huge grudge against helos, since now they are just useless :rolleyes:

      Only instances I can think for helos now is maybe busting SAM spammers, making attack helos a huge maybe and gunships worthless.
      "War does not determine who is right; only who is left."

      Always strive to be better
      Don't try and be the best
      A better world is always within out fingertips
      But Utopia just causes more stress.
    • No, EAA don't make helicopters useless, because helicopters are generally used due to their amazing "hard to spot on the radar" ability as well as "can't be hit by sams and long range anti-air".

      The fact that helicopters are supposedly "specialist of a one kind of damage", and the EEA, for "reasons", is a "specialist against everything", only points to the EEA being badly balanced in regard to the regular strike fighter.

      In short, EEA make "even more spectacular" how easy it is to kill beginners with Strike fighters in the first place.

      a 10-10 unit in early in the air ecosystem, with a self-boost on damage, remains ludicrous. It's all about curves. 15-15 in late is *very* strong, but there are options to counter it.

      10-10 in early is just... making me laugh. I love myself a power fantasy every once in a while, but once you have drenched you thirst of overpowered feeling, it's good to come back to some balance.
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
    • Opulon wrote:

      No, EAA don't make helicopters useless, because helicopters are generally used due to their amazing "hard to spot on the radar" ability as well as "can't be hit by sams and long range anti-air".
      Yes, but those uses for helicopters don't become relevant until much later into the game. I used to use Gunships as an early-game ground-clearance weapon, because they're cheaper than SFs and you can get them out in numbers more quickly. Now there's EAAs on Day 2, I just build them instead.

      I might build Attack Helis later to hit SAMs with (or SAM-protected ground units), but to be honest... EAAs have so many HP, I could probably just use them anyway, take the SAM damage and replace any losses - that'd be cheaper than investing in Helis, probably?

      (I haven't got that far into a game with EAAs yet, so I don't know for sure how things look in the late game.)
    • Opulon wrote:

      No, EAA don't make helicopters useless, because helicopters are generally used due to their amazing "hard to spot on the radar" ability as well as "can't be hit by sams and long range anti-air".

      The fact that helicopters are supposedly "specialist of a one kind of damage", and the EEA, for "reasons", is a "specialist against everything", only points to the EEA being badly balanced in regard to the regular strike fighter.

      In short, EEA make "even more spectacular" how easy it is to kill beginners with Strike fighters in the first place.

      a 10-10 unit in early in the air ecosystem, with a self-boost on damage, remains ludicrous. It's all about curves. 15-15 in late is *very* strong, but there are options to counter it.

      10-10 in early is just... making me laugh. I love myself a power fantasy every once in a while, but once you have drenched you thirst of overpowered feeling, it's good to come back to some balance.
      "hard to spot on the radar" LOL how many people actually use radar maybe less than 1% , awacs can still see them at high level
      "can't be hit by sams and long range anti-air" but can be hit by mobile anti air vehicle,Elite rail gun from ground, frigates,cruisers from see and all kind of fixed wing aircrafts from air.
      So sorry I will chose EAA over helo 10/10
      I am the best player of this game that was and ever will be
    • @Opulon
      I see your point, but it still doesn't negate the preposterousness of the EAA.


      Opulon wrote:

      No, EAA don't make helicopters useless, because helicopters are generally used due to their amazing "hard to spot on the radar" ability as well as "can't be hit by sams and long range anti-air".
      "Hard to spot on the radar" is true, but if I figure out you're using helicopters in a public match, I go for AWACS ASAP (assuming I haven't already. which is 50/50 depending on if island nation or not). "Can't be hit by SAMs and long range AA"; yes, agree on this part, but EAA could prolly hold their own against SAMs because of their high HP and ludicrous damage against both soft and hard targets. And if you have that many SAMs without me noticing and developing my own helis, then I'm a fool who deserves to lose the battle.

