While th early and mid game balancing is rather good, the lategame is just a piece of sorry trash. So many units that are intended for lategame do a terrible job at it. Experimentals that are useless, Air that dominates everything and relicts from supcom that should have been canceled or adjustet but not left in this state of uselessness(talking about t3 arty)
this time: Experimentals
Experimentals play a big part in Supreme commander, yet only a few are worthwhile building while others are not and the next one is only build to harakiri your opponents energy line. WTF? Why isnt this a topic yet?
Experimentals need an overhaul., No i dont want to touch Monkey/GC/ythota. I think they are the most balanced ones. I want to talk about the other ones that are just rubbish and the ones that need just abit love (Fatboy) or could be tweaked (Mega).
Naval exp. need balancing love. Adjusting them into an supportive role that contributes to your T3 naval forces would be just fine. Giving that they are all submissive they should be good with and against Torpedoes.
Tempest: more anti-sub and a more battleship-sieging-support role would make this exp great (atm way to expensive, way to easy to kill, way to weak for its price ).
Atlantis: needs more anti-sub and needs more anti-air to make it a worthwhile support for navy fleeets. Buff it and make it more expensive, bring it in line with the rest of the navy exp.( atm cheap ass exp that is not realy usefull.)
Mega: could be more naval focused and trade some of that landbased firepower for more naval based firepower. (giving him both would just make him stupid yet i think it would be cool to make Mega more versatil. Cybran fanboys gonna hate me for this.)
Seraphim has no navy capable exp. But seraphim is broken beyond repair in many ways,
Air Experimentals need balancing love. ATM they are fodder to the stupid amounts of ASF in the sky (thanks to no real way to deal with them other to build more of your own). While land exp can move and search for good engagements, Air exp are usually slow and can be picked up with ease. The only Air exp you will see rather often is the czar, but only because it's used as a giant mercy.
CZAR: the "flying fortress" should be made into one. Reduce its death crash damage so its not just a stupid suicide unit. Whats wrong with a slow moving, high HP saucer with good AA capabilites giving the Aeon an edge in ASF fights when engaging correctly.
Soulripper: have not seen him in ages. Not sure how to fix him.
Ahwassa: the seraphim trade mark aka pay 48k Mass to get an "maybe" 11k damage dealing giant "KILL ME" Dot on the map aka why seraphim is broken in general. (Pay 10 k Mass to get 5x 3k damage dealing bombers that are much more reliable when it comes to dropping the bomb and can be used to much greater effectivness)
Air exp. suffer greatly from the monotone T3 sky battles thanks to their low speed and high cost. So the probleme ist mostly not their uselessness, its T3 ASF that shut down Air play in lategame completly. Want to drop? Want to build Air-Exp? NOPE!,ASF BOWCHACKAWOWOW kills everything! I think a serious T3Air speed nerf would greatly benefit lategame air play in general......
This leaves the sad rest which is:
Fatboy: just give him more shield HP so he has a bit more survivability. He dies way to easy to everything. Other then that, hes fine.
Novax: would need a complete role change away from a 37k mass costing 150 DPS lol tickle canon. Even a Titans has more DPS. Maybe change it to a flying shield disruptor like the Aeon absolver with good vision to scout for just half that price?
and of course
Game-enders of all kind: we probably shouldnt touch them and just leave them be for the lulz.
So theres a wall of text only about how broken experimentals are. If were every going to relase a balance update, F bomber, Mercys and gunships. Useless experimentals is a way way bigger problem.