- Air is OP. They are the trifecta of high speed, health, and damage. People complain about locusts but I have never been beat by a locust ball I scouted. You need so much AA to trash mass air that you can’t split your forces and expect to survive. Mass air that shows up at a heavily defended base can just quickly fly to another base and melt it. This leads to a week economy followed quickly by a GG. I suggest a big buff to AA or better yet, a health nerf for air. That way air is high damage high speed, so you can still shred bases and vehicles, but they have to be carefully micro’d because they can quickly be wiped out from careless overextension. I don’t care for nerfs but the only other solution is to buff AA and that still leaves infantry as useless core units. - Jerome’s mech is cheap. Ignoring the ability to kite and the massive amount of carnage he can put out early and mid game, a good player will keep dropping mantises (manti?) and cost your economy. You could tech rush to 2, but it comes at a cost of map control. The you either rush air or AT, but he can just build snipers or worse, mass air… With a weaker economy, even if you mass AA, you’ve already lost because of AA being trash. Simple fix: make the mantis drop cost something. That way Jerome mantis drops come at a cost of economy, making it a strategic choice with consequences and not an obviously dominate strategy with no drawbacks.Anyways, that’s my thoughts after about a week. Discuss please.
Air is definitely not OP, it’s very well balanced right now. Jerome is a little to strong right now, I would personally like it if they increased the energy cost of the mech to around 600 just so that if it’s built as early as it is now its really hitting your econ hard.
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Stop complaining about air
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> Air is definitely not OP, it’s very well balanced right now. Jerome is a little to strong right now, I would personally like it if they increased the energy cost of the mech to around 600 just so that if it’s built as early as it is now its really hitting your econ hard.
Still think they should just swap the 1st and 2nd upgrades and costs so the mech costs more and is the 2nd upgrade instead. Also a little longer of a cooldown (maybe a 50% increase to the timer).
Haven’t tested Time for Heroes speed vs Cutter’s, but someone said it’s faster, so reduce speed to match Cutters or even slightly less.
Anyone know if inspire stacks, or nah? I’ve tried testing, but I haven’t really been able to tell if Time for Heroes, Spartan Morale, Jerome/Omega Team and Victory Turret stack. Would love an answer on that.
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> - Air is OP. They are the trifecta of high speed, health, and damage. People complain about locusts but I have never been beat by a locust ball I scouted. You need so much AA to trash mass air that you can’t split your forces and expect to survive. Mass air that shows up at a heavily defended base can just quickly fly to another base and melt it. This leads to a week economy followed quickly by a GG. I suggest a big buff to AA or better yet, a health nerf for air. That way air is high damage high speed, so you can still shred bases and vehicles, but they have to be carefully micro’d because they can quickly be wiped out from careless overextension. I don’t care for nerfs but the only other solution is to buff AA and that still leaves infantry as useless core units. - Jerome’s mech is cheap. Ignoring the ability to kite and the massive amount of carnage he can put out early and mid game, a good player will keep dropping mantises (manti?) and cost your economy. You could tech rush to 2, but it comes at a cost of map control. The you either rush air or AT, but he can just build snipers or worse, mass air… With a weaker economy, even if you mass AA, you’ve already lost because of AA being trash. Simple fix: make the mantis drop cost something. That way Jerome mantis drops come at a cost of economy, making it a strategic choice with consequences and not an obviously dominate strategy with no drawbacks.Anyways, that’s my thoughts after about a week. Discuss please.
i think a base with 3 anti-air turrets should melt anti-air, but it doesnt do enought to stop people from massing air and roaming around crippling peoples economies
I think air is in a good spot right now. It will lose late game engagements against infantry + wolves or tanks + wolves and is expensive as hell to mass anyways. Good scouting and playing defensive/aggressive where appropriate makes it pretty easy to deal with.