UNDERSTANDABLE when the guy with Cyb playing on <1200 rated with impressive map list talking about my opinion with game balancing. Try once a time fight with ur creepy t1 inties and some corsairs fight over nothas with air, and Januses with air. Its kinda disgusting, some of this Combinations may crush started asfs producing manage when corsairs is having serious troubles with any of t1-t3 stage air fighting. So if talking about effectivity its shoting. Its targets are on the move, it can still be curbed by error, but it misses standing buildings and you have to turn around on the floor of the map to finish off a t2 generator or something if you use 2 corsairs and the unit is not tall enough this makes your attack fatal and unrealizable due to just a stupid spread on the target, which does not require any spread when firing. I am well aware of the pros and cons, but when out of 10 times sending 2 corsairs to kill t2 mex, t2 gen, they do not kill him in 1 volley, even though they have enough damage to kill - this is stupid. In the case of t2 seraph bombers, this does not happen. Why for normal use, do I need to use ground attack instead of right click and forget?Also, their turn rate is much worse than that of the Janus and the notes are also, try to turn it for fun to make a second salvo, as we can with the rest of the units, come on. Or microing it goodly at some of fights of 2 corsa x 5 inties. I would understand if you were a high rate. But it seems that at your level, the players still don’t understand how to respond when the opponent makes 10 minutes of corsairs under enemy reconnaissance and then shoots for 10 minutes at someone who does not dodge.I understand that the balance of corsairs is now based on the complication of sniping, but why should it miss and not kill the target, the taxi driver is drunk, or maybe the lgbt fem community does not allow working with clients too rudely. Let the accuracy remain as it is in this regard, I have not so much controversy as dissatisfaction with the work of pilots who should kill the target with damage in the first volley and not fly in two volleys trying to kill a standing building. But the air plan does not look convincing at all, and turning rate.
also to @FtXCommando the navy if fine, dont can say anything with a t1-t2 stage gamurs, except late stage and good aeons/uef realisation. As cybran is hard-counterable something like a shields. There kinda gameplay thing with ahead or behind and unit manage, like a 2 cyb destro owning 5 shields 1 aeon destro. But on a larger scale, this becomes a serious problem if the opponent knows about the countermeasure against t2 subs, or harms. Air stage is pretty same, there no difference for real between any of asf's armyes.
Here is a purely male gameplay, where the strongest puts cancer. By need, there are variations between spamming an early large number of asfs and grid at point-blank range of resources, a rush strat and an assist for the asf of the plant, an economy with a balance in airgrid and the production of asfs without a minus, and a full t3 economy (with a slight increase in the grid) and after a full t3, a huge bp to recreate the grid along with an increase in even more economy for the grid again. Here the strength of a unit is no longer in quality, but in quantity. And stealth does not solve at all, rather it allows you to crank out some chips like turning on stealth and a sharp attack or a bite to attack. In technical terms, it makes no sense to talk about choosing cybran or any other faction for precisely t3 air.
I would even say that for air t3 it is much more promising to take an aeon, in view of t3 gunships against air and ground attack, or switching to the czar, maybe washer. In the case of cybran, a beetle (I'll go eat shit, maybe it will at least from a fall cause damage that can be done with washer when the air is won).