Ok so full disclosure, I am a very seraphim oriented player, and I have tried really hard to see this issue from the other side. Because cybrans are played much more, and therefore many more of you will be biased in that direction and have more experience on that side of this equation, please help me see if there is a solution.
In the replay I first pin `10 seraphim t3 subs (30kM, 240kE 144kT) vs 27 cyrban stealth subs (29.7kM, 238E, 119kT) and see that the seraphim gets totally defeated. I try destroyers, using a cruiser to offer farther underwater vision, etc.. The only solution that brought me even close was mixing t1 subs with my t3, because they are a cheap source of torp defense, and kiting to prolong the fight. While this got me closer, it still did not net a positive result (and leaves me with mass thrown into an otherwise underwhelming unit)
I thought of some responses and their problems:
- frigates would be engaging, soaking up sub dmg and spotting them for the sub hunters in a real game: frigate water vision radius is only 16 and they are slower than Barracudas, meaning a cyrban player can kite out this issue.
- Use air scouts: t3 air scouts can only detect the subs with their extremely limited omni ring, making it very challenging and micro intensive to kite and keep spy planes directly over the subs at all times.
- GeT AnOtHeR FaCtIoN's engineers: this is an ok argument for certain specific things a faction cant do/ is bad at (ghetto gunships, missiles/ missile defense, t4 arty, etc) . it is not an excuse to justify one faction having a semi- autowin unit against another faction in an entire arena of play.
- use torp bombers: torp bombers have similar issues finding and killing subs because they similarly lack high underwater vision, they also demand air control and a lack of cruisers.
- alter how you tell the subs to target so the sera subs dont overkill so hard: this is a good point that I did not investigate as much as I would like
In conclusion I have reasoned through 3 viable solutions, each maintaining faction diversity and not buffing the t3 sub (which is very good against many other units {cough cough uef cough cough}).
- alter the sera t1 sub to deal reduced dmg but have a better anti torp, thereby making it equivalent at early stages but making it a great support unit later. This increases both unit and faction diversity by capitalizing on an underused gimmick.
- Give a seraphim support unit (cruiser, carrier, or t3 spy plane) an underwater vision radius that is 70 (5 more than t3 sub range) allowing sera to respond but only if they can keep their non-submersible navy alive.
- increase t3 sub water vision radius and alter torp defense or firing cycle to help it combat barracudas without drastically altering its performance against other ships (while the least effort, I think this is the least healthy solution to the game).
Thank you so much for reading! I am excited to hear your thoughts!!