      But yea I see your point; EAA is good, but not the most efficient late-game against SAMs, and easier to detect as well. You should still invest in helis late game to counter enemy SAMs and avoid ground radar from picking you up :thumbup:
      "War does not determine who is right; only who is left."

      Always strive to be better
      Don't try and be the best
      A better world is always within out fingertips
      But Utopia just causes more stress.
    • I remember someone actively kamikazing his ASFs into my Awacs to ensure if would either keep them so far from the front line that his helicopters would remain relevant in terms of "shock value", or to plainly lose them and become blind.

      It's the kind of gameplay i like
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
    • I has tested these units, and they are super power full, and even more ultra power full with Ace Officer Fighter and 4x Elite 8 unit.

      But these elite unit can get very easily, required Air Base lvl 2, Arms Industry lvl 1 and ASF lvl 1 (30 min) or SF lvl 1.

      I has hear about, someone want nerfing these units, i has disagree that. But i have better idea !

      NEW LINE:

      Air Base lvl 2 to lvl 3

      Arms Industry -

      Unlocking unit is: SF lvl 1 unlock to Fighter-Bomber lvl 1 unlock to Attack-Aircraft lvl 1 (Elite Unit)

      Fighter-Bomber Unit Types:


      WEST - F-105 Thunderchief (TIER 1), A-10 Thunderbolt II = A-10A (TIER 2) / A-10C (TIER 3)


      EURO - AMX International AMX (TIER 1) / EMB-312 (TIER 2) / EMB-314 (TIER 3)


      EAST - SU-17 (TIER 1) / SU-25 (TIER 2) / SU-25SM (TIER 3)


      ELITE UNIT 8 should need them Air-to-Air Laser Cannons.


      Alike this image.



      It's feel 90s retro game style. I alike this image. 8)
      Guns are always loaded.
    • Dracula wrote:

      Opulon wrote:

      No, EAA don't make helicopters useless, because helicopters are generally used due to their amazing "hard to spot on the radar" ability as well as "can't be hit by sams and long range anti-air".

      The fact that helicopters are supposedly "specialist of a one kind of damage", and the EEA, for "reasons", is a "specialist against everything", only points to the EEA being badly balanced in regard to the regular strike fighter.

      In short, EEA make "even more spectacular" how easy it is to kill beginners with Strike fighters in the first place.

      a 10-10 unit in early in the air ecosystem, with a self-boost on damage, remains ludicrous. It's all about curves. 15-15 in late is *very* strong, but there are options to counter it.

      10-10 in early is just... making me laugh. I love myself a power fantasy every once in a while, but once you have drenched you thirst of overpowered feeling, it's good to come back to some balance.
      "hard to spot on the radar" LOL how many people actually use radar maybe less than 1% , awacs can still see them at high level"can't be hit by sams and long range anti-air" but can be hit by mobile anti air vehicle,Elite rail gun from ground, frigates,cruisers from see and all kind of fixed wing aircrafts from air.
      So sorry I will chose EAA over helo 10/10
      Opulon wouldn't know he only plays elites anyway
      "Le patriotisme, c'est aimer son pays. Le nationalisme, c'est détester celui des autres."-Charles De Gaulle, Leader of Free France in World War 2.
      English: "Patriotism is to love your country. Nationalism is hating that of others."
    • Dracula wrote:

      Opulon wrote:

      No, EAA don't make helicopters useless, because helicopters are generally used due to their amazing "hard to spot on the radar" ability as well as "can't be hit by sams and long range anti-air".

      The fact that helicopters are supposedly "specialist of a one kind of damage", and the EEA, for "reasons", is a "specialist against everything", only points to the EEA being badly balanced in regard to the regular strike fighter.

      In short, EEA make "even more spectacular" how easy it is to kill beginners with Strike fighters in the first place.

      a 10-10 unit in early in the air ecosystem, with a self-boost on damage, remains ludicrous. It's all about curves. 15-15 in late is *very* strong, but there are options to counter it.

