And i already agreed you air in 1 vs 1 is very weak, only in teamgames it's very difficult to handle,I don't understand what you want to happen. If you recognise that it's only in low level play then the problem is people just need to learn how to play the game better. What do you want 343 to do? Make it so air just isn't in the game at all? I'm telling you right now air is imo slightly underpowered when you have good micro to "has its place" in lower level teams so I can't see how doing anyhting else will help, AA has already gained a speed buff and other buffs aswell. You just need to keep decent map vision and send your AA to defend the affected areas and on most maps it's pretty easy to make sure it doesn't even get to that point as air can't engage any AA at all until you have a lot of it up so till that point it's bascially a 3v2 and if you can't win then nerfing air isn't going to help you. I'm not 100% sure if 6 wolves can kill full pop air when it's kiting around a 4 turret AA base but it will sure as hell do enough that your other 96 pop can go and wreck their now undefended bases.they are still one of the most efficient base melter. Tested on youtube.A T3 UNSC base in 22 seconds.I was talking about teams, when you're pushing you don't nesscarily need to leave units behind, Most maps the bases are pretty close together so you can quickly get onto the enemy and drop bases, with just 2-3 wolves left behind and 4 AA turrets you will cripple the enemy air army enough that you will win the base trade easily especially as you can retrain a couple of extra AA units when you a few units in your push. With the recent nerfs to air vs building they are no where near as effective and with the high cost of air in terms of supply and how useless it is till you get a lot of it up you can really punish them while they are building up to that point. If you are losing map control and are unable to break even one base when they are getting up to tech 3 for the air then you need to change something about your plays. BTW when I said I would customs you I meant teams not 1v1 I can do 2s easily and 3s might take a bit longer to get a team together but I would imiange there would be people here that would be happy to help me prove air is not in OP.i was refering to team games there, in 1 vs1 air is easily denied and counteren, in 3vs 3 its pretty hard if 2 or more go air and turtle hard.I want to see these "6 wolves won't stop you" cause if you have a similar upgrade level to the air the wolves are going to do a ton if properly micro'd especially when combo'd with AA turrets. In teams you have two armies and if one or both of your enemies are going mass air you only need one type of unit to counter them and with proper micro you can just absolutly wreck air right now especially mass air. The only time i've even seen air being useful recently in 2s when some of it is mixed in and not much of it (at most half of one players pop). You also mention air taking up less space so it's easier to focus fire a bass, this is a complete double edged sword as leader powers and the splash damage off AA will munch up clumped air super fast. IDK maybe you know something I don't and if you think so I will gladly custom you in teams so you can show me why air is so good. I agree it can be a lot harder to stop if you are playing someone with passives like deci but that is a problem with him not the units themselves.
The Problem with air in teamgames, is the high mobility with base sniping potential, as well that core air units can all attack one building or unit at once , cause they need little to no space. For example , tanks are much more difficult to clump together and with this effectly attack a base while all units are in range.
Another thing is the focus fire of wolverines which negate alot of their potential.
If you got max population air and want to snipe a base, 6 wolverines won't stop you, even when they are left at the base, which is also dead pop.
Also when the enemy goes full pop wolves, you can still snipe his bases , because you have the far greater mobility.
Even when he arrives in time you can just focus fire the base loose like 1/4 of your pop and still have an cost effective fight.
In my opinion a solution would be , increasing the pop of banshes and hornets by 1, so they can't be massed so easily and give them a slight buff in health and dmg vs everything but AA and buildings.
In the end you have fewer more effective units, which can be better countered by AA (focus fire negating) and can still be viable.
*and buff the vulture
Its pretty difficult not to play passive the whole time and almost impossible to move out on the map.
For example, you let 6 wolverines where you claim that they beat full pop air at each of your at least 2 bases you have 12 units dead pop which doesnt help when you attack an enemys base. In addition you have to get some anti air in your army too, to defend against mass air engagements. With this your push will be very weak and if they turtle almost unbeatable.
At least thats my problem when i play 3 vs 3
And mate im plat u are grrandmaster, of course you will win, we could also do this in starcraft where im master at the moment , where i can kill you with lings only while you have for example helions.
Right now its fact that in the lower leagues = under dia for many people air is a problem in teamgames.
And i even doubt your quote that 6 wolves can kill full pop air. We can gladly do this, cause that test was also made on youtube a while ago, you need 10 wolves to kill mass air unmicroed by both sides
I contribute to the forum with suggesting changes like buffing air but increase the pop , this will help in lower leagues , cause it's harder to missmicro, and teamgames cause the focus fire is beeing negated at least a bit.
And yes the game should be balanced in lower but also in higher leagues .