A Proposed fix for air spam

Everybody knows air only armies are annoying (especially when wielded by a decimus) and I’m my opinion, wolverines and reavers are not nearly effective enough. I did some testing with a friend yesterday (unfortunately I didn’t record specific data) but it’s roughly 1 reaver for every 3 banshees. This means that for a 40 banshee Air Force, one must field 14 reavers (I rounded up) to effectively counter, this is 70 population, that’s more than HALF of your army dedicated to a unit that can only effectively attack a single unit type, and both of these cost power. So I have a few recommended changes to help reduce the needed reaver support to fight air spam, because in 2v2 or 3v3 having those 14 reavers, sets you up to get CRUSHED by a ground army.

BANSHEES AND HORNETS: banshees and hornets need to cost power, it doesn’t need to be much, I’d argue 45 as a good amount. But this slows the snowball effect down drastically, because now it’s not all supplies into banshees(hornets) and every drop of power into upgrades, it will heavily slow down how fast air armies will reach full strength. Banshees should perhaps move a bit shower as well, go make their map coverage and leader power fidgeting less effective.

BANSHEES: move the plasma torpedo function to a active ability (Y button ability) it as absolutely ABSURD that banshees can do as much as that do, they dunk on all ground vehicles save for reavers and wolverines, and in the infantry department there are like 6 infantry units in the whole game (not counting heros) that can actually HIT air (despite infantry being their supposed counter) and infantry gets faded out late game due to being ruined by leader powers, so there is no reason that banshees get guaranteed air superiority as well. It annihilates the nightingales and air support of balanced armies, deletes hornets, and makes vultures nigh obsolete since they can hardly get a Phoenix missile off before being erased. Moving plasma torpedo to an ability will still let banshees eradicate things, but not as many things.

Nightingales: slight movement speed reduction, of one has a complete Air Force as unsc they definitely have these bad bois, banshee builders just rebuild the casualties usually, but unsc likes to keep hales around (typically for the benefit of a few vultures as well) reducing nightingale speed will slow down complete air armies without hitting hornets (which I don’t think are as strong) as hard

infantry/ NON-AA vehicles: before we get into the last really important point I’d like to make Here’s some poppers changes to pretty much everything/ anything else to hinder air more.
UNSC INFANTRY: there is a single UNSC infantry unit that can hit air. Marines (I guess ODSTs too but they’re not that great at it either). Despite the fact that infantry is the Rock-Paper-Sissors counter to air. Marines either need their AA capabilities improved(like the return of the RPG ability) or the UNSC needs to get an additional infantry unit that can actually damage air effectively. There’s already anti infantry, building, and vehicle infantry, how much damage would AA infantry cause? Probably not much.

BANISHED INFANTRY: The banished have 5 infantry types that can hit air. Grunts,rangers,Heavy Grunts, Enforcers,brute Grenadiers (I may be missing one) so while I also propose an AA infantry unit, it could be a bit weaker than the UNSC one since banished infantry has a much better time actually hitting air.

UNSC VEHICLES: Scorpions, let them shoot their cannons at air, I know it doesn’t make that much sense, but you can do it in the actual halo games and it’s not too ludicrous a concept. It will improve the ability for a balanced army to actually compete with an air one. Warthogs, give them a rocket marine like flame hogs, it’ll let them do a bit more damage to air without really running any risk of making them too OP (again improving more balanced army strategies) Colossus: same change as scorpion,
The mantis is the most reliable unit for the unsc when it comes to fighting air (in my opinion) they do pretty well against air, and aren’t utterly crushed by a ground army other ground units being more reliable would really help hinder simple air spam. (No changes to mantis just praising them a bit)
grizzly: same change as scorpion
grizzly and scorpion: let Y abilities target air as well, just dawned upon my, but that’d also bolster ground a great deal.

BANISHED GROUND:
Wraith: same changes as scorpion/grizzly
Locust: increased resistance from air, locusts are notoriously fragile, and it hinders their ability to “work” when they can be targeted and killed nearly insanity, they have enough trouble with leader powers as is.