      10-10 in early is just... making me laugh. I love myself a power fantasy every once in a while, but once you have drenched you thirst of overpowered feeling, it's good to come back to some balance.
      "hard to spot on the radar" LOL how many people actually use radar maybe less than 1% , awacs can still see them at high level"can't be hit by sams and long range anti-air" but can be hit by mobile anti air vehicle,Elite rail gun from ground, frigates,cruisers from see and all kind of fixed wing aircrafts from air.
      So sorry I will chose EAA over helo 10/10
      Lmfao. Cruisers, elite railgun and frigates can surely see all kinds of planes. Well at least those that are patrolling in front of you. Max tier SF and ASF have low radar signature. Only units that can detect them are as follows:
      Lvl 5 Frigate
      Lvl 4 AWACS
      Lvl 6 ASF

      The exact reason you choose EAA is why we nerfing it. Because it is too OP.
    • Tom_Cruise wrote:

      What are you players using to supplement the EAA?

      You can only make 10,15 and 20 units at each respective level, they can't be everywhere at once, and do need a day or so in a hospital city to heal, so are you still building gunships/SF's to support EEA's?
      no


      we are building SAMs and ASF to counter other people's EAA 8|
      "Le patriotisme, c'est aimer son pays. Le nationalisme, c'est détester celui des autres."-Charles De Gaulle, Leader of Free France in World War 2.
      English: "Patriotism is to love your country. Nationalism is hating that of others."
    • ewac123 wrote:

      Tom_Cruise wrote:

      What are you players using to supplement the EAA?

      You can only make 10,15 and 20 units at each respective level, they can't be everywhere at once, and do need a day or so in a hospital city to heal, so are you still building gunships/SF's to support EEA's?
      no

      we are building SAMs and ASF to counter other people's EAA 8|
      Yeah. I haven't found that I need anything else yet! Just infantry spam, plus a few ships.

      They've got so many hit points that you don't even really need to worry about enemy anti-air - you can just whack them anyway!

      They kind of can be everywhere at once, because you can spread them thin or mix them with ASFs to give you more groups - it's rare that I've needed the full force of 5 EAAs in one wing to kill the stack I'm attacking. They also heal extremely quickly because of the HP difference between air and ground states.

      I haven't built any artillery at all, or any variety of ground units - just SAMs and radar. Oh, and TDS. Haven't bothered with missiles. It leaves a good chunk of the unit roster pretty redundant.
    • My experience:

      I started this new flashpoint as the baltic states(for context its a tiny nation in FP with 5 cities), and surprisingly found several active players.

      I had taken Belarus with my single arty as he was a noob, and used about 3-4 EAA to take out the entirety of poland.

      By that point I had the second most VPs on the map, second to only Germany(who was in coalition with UK and had taken France, Czechia, and a bunch of AIs)

      My army composition prior to the war with Germany:

      2 Railguns( more on the way)
      2 Destroyers
      4 Corvettes as port blockers
      2 level 2 ASF
      6 EAA
      A bunch of level 3 NG and starting infantry, plus my 2 recons


      Germany army composition:
      At least 8 level 2 MBT
      20 level 3 infantry
      3 level 1 ASF
      3 Towed arty

      I started the war by scouting Berlin with ASF with flyover(doesn't actually declare war unless you patrol directly on it), found no planes in the air, deployed 5 EAA to bomb berlin, and his capital was mine 12 hours later.

      Railguns were deployed to Leipzig while my EAA pounded his 47HP tanks...

      EAA racked up more than 20 kills in first day of combat

      all without the need of ANY meelee combat.

