Hi guys I understand where you're coming from but I have to disagree here, vultures en mass were always pretty powerful but if you leave a player to mass vultures you probably giving them too much room. What this update has done is allow vultures to be part of a unit mix and still be effective which is great to see. As for the Phoenix missile you're given at least 3 seconds with a laser line to the unit before it's fired, if you quickly move that unit out of the formation the Phoenix missile becomes way less powerful.
Probably just not used to versing them because not many people were putting them into unit mixes but it's good to see this become viable again.
Merry Christmas people.
I hope you had a Merry Christmas as well.
While it is still a new strategy and adapting to the updates is important I still find it difficult to agree that "Attack them before they get to that point" is a good solution, and certainly not a fun one. By that logic then Rushing is the counter to all strategies outside of the enemy rushing, since you end the game in the first couple of minutes.
As I said before I'm all for the Vulture getting a buff, as they were only ever good to break stalemates by building a full pop worth of them and hitting an enemy base with the Phoenix missiles. I think the buff to the speed and damage is a good idea. However, the Phoenix missile was already strong before the buff so I specifically think that the Phoenix missile should be reverted. It's the only unit ability in the game that carries that much damage potential in such a short amount of time outside of hero unit abilities.
As you said splitting the unit that's targeted off is an option to mitigate damage but as it stands the Phoenix missile is still a death sentence to the chosen unit if it's anything short of a tank or hero. Also I think the targeting laser should be a bit more visible as reavers/wolverines are obviously a popular target for Vultures, but when the AA units are in formation they can be rather close together making it difficult to see which unit is targeted in the short amount of time available. Reavers stand very close together making that even harder, while wolverine pathfinding is questionable sometimes so they get stuck driving in circles trying to get around other units. Next thing you know your AA is debris flying out the battlefield.
There simply seems to be no counter to Vultures once there's more than 6 of them because the Phoenix missiles can just clear out any AA built to respond against them before more than 2 missile salvos from the AA unit gets launched. Every strategy needs to have a counter, AA or core air should be the counter to Vultures but that isn't the case as the Phoenix missile obliterates a significant number in only 3 seconds.
That's why I listed some potential solutions in my previous post though a simple one I managed to forget about is simply reducing the AOE or the damage of the AOE. Currently the AOE seems to do the same damage as the direct missile impact, reducing it so the area around where the Phoenix missile hits does only half the damage would also make it less devastating to entire armies but leave it as a good option to his priority targets.
I know I mentioned in the previous post as well but it really bugs me, why can't shrouds intercept the Phoenix missile
? It is utterly baffling that such a high damage projectile cant be negated by the one unit whose job is to shoot down projectiles.