KD7BCH wrote:yeager wrote:KD7BCH wrote:I would cut all sacus down by 50% HP, the Rambo upgrade should still be possible but again only 50% of the current hp. Marching 10 of these anywhere is essentially unstoppable even by EXPs. Air has very hard time stopping them, navy can't stop them, land can't stop them, fixed defenses can't really stop them, only a nuke or layers of exps or combination force can stop them.
If you cut down their hp by half you reduce their effective lifetime and effective firepower so one EXP should be able to survive engaging 10 of them, and a few strats should be able to take em out given enough time and massed land should still suffer a lot of casualties but be able to stop them. They'll still be able to get to but probably not though a concentrated and reinforced defense but they'll weaken the defense enough to permit follow on exps or land mass to get through.
You can have 2 dozen gunships and it would take you 15 minutes to take out 10 of them.
You should be careful, Overcompensating is why we are here in the first place
I agree overcompensating is bad. I don't think 50% of the huge HP that they have is cutting too much but cutting it by only 25% makes it take substantially longer to kill each one, meaning you need fewer of them to do the same amount of damage because they are too survivable. Large hp units are imbalanced by their nature, battleships, GC, Cybran Bug, but all these other things you can't build 10X in a standard game in the time it would take for them to be wiped out by an equally opposing force. Not true with SACUs. The combined hp of 10 SACUS is too much. That is where the cut needs to happen in my eyes.
I agree, but this is supcom, so I don't think that's the way to go, it's a bland fix the will do little but make people build percivals instead. I think some scus (say uef) shoul have their insane hp, just not equally outrageous damage. Also this approach dooms aeon scu forever and has minimal effect on sera if they can stay out of range, I think the approach should very, maybe:
Uef: decrease damage (and aoe) so it's really hard to kill but not a damage dealer, also a good decoy
Sera: increase cost, so it's not so outrageously easy to build but still a logical counter (since chickens such as defensive units due to thier death ball)
Cybran: not sure, maybe decrease fire rate or emp etc. (don't see them enough to know for sure)
Aeon: increase damage so it's better vs percivals, no aoe tho
After that if they are still OP you can decrease health all around, but this should make them more even