WOLVERINES: the big one, I’m just gonna say it outright,
wolves are trash, to fix that I propose a few changes
increased health and a shield of matching quality to that of a reaver
the return of the Volley ability, wolves are useless against ground, volley would let them do a bit of damage in a brief burst, then go back to uselessness but they’d be much more effective
decreased cost: self explanatory, to much power for such a bad unit.
increased AA damage, to perhaps bring them a bit more in line with reavers

REAVERS: the actually functional air unit, but still not perfect.
Increased fire rate, remove the wierd theming where missiles in air lose functionality when target dies, this will make them more consistent and maintain more constant damage,
increased health
im not fully aware how their Y ability works, but just add damage and give it a spartan slam level stun, if it has these then improve them.

The AA units need to be in huge quantity to stop a lot of air, hunters erase tanks, but AA takes FOREVER to kill something, this should fix that, and the increased bulk will stop that decimus player from just glassing all of your AA, the Y ability changes will allow AA to actually contribute to a ground battle.

TLDR: make banshees and hornets cost power, let tanks use their cannons against air, make reavers and wolves bulkier do more Damage and either improve or add y abilities, add an anti air infantry to every leader of both factions.

in closing. There is way too much in this game that cannot hit air for the anti air units to be as bad as they are, and air armies can snowball waaaay too hard sind ether units don’t need power despite their counter needing it. Thanks for reading friends, and should any DEVS be reading, please Bro, every game has a decimus I’m sick of the banshees

I uhh, don’t think you’re in a very good position to balance air considering your…record…
Also this is the biggest most uneeded essay I’ve ever seen. Just don’t play 3v3s and build AA and AA turrets with UNSC if you’re having the many issues lol
Revears are also super op against air

Your comparison of one Reaver = three Banshees is exactly why Banshees are bad.

When T2 rolls around, Banshees are instantly melted by AA, which makes them unusable T2, unless someone is way ahead. T2 air is pricey and with how quick AA drops them, you’ll never build up enough.

I disagree, Air is supposed to be rather good, and I’ve had instances of my UNSC base marines melting banshees, it’s a case of if you have the engineer in my opinion, since the engineer upgrade adds a marine with a rocket launcher

