- No t1 naval anti air so instaraped by torps
Torps are kinda OP on naval maps even against cybran, because they can clean up any stray frigates, harassment units, etc.. This is doubly true for non-cybran factions. I think cybran frig AA is pretty much in a good place - as soon as you reach a significant naval force like 4-5 frigs you cant just kill that with 1 torp anymore. Find your faction diversity elsewhere and give sera and uef equally strong AA as cybran.
Perhaps you'll look into stuff like unit speed and manuverability, turret turn rate, rate of fire etc. for unit diversity instead. I like how aeon frigate is slightly different with higher range and lower RoF. Do that to the other frigates.
- t3 land is very strong in some situations and very weak in others
Sera t3 is ultra powerful on large plains with no height variation because of sniper bots and is weak in any situation where they can't utilise the sniperbot since othuums have hard time catching up to percies and bricks.
- If possible make sniper shots arc a little so they can avoid small height differences. On an unrelated note I also want to add here that it would be cool if sniper mode was a slightly more dramatic difference.
- Either buff Othuum speed or range (nerf other stats as needed)... It's a cool design that sniper bots force enemy to engage into your othuums that act as a slow and strong shield in front of them, but it's simply not reliable enough on the weirdness of faf maps.
- Yotha is useless to begin with and then u add the fact that cybran has Mega and u never want to go late game
- Same as for GC, mega needs to be nerfed range wise (but also need to reduce cost so that cyb has a change to get mega online before first gc/chicken)
- The problem with deathstorm is that you want to keep experimentals closer to your base so that you can reclaim them... Marching into the enemy base to donate reclime is the last thing you want to do. One cool solution to this would be to have the yotha launch the deathstorm forward to the direction it was facing when it died.
- no t3 gunship so air is pretty useless
Two ideas
- Make the t2 gunship more like a t2.5 gunship a bit like jester is t1.5... More expensive than t2 gunships but much more powerful
- Make the seraphim strat significantly cheaper (but weaker) than other strats
In this way gunship and strat could cover the role of the t3 gunship a little bit better (t2 gunship covers the part where an uef player would normally make a t3 gunship after first air win to kill a few mexes, strat covers the part where t3 gunships are used for defending small t3 armies and experimentals that venture too far from flak)
(Probably strat change not possible though since some teamgame players would get cancer from not one shotting t2 mex at once in gap anymore)