I think it's going to be moved down. There is a big update including balance getting released near Christmas.
Its definitly not useless at t2. It helps dodging nukes, lasers, boombot snipes and a lot of other nasty snipe attempts.
I agree it has sum little use but as far as moving large armies early on that's not possible via air. And once you get to t2 teleport totally negates the pelican. Ideally I would like to see a light transport that is possible early in t1 that can carry more than one stinking unit..and also a heavy transport that also has sum aa and ground fire capabilities for late game sneak attacks. Who's with me on this!?
I hear ya, bro. But there are much more pressing issues to balance right now than the pelican. It's so far down the list it didn't even make my Community UberBalance as a change Regardless, it needs fixed. Just not now. Unit opportunity cost first.
I can imagine the pelican as the go to way to get engineers to far out places by making it a cheap t1 transport that can fly considerably faster than air fabbers. I am considering to do similar with low cost small scale unit cannons. Yes I am always thinking "how can we balance this to favor gigantic expansion play"
I agree but it should be on the list and modders should be working on this asap. Transports should be a must for any legit rts game. Imagine how epic ten transports moving thru the heavens carrying ten units each escorted by fighters is from gameplay standpoint. We need more strategies for this game to last. Just look at sup com, it was bland until FA came and the strategies were endless. Right now the only strategy is build teleport funnel army,gg LAME.
Had these out for quite a while. People seem okay with joining modded lobbies now, so you (OP, anyone) can host games with the T1 Pelicans mod and expect people to join just fine. EDIT: Also Pelicans are already cheap But I think they could do with an HP buff so they can survive a fighter missiles. *Shrug* keeping those mods simple on purpose.
I gave pelican radar immunity. That along with it's cheap cost at worst at least makes it ambiguously a stealth scout, and at best it allows for radar-only users to sneak in an inferno/vanguard drop or possibly even fabbers or air fabbers? The main reasons to move it to t2 are no longer in the game btw, the dox shoots air and is spammable everywhere, pelican reduced health and speed, the commander has AA, the commander is resistant to com-pressure with himself/structure ubercannon resistance, structures got buffs... There isn't much t1 transports can bend balance wise.
Isn't the pelican still to fast to have radar immunity? I don't think an radar immune unit should ever be able to outrun scouts, especially not if it's a transport or you will encourage a hide&seek style gameplay where the transport becomes the most effective solution at protecting high value targets.
To be honest, Im ok with the transport as it is, cheap and expendable. I feel we just need the ferry ability to set up proper routes. I never liked it picking up commanders before the UC nerf against buildings, and still feel like commanders shouldn't be transportable by them either. Also, while T2 air is wierd, the units there are still good, just a little strangely balanced.
Yea i don't see why people say its bad as it is now i think t2 air in current state is good. The units could be a little easier micro able but that goes for t1 air aswell.