Close air support is OP

Title says it all. Close air support is way too overpowered still. By all means it’s not overpowered when you are on the attack, as you can just love your units alway in time before they get creamed. However when you are trying to defend your base, this is where it gets tricky. Esssentially you have 2 options.

Option A: move my units away and let the close air support and enemy player’s army destroy my entire base. Leaving me with less resources. (The game is practically over)
Option B: keep your army there to defend your base and watch as they get slaughtered by the close air support. Then you lose anyways casue you have no units.

It it shouldn’t be like this. Close air support should not shoot at buildings. Period. It’s support. It should shoot only at units. There’s nothing worse than having 2 cutter players launch air support on one enemy base. There’s nothing you can do. Something needs to be done.

I would suggest making the air support disappear even faster.
Allow it to not shoot at structures
Or
longer cooldown time.
In my opinion, if ONE OF THESE nerfs were implemented, it would make it much fairer for other players.

It’s an expensive ability that is unlocked in the mid-late game. It can be nullified with anti-air which can kill the air units. Compare it to most other ‘ultimate’ abilities (12 o’clock) and it’s pretty fair. As to having 2 cutters cast simultaneously - they are losing out in every other aspect by not having diverse units/abilities available meaning you get value for the entire rest of the game.

> 2533274795070582;1:
> Title says it all. Close air support is way too overpowered still. By all means it’s not overpowered when you are on the attack, as you can just love your units alway in time before they get creamed. However when you are trying to defend your base, this is where it gets tricky. Esssentially you have 2 options.
>
> Option A: move my units away and let the close air support and enemy player’s army destroy my entire base. Leaving me with less resources. (The game is practically over)
> Option B: keep your army there to defend your base and watch as they get slaughtered by the close air support. Then you lose anyways casue you have no units.
>
> It it shouldn’t be like this. Close air support should not shoot at buildings. Period. It’s support. It should shoot only at units. There’s nothing worse than having 2 cutter players launch air support on one enemy base. There’s nothing you can do. Something needs to be done.
>
> I would suggest making the air support disappear even faster.
> Allow it to not shoot at structures
> Or
> longer cooldown time.
> In my opinion, if ONE OF THESE nerfs were implemented, it would make it much fairer for other players.

I think close air support could be something they tweak to not attack base structures but I am hesitant to say I would like this implemented because I don’t know what the data looks like. Good feedback though.

> 2533274795070582;1:
> Title says it all. Close air support is way too overpowered still. By all means it’s not overpowered when you are on the attack, as you can just love your units alway in time before they get creamed. However when you are trying to defend your base, this is where it gets tricky. Esssentially you have 2 options.
>
> Option A: move my units away and let the close air support and enemy player’s army destroy my entire base. Leaving me with less resources. (The game is practically over)
> Option B: keep your army there to defend your base and watch as they get slaughtered by the close air support. Then you lose anyways casue you have no units.
>
> It it shouldn’t be like this. Close air support should not shoot at buildings. Period. It’s support. It should shoot only at units. There’s nothing worse than having 2 cutter players launch air support on one enemy base. There’s nothing you can do. Something needs to be done.
>
> I would suggest making the air support disappear even faster.
> Allow it to not shoot at structures
> Or
> longer cooldown time.
> In my opinion, if ONE OF THESE nerfs were implemented, it would make it much fairer for other players.

Close air support is not op. Close air support can be easily killed very quickly by antiair.

> 2533274852578016;2:
> It’s an expensive ability that is unlocked in the mid-late game. It can be nullified with anti-air which can kill the air units. Compare it to most other ‘ultimate’ abilities (12 o’clock) and it’s pretty fair. As to having 2 cutters cast simultaneously - they are losing out in every other aspect by not having diverse units/abilities available meaning you get value for the entire rest of the game.

Well what if I don’t have anti air because my opponent doesn’t have air? So essentially I have to have air defense against cutter no matter what my opponents unit comp is?

