All T4 and I believe Doom units can cross water. They don't need hovering, Amp is enough. You could change the water depth so that Amp units can't cross the water. That should work for slot 13. I don't know, if it will look good.
Navy for slot 13 - depending on settings, yes, it is impossible to hold. with my settings it's easy to defend as the old slot 13, as the navy is very weak early and scales hard (3 navy per player x2 in Late, I'll increase it once I find a way to hold the beach and the island is less pressured).
In any case, it's easy to counter if you have sub spam. Personally, I like that slot 13 dies in the T3 phase if the island doesn't help him with the navy.
Additionally, I recommend moving slot 13 further up so that only the 4 mex expansions are lost to the navy.
Today we did only 2 games.
We won with 4 player. and my standard settings. 100k HP HQ after it deployed scathis - we have been through hell
what i noticed:
- HQ - Slot 16 will stuck with fatboys and other t4 units at the mountain to the top left area. Top right was dead.
- 2nd HQ alive, Alternative HQ spawn destroyed, Support bases alive, HQ destroyed - AI kept spawning Doom waves - no victory, but score button was available.
- We had a teleport chicken with rambo units. Chicken exploded and created a storm. Maybe my PD destroyed it idk. bug or feature?