-Anti Air needs a rework.
>As it stands, all of your AA units like to auto-target the same unit. While early on this isn't a big issue, it quickly does become a problem when the other play goes full population air. As AA targets, you always have MASSIVE overkill that causes more than 6 wolverines or 5 reavers obsolete. This also makes it hard to kill air armies because it takes so long for them to switch targets one by one. Also in this scenario, air has an advantage because of their ability to kill and switch targets faster than AA. Air units have fast constant attacks that can carry onto the next unit after the previous target dies while Anti Air has to wait for their missles to hit and by the time the targeted unit dies, the next volley is sometimes lost entirely. Not to mention their will always be more Air units because of their lower population. I am aware that AA has an AOE, its almost never noticed because of how Air naturaly distances themselves. Players should not have to go full population Anti Air and micro so much to deal with the units they should counter. Either the AA missles need to be able to auto target onto another adjacent Air unit, the damage values for Air to AA needs to be changed drastically, Air should clump up tighter to actually be damaged by AOE or a combination of the 3.
>>This scenario is also true for other units like the blisterback. More than 6 blisterbacks will over DPS armies, causing the remaining shots to be dispersed into the air while kodiak shells will still land regardless of how many there are.
-Units only gain veterancy when still and NOT on hold position.
>This favors units over others because of this. All units should be able to gain Veterancy regardless of their positioning. There's no value in keeping your units alive if they're never going to vet up
*Smaller things I've noticed:
-Banished in general:
-Choppers vs UNSC early game needs tweaking. Ram is too strong
-Effectiveness of multiple shields on bases should be increased. The cost vs reward of more shields on a base is too poor and never seen
*UNSC in general:
-Condor needs better targeting.
>Condors have an extremely hard time hitting fast units. Why am I spending 2k of each resource on something that only hits half the time?
-Effectiveness of turrets vs infantry rushes needs tweaking.
>200-300 power to make an anti infantry turret isn't viable due to how well early infantry can stack against them. Yes I know this can make more of a campy style and flamers/JPBs are anti building, but there's no point in going turrets vs infantry early on. It's either play well with your first army or you are done. Theres no crutch for the weaker player in that scenario
-Effectiveness of Yap Yap's heavy grunts late game.
>Yap Yap's heavy grunts offer too much hp value after they're fully upgraded especially for their cost.
-Get back out there is a joke for only 6 units. I understand if this would be hard to change due to hunter's value in this, but in most cases the lost infantry is grunts, fodder or riders.
-Targeting on units when frozen needs to be changed.
>units will no longer target frozen units and when all available targets are frozen, your units will do nothing. This is an obvious problem
-Third point resource/production boost needs changing.
>The previous nerf to the range makes the third point invalid. Either get rid of it or make it last longer on T3 to make the point viable again. Making it last longer can make it more viable to be placed on production buildings rather than resource in some scenarios
-More events like The Yappening
>temporary game modes like The Yappening are very fun. Even if some aspects are broken all to hell.l, I don't care. That's what makes them so great. And at the end of the day, its a temporary mode that can surface again at a later limited time
>>As far as I know, little to nobody plays Rumble or especially domination. Maybe these can be removed and tweaked to be more appealing and put into a "Pool of Modes" that can randomly change every 1-2 weeks in association with any other modes
-Make skull bonuses adjustable
>Some people like to play with these. Being able to make the game absolutely broken by making bonus resources 100% or unit abilities instantly recharge would make things interesting
-NEW SKULL: Game speed
> This can cupple well with the previous "adjustable" proposition. This can appeal to new players and "pro" players alike. Playing on a faster speed allows for less reaction times and can help train higher skilled players or can just be fun for lower tier players if they wish to play with it on
>> I understand that this can interfere with the achievement to win a campaign mission with all defuf skulls on. You can make this a neutral skull like the paint grenades, birthday party and love beams