      Casualty count at last news report:

      Baltic States(me): 888
      Germany: 14,084

      Units Lost from me:
      1 EAA lost due to reckless behavior from my end

      Finally got a 15 KD against an active player :D
      "Le patriotisme, c'est aimer son pays. Le nationalisme, c'est détester celui des autres."-Charles De Gaulle, Leader of Free France in World War 2.
      English: "Patriotism is to love your country. Nationalism is hating that of others."
    • 575-Kranzegrad wrote:

      I has tested these units, and they are super power full, and even more ultra power full with Ace Officer Fighter and 4x Elite 8 unit.

      But these elite unit can get very easily, required Air Base lvl 2, Arms Industry lvl 1 and ASF lvl 1 (30 min) or SF lvl 1.

      I has hear about, someone want nerfing these units, i has disagree that. But i have better idea !

      NEW LINE:

      Air Base lvl 2 to lvl 3

      Arms Industry -

      Unlocking unit is: SF lvl 1 unlock to Fighter-Bomber lvl 1 unlock to Attack-Aircraft lvl 1 (Elite Unit)

      Fighter-Bomber Unit Types:


      WEST - F-105 Thunderchief (TIER 1), A-10 Thunderbolt II = A-10A (TIER 2) / A-10C (TIER 3)


      EURO - AMX International AMX (TIER 1) / EMB-312 (TIER 2) / EMB-314 (TIER 3)


      EAST - SU-17 (TIER 1) / SU-25 (TIER 2) / SU-25SM (TIER 3)


      ELITE UNIT 8 should need them Air-to-Air Laser Cannons.


      Alike this image.



      It's feel 90s retro game style. I alike this image. 8)
      . . .
      Guns are always loaded.
    • kurtvonstein wrote:

      new season unit must be anti air infantry to protect against EAA...and to offer some more variaty in defense then using ASF and SAM and frigattes.
      But I wanted Elite Flying Submarine tho...
      "War does not determine who is right; only who is left."

      Always strive to be better
      Don't try and be the best
      A better world is always within out fingertips
      But Utopia just causes more stress.
    • you guys really are dickriders... another op weapon for those who pay who already have inumerous advantages by paying gold for everything. Instead of idk adding new core units so that everyone can enjoy that are balanced and add new ways of playing the game no we instead have to deal with this bs and make you pretty much obligated to invest in ASFs. Fuck this company tbh
    • shrek6satan wrote:

      you guys really are dickriders... another op weapon for those who pay who already have inumerous advantages by paying gold for everything. Instead of idk adding new core units so that everyone can enjoy that are balanced and add new ways of playing the game no we instead have to deal with this bs and make you pretty much obligated to invest in ASFs. Fuck this company tbh
      Not only is this rude but it is also incredibly unfair, this company has been, as opposed to other game ones, fairly nice and open to community feedback. While I agree that gold is hard to beat, it is not unbeatable, adding to the fact that you can earn gold with victories. For Elite units, they are available to everyone during their respective seasons. Finally, investing in ASF is not the best way to counter EAA and should be done anyway to counter early heli rush, while SAM should be also developed eraly to counter SF spam. EAA is a combination of those too that is slightly broken, but does not fundamentally change the counters in public matches. And it is not even taking into account that it will probably get nerfed.


      As per the new unit, I would find it both useful in game and on point with the new to have MANPADS equiped infantry with better anti-armor and/or anti-air stats. But I a, sure this suggestion has already been shared.

      Happy hunting.
    • shrek6satan wrote:

      you guys really are dickriders... another op weapon for those who pay who already have inumerous advantages by paying gold for everything. Instead of idk adding new core units so that everyone can enjoy that are balanced and add new ways of playing the game no we instead have to deal with this bs and make you pretty much obligated to invest in ASFs. Fuck this company tbh

      I prefer to deal with long, hard and inflatable problems with my mouth-related skills. ASF were already pretty much mandatory before all those units, in the same way than SAMs were useful. You are just discovering core units because the pain treshold to not use them becomes too much.

      Now, nobody is arguing that the Elite Strike Fighter doesn't need a big nerf.
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.