I agree with you 100% and i understand that it isn't an easy task but tbh i would like to see the damage at least turn down a bit against nightingales, engies and shrouds because right now anti air shredd them.THEWALL766 wrote:I have a strong Air is not OP persona but ill give you my opinion on why Air will never be truly balanced.AcE Hisoka wrote:Hey my friend could we add that Anti-air needs to do less damage to air or at least against support units,THEWALL766 wrote:We agree 100% about the cooldown being adjusted so that it doesn't start going until after the unit death. Unfortunately that would require a code rework of the power and the devs have a lot of other things they need to work on such as MCC. It would be great but im pretty sure everything that I included was just a number change which is often the path of least resistance in getting a change.AcE Hisoka wrote:Wow thanks to everyone who worked on this.
This are great changes and i agree 100%
But i would add to the list that the cooldown of the deci drop and retriever actually starts when the units are killed not when they are dropped.
Thanks again for this great list
Have a nice day guys
maybe we could buff the production speed of AA to compensate. What do you guys think about it? Just curious.
AA suffers from overkill, they fire way too many missiles at 1 target and most of them miss because the first target is eviscerated. Because of that, Air might appear more survivable if the AA isn't targeting the core of the air ball. To compensate for that AA is very resistant to Air damage, and Air itself is very flimsy. Because of this, most high level players do not like using air as a T2 transition because it loses to almost everything, has no survivability, and is crazy expensive per pop (banshees specifically). Unfortunately, reworking the AI for the targeting would be the coding equivalent of moving a mountain so hoping for a fix is out of the question. As long as the overkill exists, air will probably need to remain low health units in order to keep things "fair" more or less. I actually want to reduce the cost of banshees but there are very few ways of buffing air so that it is more usefull at T2 and not abusive at T3. There are many people that have proposed an acceleration buff to wolves, I think that is completely fair. I also have been toying with the idea of making hornets 5 pop and banshees 4 pop and buffing them accordingly so that we worry less about overkill and don't get air units rinsed by LPs, but that is pretty radical and I don't think ill get much support since a lot of people like the aesethic of "Massive armies".
TLDR, balancing air with the current AI is incredibly challenging and there is never a meaningful discussion because it always devolves into "Air is OP" vs "Air is Garbage".
Btw i really like that idead of increasing the pop of banshees and hornets.
Ohh and maybe you could add that anders sentinels need to be 4 pop, because this guys are still ridiculous strong when massed.