Some balance suggestions for air

Hello Guys,
After playing some matches and playing almost all games vs Kisano or Atriox mass air or an UNSC leader who was going Hornets I would say air needs a re balance.
If you get into late game and can’ t hold the air fleet of the opponent small it’ s often GG .
The Problem here is the speed of core air and their building damage.
First I want to say that air hardcounters are in a ok spot. They have a lot of potential and their dmg and splash look on paper really good but that potential gets often destroyed by their focus fire.
But even the best counter is useless if the counter can never engage the air army.
While anti air has a high speed to they have the terrain as disadvantage.

Second problem is the base dmg which is to high in my opinion. In combination with the speed, air gets a role as base sniper which it is not designed for.
Ground units often block themself when enganging a base and have to fight with mines siege turrets and leaderpowers. Air can directly unleashe their full dmg potential due to other pathing. Furthermore if you are attentively you can dodge all leader powers due to the speed.

My ideas would be to either increase base armor and the armor of base shields vs air or give core air a 20 -40 % dmg nerf vs structures.
If 343 wants an flying base killer they could make a dmg buff to the vulture and nerf their y. Vultures are slow more expensive and harder to mass, what would keep you away from spamming only banshee.

The second advice would be giving Marines 5 and Grunts 10 % dmg buff vs Air while increasing their armor against air slightly.
(A mixed army out of wolves and marines is surprisingly successful against large air fleets, if it aren’t ,Kisanos or Atriox air and if they decide to fight.)

A Third advice would be giving AA turrets on both sides (but especially on banished side) a buff and maybe a small splash , so you can’ t snipe a base with almost no losses .

All these changes are just my suggestions out of my experience I got in platin/ dia league and beyond (under) . What are your suggestions ? Do you find any of mine meaningfully?

I think AA Turrets could be better, I like the splash damage idea. (Would also be very helpful for TFF)
Although, a Flock of Banshees will take out turrets so fast that I’m not sure it will make much of a difference… :confused:

Wingman Hornets have to be nerfed, they were already Ok before the buff, now they are too hard to kill.

> 2533274798980159;2:
> I think AA Turrets could be better, I like the splash damage idea. (Would also be very helpful for TFF)
> Although, a Flock of Banshees will take out turrets so fast that I’m not sure it will make much of a difference… :confused:

Maybe giving turrets extra Armor against Theorie Upgrade.
Air turrets gets extra Armor can Air
Vehicles turrets ve-ru vehicles
And so on

> 2533274869431087;4:
> > 2533274798980159;2:
> > I think AA Turrets could be better, I like the splash damage idea. (Would also be very helpful for TFF)
> > Although, a Flock of Banshees will take out turrets so fast that I’m not sure it will make much of a difference… :confused:
>
> Maybe giving turrets extra armor against their Counterpart.
> Air turrets gets extra Armor against Air
> Vehicles turrets versus vehicles
> And so on

Infantry already beats air. AA turrets are already very good. Ofc they won’t hold off a 120 pop, but they will with a couple AA units with them.

> 2533274847730244;3:
> Wingman Hornets have to be nerfed, they were already Ok before the buff, now they are too hard to kill.

Just stop they have high health for a reason as without it banshees can destroy hornets with no problem

Air is in a very solid spot right now. It does not need a nerf, and all forms of AA do not need a buff. If someone gets enough air to melt your base, you were simply outplayed. Nobody should ever get the chance to max their pop unharassed.

The only problem I see is…

Mass air in 3v3.
Air is also difficult to deal with if you are unaware of the air threat.
Example:
120 pop banshees show up at your base.

  • You have nothing to counter =
    AIR OP PLS NERF

Air in my point of view is in a weird spot.

The size of maps can result in base snipping in mid tier games.

Note: In a 1s,2s, or 3s scenario if you are aware of the air threat and deal with early.

Air will die like popcorn kernels in a microwave.

If there was a way to reduce base damage when numerous (I mean 100+ pop) hit a base,

Then I would agree with those changes in CERTAIN scenarios

> 2533274905282026;9:
> The only problem I see is…
>
> Mass air in 3v3.
> Air is also difficult to deal with if you are unaware of the air threat.
> Example:
> 120 pop banshees show up at your base.
> - You have nothing to counter =
> AIR OP PLS NERF
>
> Air in my point of view is in a weird spot.
>
> The size of maps can result in base snipping in mid tier games.
>
> Note: In a 1s,2s, or 3s scenario if you are aware of the air threat and deal with early.
>
> Air will die like popcorn kernels in a microwave.
>
> If there was a way to reduce base damage when numerous (I mean 100+ pop) hit a base,
>
> Then I would agree with those changes in CERTAIN scenarios

40 pop AA and hogs (80) beats 120 pop Banshees lol
Passives of course throw this out the window and you’ll need more AA to deal with Decimus and maybe a tiny bit more for Kinsano.

> 2533274936603132;10:
> > 2533274905282026;9:
> > The only problem I see is…
> >
> > Mass air in 3v3.
> > Air is also difficult to deal with if you are unaware of the air threat.
> > Example:
> > 120 pop banshees show up at your base.
> > - You have nothing to counter =
> > AIR OP PLS NERF
> >
> > Air in my point of view is in a weird spot.
> >
> > The size of maps can result in base snipping in mid tier games.
> >
> > Note: In a 1s,2s, or 3s scenario if you are aware of the air threat and deal with early.
> >
> > Air will die like popcorn kernels in a microwave.
> >
> > If there was a way to reduce base damage when numerous (I mean 100+ pop) hit a base,
> >
> > Then I would agree with those changes in CERTAIN scenarios
>
> 40 pop AA and hogs (80) beats 120 pop Banshees lol
> Passives of course throw this out the window and you’ll need more AA to deal with Decimus and maybe a tiny bit more for Kinsano.