> 2533274945609272;1:
> Everybody knows air only armies are annoying (especially when wielded by a decimus) and I’m my opinion, wolverines and reavers are not nearly effective enough. I did some testing with a friend yesterday (unfortunately I didn’t record specific data) but it’s roughly 1 reaver for every 3 banshees. This means that for a 40 banshee Air Force, one must field 14 reavers (I rounded up) to effectively counter, this is 70 population, that’s more than HALF of your army dedicated to a unit that can only effectively attack a single unit type, and both of these cost power. So I have a few recommended changes to help reduce the needed reaver support to fight air spam, because in 2v2 or 3v3 having those 14 reavers, sets you up to get CRUSHED by a ground army.
>
> BANSHEES AND HORNETS: banshees and hornets need to cost power, it doesn’t need to be much, I’d argue 45 as a good amount. But this slows the snowball effect down drastically, because now it’s not all supplies into banshees(hornets) and every drop of power into upgrades, it will heavily slow down how fast air armies will reach full strength. Banshees should perhaps move a bit shower as well, go make their map coverage and leader power fidgeting less effective.
>
> BANSHEES: move the plasma torpedo function to a active ability (Y button ability) it as absolutely ABSURD that banshees can do as much as that do, they dunk on all ground vehicles save for reavers and wolverines, and in the infantry department there are like 6 infantry units in the whole game (not counting heros) that can actually HIT air (despite infantry being their supposed counter) and infantry gets faded out late game due to being ruined by leader powers, so there is no reason that banshees get guaranteed air superiority as well. It annihilates the nightingales and air support of balanced armies, deletes hornets, and makes vultures nigh obsolete since they can hardly get a Phoenix missile off before being erased. Moving plasma torpedo to an ability will still let banshees eradicate things, but not as many things.
>
> Nightingales: slight movement speed reduction, of one has a complete Air Force as unsc they definitely have these bad bois, banshee builders just rebuild the casualties usually, but unsc likes to keep hales around (typically for the benefit of a few vultures as well) reducing nightingale speed will slow down complete air armies without hitting hornets (which I don’t think are as strong) as hard
>
> infantry/ NON-AA vehicles: before we get into the last really important point I’d like to make Here’s some poppers changes to pretty much everything/ anything else to hinder air more.
> UNSC INFANTRY: there is a single UNSC infantry unit that can hit air. Marines (I guess ODSTs too but they’re not that great at it either). Despite the fact that infantry is the Rock-Paper-Sissors counter to air. Marines either need their AA capabilities improved(like the return of the RPG ability) or the UNSC needs to get an additional infantry unit that can actually damage air effectively. There’s already anti infantry, building, and vehicle infantry, how much damage would AA infantry cause? Probably not much.
>
> BANISHED INFANTRY: The banished have 5 infantry types that can hit air. Grunts,rangers,Heavy Grunts, Enforcers,brute Grenadiers (I may be missing one) so while I also propose an AA infantry unit, it could be a bit weaker than the UNSC one since banished infantry has a much better time actually hitting air.
>
> UNSC VEHICLES: Scorpions, let them shoot their cannons at air, I know it doesn’t make that much sense, but you can do it in the actual halo games and it’s not too ludicrous a concept. It will improve the ability for a balanced army to actually compete with an air one. Warthogs, give them a rocket marine like flame hogs, it’ll let them do a bit more damage to air without really running any risk of making them too OP (again improving more balanced army strategies) Colossus: same change as scorpion,
> The mantis is the most reliable unit for the unsc when it comes to fighting air (in my opinion) they do pretty well against air, and aren’t utterly crushed by a ground army other ground units being more reliable would really help hinder simple air spam. (No changes to mantis just praising them a bit)
> grizzly: same change as scorpion
> grizzly and scorpion: let Y abilities target air as well, just dawned upon my, but that’d also bolster ground a great deal.
>
> BANISHED GROUND:
> Wraith: same changes as scorpion/grizzly
> Locust: increased resistance from air, locusts are notoriously fragile, and it hinders their ability to “work” when they can be targeted and killed nearly insanity, they have enough trouble with leader powers as is.
>
> WOLVERINES: the big one, I’m just gonna say it outright,
> wolves are trash, to fix that I propose a few changes
> increased health and a shield of matching quality to that of a reaver
> the return of the Volley ability, wolves are useless against ground, volley would let them do a bit of damage in a brief burst, then go back to uselessness but they’d be much more effective
> decreased cost: self explanatory, to much power for such a bad unit.
> increased AA damage, to perhaps bring them a bit more in line with reavers
>
> REAVERS: the actually functional air unit, but still not perfect.
> Increased fire rate, remove the wierd theming where missiles in air lose functionality when target dies, this will make them more consistent and maintain more constant damage,
> increased health
> im not fully aware how their Y ability works, but just add damage and give it a spartan slam level stun, if it has these then improve them.
>
> The AA units need to be in huge quantity to stop a lot of air, hunters erase tanks, but AA takes FOREVER to kill something, this should fix that, and the increased bulk will stop that decimus player from just glassing all of your AA, the Y ability changes will allow AA to actually contribute to a ground battle.
>
> TLDR: make banshees and hornets cost power, let tanks use their cannons against air, make reavers and wolves bulkier do more Damage and either improve or add y abilities, add an anti air infantry to every leader of both factions.
>
> in closing. There is way too much in this game that cannot hit air for the anti air units to be as bad as they are, and air armies can snowball waaaay too hard sind ether units don’t need power despite their counter needing it. Thanks for reading friends, and should any DEVS be reading, please Bro, every game has a decimus I’m sick of the banshees

When t2 rolls around and you see even 1 banchee you should be making at least 5 anti air units ASAP. As UNSC combat tech marines mixed with tanks, nightingales, and wolverines HARD counters air and gives you a pretty balanced army to boot. As banished just mix in reavers, engineers, and shrouds with anything else you have and abuse cloaking. Most people who go air don’t make any units that see cloak so…

“They dare attack me from the air!? ROAR!”

