Air is overpowered, and anti-air can’t keep up.
Judging by the other forum posts, I just triggered 90% of the player base. Hear this out, please. It will cover more than just “what force beats what.”
I’ve made it to Champion twice, back in season 4 and now in the current season. I can say without a doubt there is a problem with air and anti-air. Anti-air needs a buff across the board. Range, missile speed, and splash. When more than half of your population must be anti-air to combat an air force, that is a problem. Look at the game objectively, let’s say anti-air is powerful enough in numbers, like having a 70-80 pop (which if it is, is just BARELY powerful enough). What are you supposed to do when you beat that air force? You won’t be killing bases with anti-air units, and you won’t have enough of other units to do decent enough damage to bases without getting destroyed by turrets and emergency leader powers from the opposing team.
Now let’s say you do have enough building killers, and let’s say by some miracle the enemy leader doesn’t have leader powers to take down your paltry few of units that can actually destroy bases. The air force you are fighting will be well content with making the game a base race, and with the lack of base damage you possess, the enemy air force will win the base race. Air’s mobility make them nigh impossible to deal with even on the defensive side of things. It takes your entire force to fight the air force, but they will fly to another base and destroy your expansions instead. If the solution is to split your defenses between bases, that will require even more anti-air, and you will be left with almost nothing but a population of anti-air units alone, and you will be stuck on your bases while your opponent has total map control.
In some ways, this kind of stuff wouldn’t entirely be a problem, if it wasn’t for the pricing of units. Air units don’t cost energy, and while their supply cost can add up, it isn’t that much more than anti-air units. Anti-air units cost an absurd amount of energy however, and when they struggle with air, you will lose several anti-air units, needing to buy more and use more energy while the opposing team only needs to focus on high supply output. Anti units should cost a lot of energy, don’t get me wrong, but when they don’t even do a very effective job at destroying what they are supposed to destroy, it is a problem. A force of snipers can decimate infantry no problem, a force of hunters can delete tanks, but a force of anti-air does barely more than match a force of air in strength.
Even Anders’s Sentinels are on the map for being an extremely effective air strategy for reasons all her own.
And why in the world should a banshee be the same population cost as a marine squad, when the banshee has-
- Better mobility
- Better base killing potential
- Better damage vs vehicles
- Better damage vs air
- Has no fear of infantry besides the marine itself, which it merely needs to outrun
- Only has to be mildly cautious around anti-air
While the marine may be only half the cost, but they have-
- Bad mobility
- Average base killing potential IF they are fully upgraded
- Fears vehicles
- Fears anti-infantry
Marines and grunts are astonishingly better at taking down air forces than anti-air itself, but their lack of mobility means they have no chance in actually winning the, once again, inevitable base race.
Now, the topic of leaders needs to be addressed with this. Decimus, Colony, Arbiter, Anders. Everyone saw this coming. It doesn’t take much to explain why these leaders break the game with their air forces.
- Decimus’s siphons makes banshees unstoppable, outright.
- Colony’s Combat Repair is a close second to Decimus’s potential.
- Arbiter’s Phantoms or banshees, with Rage, can be up to par with the previous mentioned, but at least Rage doesn’t last forever and phantoms cost energy (though not that much)
*Side note, Arbiter is my main leader pick, I can say for sure that phantoms are extremely powerful, nigh overpowered, but compared to other leaders his leader power radial isn’t the best. - Anders Sentinels are cheap and low pop as well, and they only need one airpad for globals (which are cheaper and faster), and can still be at least double pumped from your typical main base and natural expansion.
*Anders however, also suffers from a sub-par leader power radial, and is the one leader out of these four that at least doesn’t have her air force constantly healing in the fight
Here’s the thing. I don’t necessarily want these leaders to get nerfed, especially Anders. The abilities mentioned above are what make them special and fun to use. It is merely exploitative when these abilities are used with air.
To close this out, it isn’t just about “What force beats what.” There is more to it than that. Something needs to change, whether it be nerfs to air, or buffs to anti-air.
I for one, am not a fan of nerfs. If something is powerful and fun to use, that is a good thing in a game. I would much rather see something ‘buffed’ to take care of something that is either A) too powerful or B) too easy to use which in this case, is air. Circle strafing to spread the damage out among your air force, only one unit to worry about producing, powerful on bases and vehicles, this means air is powerful and easy to use, and in certain scenarios, can be too powerful.
My solution to the above mentioned?
If there were to be any nerfs, I don’t want to see air nerfed damage-wise.
NERF SOLUTION: Instead, make air cost more population. Make banshees require 4 population as a start, that much needs to happen regardless. Also, make air forces do less damage to anti-air units (except hunters in phantoms of course). Air shouldn’t be able to so easily wipe out anti-air units. This would make the air force not die any quicker, but it would make them not as effective against their own counter, which they shouldn’t be.
Anti-air does do appropriately alarming damage against air, but not enough, or at least, not in the right way.
BUFF SOLUTION: I already know there would be an outcry against air receiving more damage buffs, so instead, increase their splash even more. That would help against massive balls of air force and also entice the air force user to split and micro their force a bit more, making air harder to use. Also, increase anti-air unit missile speed. A circle strafing banshee/hornet/sentinel force can take out more anti-air units than they should merely because the missiles haven’t hit their targets yet, while banshee bombs are faster, especially against Reavers, hornets have pinpoint constant damage with no travel time at all, and sentinels are the same with laser beams. Lastly, buff the range of anti-air to at least be able to shoot air forces that are circle strafing your bases at a constant pace to play ring-around-the-rosie with you.
Thank you for taking the time to hear me out.
I hope my rank and close inspection of the game’s mechanics is enough to say that I’m not just sucking, so I would like anyone with solutions in-game to the air problem to let me know in the following comments.
Is it my leader pick of Arbiter that is holding me back?
Do I need to tier-1 rush like over half of the players in this game do?
Please keep this discussion healthy, informative, and full of good player feedback and good ideas.
Halo Wars 2 is an amazing game! So let’s all keep smacking that “all units!” button and have some good games to come.