CrazedChariot wrote:I definitely like having more responsive hover units. Time will tell if they need some stat readjustments due to their new maneuverability.
I did not get to try the cheaper asf change, as it looks like it was changed back before i got to it. I have no issue with the 750hp reduction, but it does have an impact on air micro.
I'm not very good at air micro in general, but the first turn has always been super critical. I would need people better at air micro to test this, but I imagine this will make the first turn really determine the outcome of the air fight.
I still think people will hoard asf, as its the only unit that can defend against air. Basically, if you lose air on a large map, you are going to lose the game. It creates a nuclear standoff, where neither side wants to risk losing, and thus just keeps bulding asf to make sure they won't lose the air.
I'm not smart enough to come up with an eloquent solution.
With the HP nerf, ASF micro will be more important, true, but it'll be easier to kill ASF overall, meaning that SAM and flaks will be much more efficient against them. It will now be stupid to fly your ASF swarm over a base covered with AA if you won air, because SAM will kill them more easily (and probably even t1 AA will somehow damage them over time). It will be much harder to keep all your ASF alive, unless you don't use them.
It would be interesting to test Balance Test Seton games where one side would play "normally", with an air player rushing and spamming ASF, and another side would play without any player focusing on ASF. They would however be cautious to build other air units like inties, t1 AA, mobile and static flaks, Cruisers, Carriers, and SAMs, to see if it's possible to really counter ASF spam tactic with static ground anti-air now.