How are they losing out when they destroy my base whilst they are still getting resources from theirs. They aren’t losing out at all lol. Not to mention you are assuming that they won’t have more money to spend after calling in the air support, when really they would.

> 2533274795070582;5:
> > 2533274852578016;2:
> > It’s an expensive ability that is unlocked in the mid-late game. It can be nullified with anti-air which can kill the air units. Compare it to most other ‘ultimate’ abilities (12 o’clock) and it’s pretty fair. As to having 2 cutters cast simultaneously - they are losing out in every other aspect by not having diverse units/abilities available meaning you get value for the entire rest of the game.
>
> Well what if I don’t have anti air because my opponent doesn’t have air? So essentially I have to have air eldefense against cutter no matter what my opponents unit comp is?
>
> How are they losing out when they destroy my base whilst they are still getting resources from theirs. They aren’t losing out at all lol. Not to mention you are assuming that they won’t have more money to spend after calling in the air support, when really they would.

If the game is going late most armies will be balanced, otherwise, you will be exploited by not be able to cover all unit types, hence you should always have some anti-air, particularly because support units (nightingale/engineer/shroud) are all very strong and are all air units. And it doesn’t take much anti air -as ‘DiverSe v1’ also commented (he is champion 2 in solo, so probably knows what he talking about - just in case you don’t believe my feeble Diamond tier opinion :wink: ).

They are losing out because they have only one set of abilities and unique specialisations/units - they have no shipmaster teleport or anders research speed or whatever else your team composition is. You can expect abilities focusing on infantry which can be countered easily. Regardless of whether they have money left over, they have spent a significant amount of resources doing damage to a base or killing a few units, which as we’ve said, can be easily dealt with by anti-air which can be (resource for resource) much less expensive an investment plus you get to keep the anti-air afterward.

If you were to stop and think for a moment then you would realise it’s not as OP as you think. It’s an ultimate ability, it’s going to be strong, but OP? No. Try and stop being salty about stuff that beat you and try and understand how you can deal with it and mix up your strategy and evolve.

The game should always reward aggressive play. CAS just like eradication or inferno are tools to break defensive strategies. The defender already has the advantage of turrets/sensors/siege/shields you name it.

CAS is fine.

Agreed with the last 2 posters.

I hate to break it to you but CAS is not OP. It is incredibly strong but very predictable with a long cooldown. Since you main decimus, according to your service record, try using banshees with the anti air upgrade backed with engineers maybe a shroud in there as well. Your passive siphon will help out a lot in keeping your units in the fight. Make sure you use your leader powers sparingly so you can use them when needed. The CAS can not hit invis units/ structures so plan on having cloaking generators on your bases with anti vehicle upgraded turrets to take out wolverines and make sure you actively go after detector units to stop CAS in its tracks. Having a blisterback or two would help take out detectors before they can reveal your base but that is a sizeable investment into population for two units that will defensive.

Closed air support is the only t5 zone ability that can be killed, and relatively easily at that.

> 2533274852578016;2:
> It’s an expensive ability that is unlocked in the mid-late game. It can be nullified with anti-air which can kill the air units. Compare it to most other ‘ultimate’ abilities (12 o’clock) and it’s pretty fair. As to having 2 cutters cast simultaneously - they are losing out in every other aspect by not having diverse units/abilities available meaning you get value for the entire rest of the game.

This. Seriously, cutters battle hardened is still Completly broken as well…

CAS is under powered compared to the other Leaders T4 powers.

Close Air Support isn’t that bad. Annoying? Yes. But someone dropping CAS on your base is not nearly as bad as Eradication (which I do not think is OP by the way). The fact that you AA units can target and kill the Pelicans can really hamper it’s DPS.

It’s fine as it is. There are lots of other skills that are better etc.

Close air support is the only leader power I use its pretty good but op I don’t think so.

Damn the crying is deep in this one. The late game super , is being use on you, cry louder son… nobody hears your cries. Late game unit and your mad because it did its purpose. Countering is not in your vocabulary.