Due to the well known t3 air dominance of the current balance I have decided to explore ways to make the air game more diverse and interesting in team games.
I have also changed the T2 bombers to make them more interesting and less snipe focused
I wanted to give the Mercy extra shield damage like the absolver but i couldnt get that working.
changes
- T1 Intercepters are now fast enough 'just' to catch up to a strat bomber while using less fuel so they are usefull for longer, and cheaper on energy.
- T2 Mobile Flak = you now have a choice between regular Mobile flak and Mobile AA guns that have highter projectile speed so they are far better at hitting strat bombers, but have less AOE
- T2 Corsair = now drops an EMP bomb with larger area of effect but less damage, not as good for com sniping but best used for targetng groups of units. I have taken AA from corsair as nobody uses them for AA and also a bit of faction diversity.
- T2 Notha = reduced area of effect, making it easier to dodge, now best used for targeting structures also slight improvement for air to air fighting.
- T3 Factory HQ = now 1 minute longer to upgrade. gives more time to allow non air players to protect themselves.
- ASF = reduced health so that inties can put up a better fight agaisnt a small amount of them early on.
Usable advise and constructive feedback is welcome
I had an idea to make air factories slowly lose build power the more ASF they build to stop a run away production but havnt figured that out yet.