> 2533274852649151;6:
> “They dare attack me from the air!? ROAR!”

They say fools, not roar

If it ain’t broke, don’t fix it…

> 2533274987473168;4:
> I disagree, Air is supposed to be rather good, and I’ve had instances of my UNSC base marines melting banshees, it’s a case of if you have the engineer in my opinion, since the engineer upgrade adds a marine with a rocket launcher

While marines aren’t that bad against air, they hold up about as well as a paper clip against anything else, not a perfect solution (especially in 2s or 3s) but they do kinda work so I see your point.

> 2535407467107815;5:
> > 2533274945609272;1:
> > Everybody knows air only armies are annoying (especially when wielded by a decimus) and I’m my opinion, wolverines and reavers are not nearly effective enough. I did some testing with a friend yesterday (unfortunately I didn’t record specific data) but it’s roughly 1 reaver for every 3 banshees. This means that for a 40 banshee Air Force, one must field 14 reavers (I rounded up) to effectively counter, this is 70 population, that’s more than HALF of your army dedicated to a unit that can only effectively attack a single unit type, and both of these cost power. So I have a few recommended changes to help reduce the needed reaver support to fight air spam, because in 2v2 or 3v3 having those 14 reavers, sets you up to get CRUSHED by a ground army.
> >
> > BANSHEES AND HORNETS: banshees and hornets need to cost power, it doesn’t need to be much, I’d argue 45 as a good amount. But this slows the snowball effect down drastically, because now it’s not all supplies into banshees(hornets) and every drop of power into upgrades, it will heavily slow down how fast air armies will reach full strength. Banshees should perhaps move a bit shower as well, go make their map coverage and leader power fidgeting less effective.
> >
> > BANSHEES: move the plasma torpedo function to a active ability (Y button ability) it as absolutely ABSURD that banshees can do as much as that do, they dunk on all ground vehicles save for reavers and wolverines, and in the infantry department there are like 6 infantry units in the whole game (not counting heros) that can actually HIT air (despite infantry being their supposed counter) and infantry gets faded out late game due to being ruined by leader powers, so there is no reason that banshees get guaranteed air superiority as well. It annihilates the nightingales and air support of balanced armies, deletes hornets, and makes vultures nigh obsolete since they can hardly get a Phoenix missile off before being erased. Moving plasma torpedo to an ability will still let banshees eradicate things, but not as many things.
> >
> > Nightingales: slight movement speed reduction, of one has a complete Air Force as unsc they definitely have these bad bois, banshee builders just rebuild the casualties usually, but unsc likes to keep hales around (typically for the benefit of a few vultures as well) reducing nightingale speed will slow down complete air armies without hitting hornets (which I don’t think are as strong) as hard
> >
> > infantry/ NON-AA vehicles: before we get into the last really important point I’d like to make Here’s some poppers changes to pretty much everything/ anything else to hinder air more.
> > UNSC INFANTRY: there is a single UNSC infantry unit that can hit air. Marines (I guess ODSTs too but they’re not that great at it either). Despite the fact that infantry is the Rock-Paper-Sissors counter to air. Marines either need their AA capabilities improved(like the return of the RPG ability) or the UNSC needs to get an additional infantry unit that can actually damage air effectively. There’s already anti infantry, building, and vehicle infantry, how much damage would AA infantry cause? Probably not much.
> >
