Problem:
- t1 bombers are devastating vs expanding engineers. Allowing for no margin of error for the defender, while causing potential game ending damage. Scouts and doging is not a reliable defense even when executed correctly if the bomber is microed expertly or if it happens to fly by the scout radar radius
- t1 bomber vs transport is a recipe for a 5 minute long game
- while a nice quality of life change, the addition of bomber radar range made them more deadly than ever (vs t1 engis)
- they are not that useful otherwise (most of the time serving more of an utility function vs radars, snipers, tmd and the like)
Fix: detailed below.
T1 engis should live with low hp from one bomber pass. Some combination of the following:
- increase engineer hp
- decrease bomber damage
Bombers should be capable of economic damage (other than t1 engineers)
- decrease mex and pgen hp so that they are left with 40-49% hp from one bomber pass
Make up for reduction in damage if necessary
- decrease bomber cost
- (possibly also adjust buildtime)
Note that all changes should apply in all faction matchups
Side effects
- pgens need to be split now like back in 2013 (this is good imo, rather than everyone packing squares of pgens to minimize walk time in most situations)
- mexes and pgens are more vulnerable to raids from all units
- engineers are less vulnerable to raids in general (good imo, atm engi always dies in engi+tank vs tank situations)
- navy assist engis are not so suspectible to a couple of stray bombers anymore
- goodbye first bomber
Exact values can (should) be played around with to find a good balance.