RocketRooster wrote:I must admit that don't think I've learned much
To summarize the issue at hand, Cybran has always been at a disadvantage on maps like High Noon because they don't have any hover units. UEF also had it bad because they were stuck on their side of the map for all of T1. Sera and Aeon could play a mixed game, and typically dominated because they simply had more options. The main compensation provided to Cybran was the Jester, which tended to be a big factor for those maps back when they were a part of the ladder. UEF generally had to focus on their navy and didn't have much else.
To this day, Riptides are still unpopular, but it's because UEF following the naval pathway will generally prefer to stay on the naval pathway, so they don't really switch to hover spam on maps where this comes up - they're already dedicated to navy, and there are very few maps where Governers can't reach an important quantity of targets. A Cybran who goes with the air pathway will eventually be shut down by flak and shields, so it's a bit of a dead end and can be worse than if you went full navy instead. That means that if you started off trying to use Jesters as leverage, you need to transition. By T2, it can be a bit late to move into naval play. The enemy can build subs, and just a few of them will keep you from building your factory. Of course, Wagner spam isn't going to be an easy move either.
Years ago, they put some serious thought into balancing Wagners so that they'd have some sort of impact on naval play, but the problem they ran into is that depth charges and torpedos take a long time to reach their target and there's an issue of overkill. A bunch of subs or torpedo defenses often shoot all their rounds at a single target, sink it, reload, then fire at another single target. It's very inefficient on top of being slow. Having tens of submersible units is really a nightmare situation for units that can attack submersibles, so if the Wagner were able to threaten enemy navy at all, they'd dominate by a drawback of the game mechanics. You'd have forty Wagners, and by the time the enemy overkills the first one, the Wagners have overkilled a destroyer. It just doesn't work.
You can help negate this by split-attacking, but it's more micro intense and still too demanding. Players unfamiliar with split-attacking won't intuitively know they can do it, either.
So what they finally settled on was making the Wagner a normal tank, pretty much. If nothing has changed since then, the Wagner should trade sort of equally with the Rhino and you could theoretically build either, but the Rhino doesn't overkill so it's ultimately more efficient and more preferred. That means that when Wagners pop up on the shore, they're not some fragile unit like the Blaze or the Riptide, they're a real tank. It's not necessarily a game winner, but for sure, if they surprise a player it's going to be a massacre. That's good for Cybran. What isn't good about it is that the Wagner fails to fill the role all the other amphibious tanks provide - amphibious support. They're good on land, but garbage in the water. You can't use them to chase off enemy boats or to take down a relatively fresh naval factory. They fill the same role the Rhino does plus their ability to drive through water.
So without changing the Wagner into a hover unit, there's not much that can be done to provide the Cybran with a similar role to what hover units provide. Fortunately, maps that strictly benefit hover factions above all others have been eliminated from the ladder, but as you've noticed, free play with friends means you'll occasionally be on those maps and you'll be stuck in the same situation as the UEF. Just like them, you have to build navy. Unlike them, you won't have the range of the Governor nor the air-blocking joy of the Bulwark. Instead you have destroyers that crawl up on land, which is funnier but a whole lot more risky.
So the short of it is, on virtually any map with water on it, Cybran should usually plan to get into the water and not be fooled into thinking that Jesters or Wagners are going to save the day. They won't. Jesters can delay the game to T2 by covering your own area, but a competent player will scout you and generally prepare air defense on their side of things. You also won't be able to delay an enemy navy by spamming amphibious land units, so if you're not already in the water by T2 it's extremely unlikely the other player will let you start. Better to just be there in the first place and work around the limitation.
It's always been that way. They've thought about trying to change it, but nothing was viable, and this is one of these things that you really have to look at and say, you know, it actually
is a faction diversity thing. It's the price we're paying for a submersible tank. I personally think it's not the best trade since an undefended base is usually going to get sacked whether it's Wagners or Blazes showing up, but Wagners do have the edge by being sneakier and harder to kill en route, and luckily it doesn't come up that much anyway.