> > BANISHED INFANTRY: The banished have 5 infantry types that can hit air. Grunts,rangers,Heavy Grunts, Enforcers,brute Grenadiers (I may be missing one) so while I also propose an AA infantry unit, it could be a bit weaker than the UNSC one since banished infantry has a much better time actually hitting air.
> >
> > UNSC VEHICLES: Scorpions, let them shoot their cannons at air, I know it doesn’t make that much sense, but you can do it in the actual halo games and it’s not too ludicrous a concept. It will improve the ability for a balanced army to actually compete with an air one. Warthogs, give them a rocket marine like flame hogs, it’ll let them do a bit more damage to air without really running any risk of making them too OP (again improving more balanced army strategies) Colossus: same change as scorpion,
> > The mantis is the most reliable unit for the unsc when it comes to fighting air (in my opinion) they do pretty well against air, and aren’t utterly crushed by a ground army other ground units being more reliable would really help hinder simple air spam. (No changes to mantis just praising them a bit)
> > grizzly: same change as scorpion
> > grizzly and scorpion: let Y abilities target air as well, just dawned upon my, but that’d also bolster ground a great deal.
> >
> > BANISHED GROUND:
> > Wraith: same changes as scorpion/grizzly
> > Locust: increased resistance from air, locusts are notoriously fragile, and it hinders their ability to “work” when they can be targeted and killed nearly insanity, they have enough trouble with leader powers as is.
> >
> > WOLVERINES: the big one, I’m just gonna say it outright,
> > wolves are trash, to fix that I propose a few changes
> > increased health and a shield of matching quality to that of a reaver
> > the return of the Volley ability, wolves are useless against ground, volley would let them do a bit of damage in a brief burst, then go back to uselessness but they’d be much more effective
> > decreased cost: self explanatory, to much power for such a bad unit.
> > increased AA damage, to perhaps bring them a bit more in line with reavers
> >
> > REAVERS: the actually functional air unit, but still not perfect.
> > Increased fire rate, remove the wierd theming where missiles in air lose functionality when target dies, this will make them more consistent and maintain more constant damage,
> > increased health
> > im not fully aware how their Y ability works, but just add damage and give it a spartan slam level stun, if it has these then improve them.
> >
> > The AA units need to be in huge quantity to stop a lot of air, hunters erase tanks, but AA takes FOREVER to kill something, this should fix that, and the increased bulk will stop that decimus player from just glassing all of your AA, the Y ability changes will allow AA to actually contribute to a ground battle.
> >
> > TLDR: make banshees and hornets cost power, let tanks use their cannons against air, make reavers and wolves bulkier do more Damage and either improve or add y abilities, add an anti air infantry to every leader of both factions.
> >
> > in closing. There is way too much in this game that cannot hit air for the anti air units to be as bad as they are, and air armies can snowball waaaay too hard sind ether units don’t need power despite their counter needing it. Thanks for reading friends, and should any DEVS be reading, please Bro, every game has a decimus I’m sick of the banshees
>
> When t2 rolls around and you see even 1 banchee you should be making at least 5 anti air units ASAP. As UNSC combat tech marines mixed with tanks, nightingales, and wolverines HARD counters air and gives you a pretty balanced army to boot. As banished just mix in reavers, engineers, and shrouds with anything else you have and abuse cloaking. Most people who go air don’t make any units that see cloak so…

