by Duck_42 » 14 Jul 2012, 18:45
To an extent, I agree. The first person to get attacked by a good Phantom usually doesn't have much of a chance. If there are two good Phantoms, they can easily kill the first two innocents. That is usually true though, regardless of whether T4 air is used.
With the veterancy changes though, T4 air can be difficult to stop early on. Most players haven't adjusted their build plan to have earlier ASFs, so that makes the problem worse.
It's worth noting that T4 air was WAY underpowered before the veterancy changes. They had practically no AA capabilities and could be effectively countered with a relatively small air force and/or ground based defenses. While they still have very little AA, the HP buff does make them significantly harder to kill.
I wouldn't mind seeing some further tweaks to the Czar. Perhaps some combination of making it a little more expensive, increasing its build time, adjusting its veterancy parameters (less frequent buffs, or perhaps smaller ones), or adjusting its base HPs. Might need to tweak the Sera T4 bomber a little as well. To me, the Soul Ripper is just about right as is, but some may disagree on that point.
Any any case though, I don't believe we should be addressing game balance issues in the Phantom-X mod. It will complicate things (both in maintenance and playability) to have a different set of units in the Phantom-X mod. IMHO, these problems need to be addressed in the normal game balance (not just in Phantom X).
As an aside, tweaking unit BP files is not very hard (game data files are ZIP archives, and BP files are text). If the problem doesn't get resolved eventually in the regular game balance, there may be some interest in a custom MOD with unit tweaks. I just don't want to incorporate it in the Phantom-X mod itsself.