Your base is sniped in seconds and while you still drive to your base , the air Army travelled almost through th3 whole map. And no full pop Atriox air can kill up to 90 Supply wolverines due to dying breath and last stand . Now try to crack a base with 30 supply of actual fighting units. If wolverine would do the same dmg vs structures like banshes, it would be another matter, but the wolverine is useless vs everything but air, while banshee and hornets are effective vs more ore less everything.

> 2533274869431087;11:
> > 2533274936603132;10:
> > > 2533274905282026;9:
> > > The only problem I see is…
> > >
> > > Mass air in 3v3.
> > > Air is also difficult to deal with if you are unaware of the air threat.
> > > Example:
> > > 120 pop banshees show up at your base.
> > > - You have nothing to counter =
> > > AIR OP PLS NERF
> > >
> > > Air in my point of view is in a weird spot.
> > >
> > > The size of maps can result in base snipping in mid tier games.
> > >
> > > Note: In a 1s,2s, or 3s scenario if you are aware of the air threat and deal with early.
> > >
> > > Air will die like popcorn kernels in a microwave.
> > >
> > > If there was a way to reduce base damage when numerous (I mean 100+ pop) hit a base,
> > >
> > > Then I would agree with those changes in CERTAIN scenarios
> >
> > 40 pop AA and hogs (80) beats 120 pop Banshees lol
> > Passives of course throw this out the window and you’ll need more AA to deal with Decimus and maybe a tiny bit more for Kinsano.
>
> Your base is sniped in seconds and while you still drive to your base , the air Army travelled almost through th3 whole map. And no full pop Atriox air can kill up to 90 Supply wolverines due to dying breath and last stand . Now try to crack a base with 30 supply of actual fighting units. If wolverine would do the same dmg vs structures like banshes, it would be another matter, but the wolverine is useless vs everything but air, while banshee and hornets are effective vs more ore less everything.

Well their called ANTI AIR, Not ANTI EVERYTHING. (Also Anti-Vehicle or Infantry doesn’t do jack to anything else so neither should AA_
And if you don’t bother to Micro your units that is a you problem and not air, I’ve done plenty of air testing like everyone else that proves you guys wrong that air doesn’t beat AA and it still loses.
Fortify Base upgrades + 4 AA Turrets will keep your base safe and sound however if you realize you don’t see the army when you push and they go to your base thats also a you problem and not the air.
I litteraly beat Decimus Banshees with Cutter in a 1v1 because all my bases had Fortify and 4 AA Turrets and max marines and ODST’s.
If I can beat a Decimus with that, the strongest air in the game

How about we just give the Wolverines back their Volley ability from HW1, that way they still have some effectiveness in your vehicle composition.

> 2533274936603132;12:
> > 2533274869431087;11:
> > > 2533274936603132;10:
> > > > 2533274905282026;9:
> > > > The only problem I see is…
> > > >
> > > > Mass air in 3v3.
> > > > Air is also difficult to deal with if you are unaware of the air threat.
> > > > Example:
> > > > 120 pop banshees show up at your base.
> > > > - You have nothing to counter =
> > > > AIR OP PLS NERF
> > > >
> > > > Air in my point of view is in a weird spot.
> > > >
> > > > The size of maps can result in base snipping in mid tier games.
> > > >
> > > > Note: In a 1s,2s, or 3s scenario if you are aware of the air threat and deal with early.
> > > >
> > > > Air will die like popcorn kernels in a microwave.
> > > >
> > > > If there was a way to reduce base damage when numerous (I mean 100+ pop) hit a base,
> > > >
> > > > Then I would agree with those changes in CERTAIN scenarios
> > >
> > > 40 pop AA and hogs (80) beats 120 pop Banshees lol
> > > Passives of course throw this out the window and you’ll need more AA to deal with Decimus and maybe a tiny bit more for Kinsano.
> >
> > Your base is sniped in seconds and while you still drive to your base , the air Army travelled almost through th3 whole map. And no full pop Atriox air can kill up to 90 Supply wolverines due to dying breath and last stand . Now try to crack a base with 30 supply of actual fighting units. If wolverine would do the same dmg vs structures like banshes, it would be another matter, but the wolverine is useless vs everything but air, while banshee and hornets are effective vs more ore less everything.
>
> Well their called ANTI AIR, Not ANTI EVERYTHING. (Also Anti-Vehicle or Infantry doesn’t do jack to anything else so neither should AA_
> And if you don’t bother to Micro your units that is a you problem and not air, I’ve done plenty of air testing like everyone else that proves you guys wrong that air doesn’t beat AA and it still loses.
> Fortify Base upgrades + 4 AA Turrets will keep your base safe and sound however if you realize you don’t see the army when you push and they go to your base thats also a you problem and not the air.
> I litteraly beat Decimus Banshees with Cutter in a 1v1 because all my bases had Fortify and 4 AA Turrets and max marines and ODST’s.
> If I can beat a Decimus with that, the strongest air in the game

Kisano has the strongest air, right now . Decis air is annoying true but if I take your claim, then banshe should only do well vs air and core vehicle, cause that is what it’ designed for. And no it’s not ok if you can A move with a core unit to victory while you have to micro with the counterunit. Thats not only a issue with air , but also with the cyclops, which should at least trade better than 1 to 1 pop wise with its T3 upgrade.
That’s what you call bad balancing in every game.