The only problem with balanced armies is one good leader power and your AA is gone, Reavers it’s not too terrible since they can jump out of the way, but on console doing that fast enough is nigh impossible.

> 2535415412715954;8:
> If it ain’t broke, don’t fix it…

Well, my philosophy is that anything and everything has room for improvement.

> 2533274869891714;3:
> Your comparison of one Reaver = three Banshees is exactly why Banshees are bad.
>
> When T2 rolls around, Banshees are instantly melted by AA, which makes them unusable T2, unless someone is way ahead. T2 air is pricey and with how quick AA drops them, you’ll never build up enough.

Air is pricey, but AA is pricier due to its power cost, meaning that while counter building all that power you just spent is power going to their tech three and the additional banshee upgrades.

> 2533274936603132;2:
> I uhh, don’t think you’re in a very good position to balance air considering your…record…
> Also this is the biggest most uneeded essay I’ve ever seen. Just don’t play 3v3s and build AA and AA turrets with UNSC if you’re having the many issues lol
> Revears are also super op against air

I think it’s HILARIOUS that you consider my opinion invalid based on the stats that you went out of your way to read before replying…
nobody said you had ANY obligation to read my essay, I put a TL;DR at the bottom just for that occasion.
i play 3v3s because I have friends and despite us all getting clapped we enjoy trying to score a few wins now and again, and our common menace is air (almost all of those games I’ve lost at least one but usually two of our enemies build only aircraft)
reavers are strong against air, but they’re are practically made of glass, one good LP and those banshees are going run over you. That doesn’t excuse the fact that wolverines are absolute useless, however.

> 2533274945609272;10:
> > 2535407467107815;5:
> > > 2533274945609272;1:
> > > Everybody knows air only armies are annoying (especially when wielded by a decimus) and I’m my opinion, wolverines and reavers are not nearly effective enough. I did some testing with a friend yesterday (unfortunately I didn’t record specific data) but it’s roughly 1 reaver for every 3 banshees. This means that for a 40 banshee Air Force, one must field 14 reavers (I rounded up) to effectively counter, this is 70 population, that’s more than HALF of your army dedicated to a unit that can only effectively attack a single unit type, and both of these cost power. So I have a few recommended changes to help reduce the needed reaver support to fight air spam, because in 2v2 or 3v3 having those 14 reavers, sets you up to get CRUSHED by a ground army.
> > >
> > > BANSHEES AND HORNETS: banshees and hornets need to cost power, it doesn’t need to be much, I’d argue 45 as a good amount. But this slows the snowball effect down drastically, because now it’s not all supplies into banshees(hornets) and every drop of power into upgrades, it will heavily slow down how fast air armies will reach full strength. Banshees should perhaps move a bit shower as well, go make their map coverage and leader power fidgeting less effective.
> > >
> > > BANSHEES: move the plasma torpedo function to a active ability (Y button ability) it as absolutely ABSURD that banshees can do as much as that do, they dunk on all ground vehicles save for reavers and wolverines, and in the infantry department there are like 6 infantry units in the whole game (not counting heros) that can actually HIT air (despite infantry being their supposed counter) and infantry gets faded out late game due to being ruined by leader powers, so there is no reason that banshees get guaranteed air superiority as well. It annihilates the nightingales and air support of balanced armies, deletes hornets, and makes vultures nigh obsolete since they can hardly get a Phoenix missile off before being erased. Moving plasma torpedo to an ability will still let banshees eradicate things, but not as many things.
> > >
> > > Nightingales: slight movement speed reduction, of one has a complete Air Force as unsc they definitely have these bad bois, banshee builders just rebuild the casualties usually, but unsc likes to keep hales around (typically for the benefit of a few vultures as well) reducing nightingale speed will slow down complete air armies without hitting hornets (which I don’t think are as strong) as hard
> > >
> > > infantry/ NON-AA vehicles: before we get into the last really important point I’d like to make Here’s some poppers changes to pretty much everything/ anything else to hinder air more.
