First, let me say that I thought this post through carefully before posting it, and would like to keep my position on it. Currently, the core units are the soft counters, and the anti's are the hard counters. However, it is my opinion that this structure is wrong, as it creates an imbalance in the units. For example, let's say wolverines are a hard counter, and beat air when in high enough numbers. It doesn't matter how many wolverines you have, just picture that some number beats air. Now, if wolverines can beat air, then that creates a power imbalance in the infantry vehicle air triangle, as vehicles can now beat the other two branches. (Infantry and air) creating a meta where people only go vehicles. The game would be much more dynamic if core units filled their role better, as it would create a stronger need for adaptation in unit composition.
I still have some concerns about this list. Two things in particular. Air vs Structures and the air/vehicle/infantry triangle.This post is wrong on so many levels I don't have time to type it all. I'm going to try. U have it completely mixed up. The game triangle is all SOFT counters. Infantry>air>vechiles>infantry. The UNITS counters are HARD. Example Cyclops to vechile. They are designed for one purpose and one purpose only. Of course it's stronger. Air trades durability for decent all around damage. You need to think before u post this stuff.
To start, air's main problem was that they were good against buildings, and now that they're requiring less supplies and do more base dps, they're going to be even MORE effective at cheesing bases. Air should not be the used to do major building dps. Air vs buildings dps should be reduced 30-40%. It's that bad.
Also, the triangle that infantry beats air isn't as effective as it should be. Infantry should tear apart air. AA should only be a temporary solution,(soft counter) until you mass produce infantry, the hard counter. Same with tanks vs infantry. Cyclops,(soft counter) should only be a temporary solution to buy you time to make air, the hard counter.
My fear is that by keeping air so strong against buildings, not being threatened by infantry, thus not having a hard counter, air will continue to run rampant. Even if AA is made to beat air, (Which it shouldn't beat a large army of air, because that's not it's role) then this will still be bad, as the roles of the units are messed up, creating an imbalance in the units, and shifting the meta to where vehicles are meta, (due to not being as easy to counter as infantry or air.) In addition, air will be bad at it's role, (Air vs vehicles) and broken at something it shouldn't be able to do (air vs structures). This needs to be addressed.
Example - Say you're on tech 2, and going warthogs. You scout and see the enemy's going air. Now, the natural solution should be to build infantry, but this might take too long, as you might have scouted after the enemy already had several hornets/banshee's out, and you might not have any upgrades on your infantry. Thus, wolverines as a temporary solution makes sense - they're not meant to stop the air, but deter it until you get your infantry out and upgraded.
Another example - You're going infantry and scout they're going vehicles. You can build cyclops as a temporary solution, while you get an airpad up to build hornets/banshees. If the current hard counters,(Cyclops/wolves) beat the unit they hard counter, then it removes a lot of the dynamic of the game,(Infantry beats air/vehicles) Creating an infantry meta. As a proposed solution, infantry needs to be improved to better combat air. (+10-15% damage to marines vs air, and +15-20% damage to grunts vs air)
if you want to encourage variety of play style, then limiting the choices of units when it comes to countering others is the wrong idea. Instead, the system as it stands should just be balanced. Not in the sense that air = wolverines or that core infantry = crap, but instead, in the sense that every branch has a weakness from the other 2 branches and also a strength against the other 2 branches, such as I have outlined below:
Air Wins Against |Vehicles and Infantry|
| Vehicles | Infantry |
It Beats: Core - Veh Spec - Inf
With: Core - Air Core - Air
Air Loses Against (Vehicles and Infantry)
Its: Core - Air Core - Air
Is Beaten By: AA - Veh Core - Inf
Veh Wins Against |Air Units and Infantry|
| Air Units | Infantry |
It Beats: Core - Air Core - Inf
With: AA - Veh Core - Veh
Veh Loses Against (Air Units and Infantry)
Its: Core - Veh Core - Veh
Is Beaten By: Core - Air AV - Inf
(Air Units) (Infantry)
Inf Wins Against |Air Units and Vehicles|
| Air Units | Vehicles |
It Beats: Core - Air Core - Veh
With: Core - Inf AV - Inf
Inf Loses Against (Air Units and vehicles)
Its: AV - Inf Core - Inf
Is Beaten By: Core - Air Core - Veh
(Air Units) (Vehicles)
(AV - Inf) ~~~ Anti - Vehicle Infantry
(Core - Inf) ~~~ Core - Infantry
(AA - Veh) ~~~ Anti - Air Vehicle
(Core - Veh ~~~ Core - Vehicle
Of course, I’m keeping in mind, there are obviously more unit roles than what I just typed here ~~~ Anti - Infantry (rangers, suicide grunts, and snipers), Anti - Structure (Locusts, and Kodiaks), Rush - Infantry (Flamers and brute hammers), Heavy Vehicles (Scorpions and Wraths), Heavy Air (Vultures and Blisterbacks), Support Units and Scout Vehicles (Ghosts, Choppers, and Jack Rabbits), etc. But these each have nothing to do with the triangle itself, they just add to the play dynamic overall. Same with Ultimate Units and Leader Units. Just Dynamic Play-style diferrences.