Infantry
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Cyclopes - They aren’t that horrible at there job but they are under utilized. What they could use is either a damage increase, a health increase or a small energy cost reduction one of the above changes would make them much more useful. Vehicles
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Jackrabbit - The problem with Jackrabbits is there cost compared to the utility that they provide. 450 power for their upgrade and additional energy per jackrabbit, the current early game is all about hitting tech 2 and these steep costs associated with them and the lack of control that they give you hardly makes them worth their cost. I suggest increased damage versus buildings right now they are at about a right level in their interactions with other units but currently they aren’t a threat. Giving them increased building damage at least makes it more necessary for a player to respond against them - Warthog - The Warthog is not a terrible unit but after the huge damage increase air received against tier 2 vehicles and the ability for infantry to compete versus core vehicles makes them a tough sell and hard to invest into. A player that goes air is able to compete with the speed and is able to heal, or infantry can be supported by Nightingales while not too horrendously. I suggest Increasing damage versus all infantry types that are not anti-vehicle by 5-10% that way their role is a little bit more defined and production of counter units would be increasingly necessary. They are too soft a counter to be a viable option. - Kodiak - Kodiaks are a unit that costs 6 population, 525 supply and have a long build time. It is also tough difficult to properly utilize them outside of being set up outside your own base. The actually problem I find with them trying to use them aggressively is that they are unresponsive and they will struggle to set up when they are told too. Kodiaks need one of two things to be more responsive when told to deploy (no more going in circles trying to set up) or have their speed increased to let them get into position quicker. Aircraft
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Vulture - Outside their “y” ability (which is amazing, but you need 4-5 vultures before they actually get good) Vultures are an absolutely terrible unit, even at level 3 air upgrades you’ll find them taking an extremely long time to dish out any damage and they will be eaten alive by whatever is on the field. The Phoenix missile needs damage increased drop off damage to it’s aoe, but in return a 20% increase in health another 5% damage buff to ground and air. The Vulture should be a flying tank, but right now it feels more like a flying glass cannon. It’s useful once you can nuke an army with 5-9 but if you have only 1-3 they are going to do nothing for your army that wouldn’t be done better by putting that money and supply elsewhere.