I think a range increase for static anti-air turrets would be the first good step into the right direction.
I agree that Peregrines are too powerful but Peregrine combat is anti-slippery slope because of their high rate of fire and big splash damage. If you send in a smaller group of Peregrines against a larger group of Peregrines you are probably gonna kill more Peregrines than you lose and both groups might even be mutually annihilated in a blink of an eye due to the massive amount missiles that are fired into the air, circling back and forth.
I wish the flak cannon was stronger, with longer range, bigger and more expensive. Maybe the scale of it's base could be more like that of the catapult.
T2 air seems perfectly counterable through T1 AA spam, I don't think you have to own the air or lose, indeed the fact that it's actually more cost effective to have a slightly smaller number of Peregrines in an engagement than your opponent makes me hesitant about even trying to own it.
Options for winning: Nukes, kestrels, vanguards, orbital laser. I so miss the days of 250 ants marching across the map in epic fashion and actually accomplishing something 30 minutes into a game.
How about keeping the flak the way it is, making the flak shells slower so they are less effective against faster planes (bombers, fighters) but still good against gunships and adding a T2 longer range, no AOE slow firing missile launcher for dealing with bombers and fighters.
Air just annoys me to no end. All the advantages of Air... none of the weaknesses of it. Its the entire reason they are so OP compared to the rest of the units. How about T2 fighters and Flak toned down. Then increase the cost of air increased greatly. But also make air units larger ( more like navy ). Turn the T2 bomber into a flying fortress with more hps. Make it have 2 bomb bays one on the left and one on the right that it alternates droping bombs from. This gives it a sort of carpet bombing effect without having the nasty doubleing up of bombs. Do something similiar with T1 bomber ( size cost wise) but make T1 your big bomb dropper. Gunships more or less stay how they are, however I do feel gunships are missing something. They are cool in all but I feel they have a odd spot right now in aircraft. An odd thought... but prehaps make Gunships able to be shot at by normal ground forces? Move them to T1. T1 bombers for single targets, Gunship for multi target. T2 bomber for carpet bombing. T1 fighter as is, and T2 fighter merged with Avengers for a dual layer aircraft. Give them an ammo counter, once this is depleted the aircraft must return to base for recharging. This removes the mobil army that never needs to land. Just a crazy thought
Flak... No aoe? Flak is made for AOE. It fires shots in the sky that explode it's whole basis for damage is so you don't need to be exact, If anything the T1 aa should work like that since it's missles.
I think you misunderstood my post, keep flak the way it is, with AOE, but make it less effective against faster planes by having the flak shells travel slower (fast enough to hit gunships though), ideally I'd like to see flak turrets fill an area with massive numbers of low damage high aoe shells, some of those shells might hit some bombers, and some might hit some fighters, most WILL hit a clump of gunships. That way it's doing a bit of damage (though inconsistent) to fast planes but destroys any gunship clumps that come into range. Then there should be a new T2 AA missile turret that has really good range (think somewhere between a pelter -> catapult) but fires slowly (long reload time). Basically an AA catapult, good for picking off units at range but it can't handle clumps of them. Give it a minimum range so it can't fire at close units. That leaves the current T1 AA (which should also get a moderate range boost) to deal with bombers and fighters that make it through the long ranged T2 AA missile turret. Edit: The basic thought that I'm going for is. T1 Bombers should be like B-17s cheap, weak, medium speed, most AA is good against them, so they make up for it with massive numbers. We should have 2 types of T2 bombers. B-52 Type (faster, stronger T1 bomber, but costlier, great for carpet bombing fast enough that flak isn't as useful anymore, though it can still hit sometimes B-2 Type - Very expensive, fairly weak, fast, high altitude, single heavy bomb (MOAB or tiny nuke, like the T3 strat bomber of SupCom) flak sucks against it as it flys fast and high so the shell travel time takes too long. Use a T2 SAM to try to take them out before they can drop their bomb, if they do get through flak will barely scratch due to speed / altitude, but T1 AA can still hit as it's a guided fast moving missile. T2 Gunships - You can use pretty much all AA against them but when there are huge clumps of them, the long range T2 SAM isn't going to be able to keep up. They are also heavily armored to T1 missiles turrets don't work as well, so you deal with these by filling the sky with AOE flak.
I think T1 should fill the role as SAM turrets since they already have the basis for it. They fire missles and look like SAMs... my ideal thing would be T1, high damage, long range SAM with a low fire rate but a lot of damage to individual units and T2 aa, flak, would be low to medium damage over a big aoe so they can damage groups over the single unit. Edit: Also, sorry, I reread your post and you're right, I did misunderstand it because I thought you said that it'd have no aoe but you meant with a SAM launcher... My mistake!
No worries! It was a fairly rushed post so it wasn't all that well written /) As for T1 vs T2 SAMs, I'd like to see both T1 and T2 just due to the fact that the T1 and T2 would have different roles. T1 SAM is the all around AA, it's not super effective against anything but it's well rounded, decent range, decent firepower, decent rate of fire. T2 is for more specialization, if we just make the flack effective against all air units then why bother building T1 SAMs anymore. To fix that we can make the flak gun worse vs faster planes, better vs slow, but then we have no good way of stopping faster more powerful T2 planes. T1 SAMs work, but not very well, Flack would be terrible. That leaves a gap which I think a T2 SAM could fill. Something like the screamer from TAUCP (it was in a few TA mods) Long range, very slow to reload, high damage single target missile. We have multiple types of ground defense (T1 single and double laser towers, pelters and T2 laser towers, holkins, and catapults) why not have more than 2 types of AA.
You make a good point! Three types of AA, two SAMs and one flak. The T2 flak and T2 SAM would be more specialized while the T1 SAM could be decently affective against all teirs, fits my love for side grades!