ASF BALANCE DISCUSSION/CHANGES
Since we are going to do a balance patch and air is part of balance I wanted to discuss ASF balance since this unit is sort of a fulcrum for all of the other air units in the game.
ASF Balance or Rebalance Goals
1. Maintain Primary counter as the Air Dominance Fighter against all other air threats or targets, to include T1/T2 and other T3 units, and Air EXPs, if it flys the ASF should be the best unit to shoot it out of the sky with.
2. Reduce ASF swarming which effectively creates a no fly zone over an area, and which should only be effectively possible with a combination of SAMs/AAA and shields.
3. Reduce ASF effectiveness against slower moving air by buffing those air units or re-tiering them.
4. Combine these changes with the T2 FB changes under balance testing currently.
Problems in the air game.
At present we see swarms of ASFs in most games that make it to T3 era on the maps sized typically 10x10 and larger. While the swarms themselves are not really a problem, trying to fly anything into this swarm, even other ASFs is deadly.
After about 3-4 minutes of building ASFs in early T3 you have enough of an ASF swarm to do the following.
T2 FBs intercepted by the ASF before making their first pass and will be wiped out.
T2 gunships are completely wiped out by ASFs.
T2 Transports are completely wiped out by ASFs
ASF presence in the skies Immediately make T3 Strats more effective than T2 FBs, since they fly faster and are more durable. Assuming the same radar coverage and response time of the player directing ASFs for interception, T3 STRATS will take fewer hits from ASFs than T2 FBs on their way to the target, as they move faster, T3 Strats are more durable as well requiring 10 hits to kill a STRAT and only 4 hits to kill a T2FB. It is necessary to maintain ASFs as a dominant air fighting force. Note: We have largely solved the problem of ineffective T2 FBs by increasing their speed in the other balance thread
ASF Changes
Increase ASF Mass cost per unit from 350 by 150 = 500 This is a 30% increase which should mean a 30% reduction in the swarm of ASFs.
Note: In the other thread we are also adding additional A<>A Damage buffs to the T2 FBs, assuming sides of the air game build T2 FBs they will have a credible DPS rate to offset the majority of the 30% loss in ASF fighter strength.
ASF speed reduction by 1-2, this will provide slightly more time for other air units to get to a target and inflict damage. ASFs are substantially faster than any other air unit, except for T3 scouts, of which they are lethal against when scouts enter the ASF swarms. ASF speed does not keep them more survivable against SAMs and will have minimal if any effect on their survivability inside enemy SAM ranges.
Additional Suggested Changes
T2 FBs changes covered in detail in other thread
T3 Gunships no changes at this time. T3 gunships continue to be a decent alternative for local defense or fulcrum utility uses like against navy or a drop. An hp buff is being considered since AAA is still massively deadly to these and swarms of ASFs are pretty effective against T3 Gunships which are perhaps one of the better counters to SACUs.
T2 Gunships No Changes at this time. They continue to be a credible DPS inflicting unit for use against EXPs or against enemy ground incursions. They are not nor will they ever be a strike bomber type unit or a replacement for strike bombers. They are also a poor ACU assassination strike unit and will continue to be poor in that role.
T1/T2 Transports Move SERA/AEON/CYBRANT1 and T2 Transports to T2 and T3. Keep UEF T1 Transports in T1, and UEF T2 and T3 Transports where they are. We also want to buff transports hp to provide for a substantially better survival rate on the first landing. Right now ASFs completely wipe out transports in mid to late t3. The only Transports you can really get with much success are UEF T3 Transports and even those have a less than 25% survival rate when there are ASF swarms. If you give 75% of all of the mass of the transport and cargo and land 25% of the fighting force, and you lose, you effectively hand off 100% of the mass to the enemy, so they aren't viable. Making them even a bit more survivable so more get to the target and more drop, will make them double effective and that will either double the length of time they are effective or at the very least make them an option that they are not right now.
The UEF have always has a transport for all tiers, and a ghetto gunship, while the Cybran have also had a ghetto they have a T1 gunship, so the only races which lose strategic flexibility are the SERA and AEON if they using T1 transports as ghetto gunships. If this is an acceptable trade-off for more effective landings in T2 and T3 the community will have to decide.