> > > UNSC INFANTRY: there is a single UNSC infantry unit that can hit air. Marines (I guess ODSTs too but they’re not that great at it either). Despite the fact that infantry is the Rock-Paper-Sissors counter to air. Marines either need their AA capabilities improved(like the return of the RPG ability) or the UNSC needs to get an additional infantry unit that can actually damage air effectively. There’s already anti infantry, building, and vehicle infantry, how much damage would AA infantry cause? Probably not much.
> > >
> > > BANISHED INFANTRY: The banished have 5 infantry types that can hit air. Grunts,rangers,Heavy Grunts, Enforcers,brute Grenadiers (I may be missing one) so while I also propose an AA infantry unit, it could be a bit weaker than the UNSC one since banished infantry has a much better time actually hitting air.
> > >
> > > UNSC VEHICLES: Scorpions, let them shoot their cannons at air, I know it doesn’t make that much sense, but you can do it in the actual halo games and it’s not too ludicrous a concept. It will improve the ability for a balanced army to actually compete with an air one. Warthogs, give them a rocket marine like flame hogs, it’ll let them do a bit more damage to air without really running any risk of making them too OP (again improving more balanced army strategies) Colossus: same change as scorpion,
> > > The mantis is the most reliable unit for the unsc when it comes to fighting air (in my opinion) they do pretty well against air, and aren’t utterly crushed by a ground army other ground units being more reliable would really help hinder simple air spam. (No changes to mantis just praising them a bit)
> > > grizzly: same change as scorpion
> > > grizzly and scorpion: let Y abilities target air as well, just dawned upon my, but that’d also bolster ground a great deal.
> > >
> > > BANISHED GROUND:
> > > Wraith: same changes as scorpion/grizzly
> > > Locust: increased resistance from air, locusts are notoriously fragile, and it hinders their ability to “work” when they can be targeted and killed nearly insanity, they have enough trouble with leader powers as is.
> > >
> > > WOLVERINES: the big one, I’m just gonna say it outright,
> > > wolves are trash, to fix that I propose a few changes
> > > increased health and a shield of matching quality to that of a reaver
> > > the return of the Volley ability, wolves are useless against ground, volley would let them do a bit of damage in a brief burst, then go back to uselessness but they’d be much more effective
> > > decreased cost: self explanatory, to much power for such a bad unit.
> > > increased AA damage, to perhaps bring them a bit more in line with reavers
> > >
> > > REAVERS: the actually functional air unit, but still not perfect.
> > > Increased fire rate, remove the wierd theming where missiles in air lose functionality when target dies, this will make them more consistent and maintain more constant damage,
> > > increased health
> > > im not fully aware how their Y ability works, but just add damage and give it a spartan slam level stun, if it has these then improve them.
> > >
> > > The AA units need to be in huge quantity to stop a lot of air, hunters erase tanks, but AA takes FOREVER to kill something, this should fix that, and the increased bulk will stop that decimus player from just glassing all of your AA, the Y ability changes will allow AA to actually contribute to a ground battle.
> > >
> > > TLDR: make banshees and hornets cost power, let tanks use their cannons against air, make reavers and wolves bulkier do more Damage and either improve or add y abilities, add an anti air infantry to every leader of both factions.
> > >
> > > in closing. There is way too much in this game that cannot hit air for the anti air units to be as bad as they are, and air armies can snowball waaaay too hard sind ether units don’t need power despite their counter needing it. Thanks for reading friends, and should any DEVS be reading, please Bro, every game has a decimus I’m sick of the banshees
> >
> > When t2 rolls around and you see even 1 banchee you should be making at least 5 anti air units ASAP. As UNSC combat tech marines mixed with tanks, nightingales, and wolverines HARD counters air and gives you a pretty balanced army to boot. As banished just mix in reavers, engineers, and shrouds with anything else you have and abuse cloaking. Most people who go air don’t make any units that see cloak so…
>
> The only problem with balanced armies is one good leader power and your AA is gone, Reavers it’s not too terrible since they can jump out of the way, but on console doing that fast enough is nigh impossible.

