@IceDreamer I agree with literally everything you said except the damage multipliers. Damage numbers should remain flat otherwise the game will become a rock paper scissors matchup.
A range change to T3 arty would be nice. The values IceDreamer suggested sound reasonable but might make the Fatboy a little too strong. Perhaps a marginal (e.g. 0.1 or less) speed decrease on Fatboy to balance out the +10 range increase to maintain the Fatboy VS Direct Fire experimental matchup.
The point about accepting some factions are unbeatable in certain areas in certain stages of the game is true yet people often forget that.
I would like to add a few other suggestions to make Cybran suffer less without actually addressing the problem.
- Build T2 arty and/or t2 shields to fight off or protect your army, reclaiming useless/out-of-position structures as you go.
- Use terrain to shield units. It will protect your T3 arty while allowing your direct fire units to get in close. (This assumes you are playing on a decent map.)
- Accept you are screwed and build static defences and a Megalith while you lament your bad gameplay for allowing a critical mass of snipers.
- Wait for April fools day so you can build Salem's out of your T3 land factory.
- Build the Soul Ripper and after it is instantly killed by ASF use it's crash damage to kill the snipers.
Joking aside, I'd suggest building one T2 shield behind terrain and lobbing arty shells over onto the snipers. If the map does not allow for that you had better accept Cybran can't win that fight and invest in T3 air while building a few static defences to hold the snipers at bay.