You can survive leader powers with some good micro and getting your global upgrades

> 2533274945609272;12:
> > 2533274869891714;3:
> > Your comparison of one Reaver = three Banshees is exactly why Banshees are bad.
> >
> > When T2 rolls around, Banshees are instantly melted by AA, which makes them unusable T2, unless someone is way ahead. T2 air is pricey and with how quick AA drops them, you’ll never build up enough.
>
> Air is pricey, but AA is pricier due to its power cost, meaning that while counter building all that power you just spent is power going to their tech three and the additional banshee upgrades.

You’ve missed the point entirely.

T3 won’t matter due to AA dropping Banshees like nothing until they are masses.

I’m pretty washed now, and not nearly as good as I used to be, but I will gladly display to you what I mean.

> 2533274945609272;13:
> > 2533274936603132;2:
> > I uhh, don’t think you’re in a very good position to balance air considering your…record…
> > Also this is the biggest most uneeded essay I’ve ever seen. Just don’t play 3v3s and build AA and AA turrets with UNSC if you’re having the many issues lol
> > Revears are also super op against air
>
> I think it’s HILARIOUS that you consider my opinion invalid based on the stats that you went out of your way to read before replying…
> nobody said you had ANY obligation to read my essay, I put a TL;DR at the bottom just for that occasion.
> i play 3v3s because I have friends and despite us all getting clapped we enjoy trying to score a few wins now and again, and our common menace is air (almost all of those games I’ve lost at least one but usually two of our enemies build only aircraft)
> reavers are strong against air, but they’re are practically made of glass, one good LP and those banshees are going run over you. That doesn’t excuse the fact that wolverines are absolute useless, however.

Wolverines aren’t useless lol, This game isn’t balanced around 3s, you’re playing the mode where air dominants because the maps are so large.
It’s balanced around 1v1s and Air is pretty bad their aside from Vultures and WM Hornets now.

Actually, wolverines ARE completely useless. I might as well be breathing on those banshees. OH WAIT, whats that? The wolverines are actually killing some banshees? Oh nope, nevermind (insert leader power here.) Just raped all the wolverines.

Also, that is ridiculous that you exclude his opinion because he is not a super high rank.

> 2533275031962060;17:
> Actually, wolverines ARE completely useless. I might as well be breathing on those banshees. OH WAIT, whats that? The wolverines are actually killing some banshees? Oh nope, nevermind (insert leader power here.) Just raped all the wolverines.
>
> Also, that is ridiculous that you exclude his opinion because he is not a super high rank.

Wolves do what they’re supposed to do.

If your Wolves are losing to Banshees than you are outnumbered and likely behind in upgrades. Wolves also perform better of you kite with them, rather than take direct engagements.

Leader Powers can be irritating, but they’re not win buttons. Practice splitting and pre-splitting to massively mitigate the effects of LP’s. You can also use abilities like Heavy Metal to tank.

If the top (good) players never struggle with T2 air, then it displays that its user error on the lower tier players. They’re delivery may have not been the best, but they have a point. OP likely needs more practice and they’ll be fine.

> 2533274936603132;2:
> I uhh, don’t think you’re in a very good position to balance air considering your…record…
> Also this is the biggest most uneeded essay I’ve ever seen. Just don’t play 3v3s and build AA and AA turrets with UNSC if you’re having the many issues lol
> Revears are also super op against air

This whole “game is balanced for 1v1s so dont play 3v3.” Is just stupid. Why would they design a game to work for only one of their multiple game modes. And im pretty sure that most people play 2v2 and 3v3, because honestly 1v1s are pretty boring and uneventful. And 4 AA turrets will maybe kill 2 banshees of an entire air army before they get destroyed

> 2533274960367956;19:
> > 2533274936603132;2:
> > I uhh, don’t think you’re in a very good position to balance air considering your…record…
> > Also this is the biggest most uneeded essay I’ve ever seen. Just don’t play 3v3s and build AA and AA turrets with UNSC if you’re having the many issues lol
> > Revears are also super op against air
>
> This whole “game is balanced for 1v1s so dont play 3v3.” Is just stupid. Why would they design a game to work for only one of their multiple game modes. And im pretty sure that most people play 2v2 and 3v3, because honestly 1v1s are pretty boring and uneventful. And 4 AA turrets will maybe kill 2 banshees of an entire air army before they get destroyed

RTS games are balanced around 1v1. That’s how it works. The devs have even stated multiple times that their balancing decisions reflect the 1v1 playlist.

2’s and 3’s balance is of course considered, but 1’s always take priority. Your disagreeing with that does not change the fact. 1’s are the most balanced, fair, and skill based matches in the game, but if you don’t like them, then you don’t like them.

AA turrets do their job - UNSC AA turrets arguably do it too well. I also don’t understand how you’re allowing someone to build up full pop air. That tells me that you likely were far behind.