wodan460:Seriously. Vultures and Scarabs are both extremely expensive from a cost/pop perspective, require you to advance to the apex of the tech tree, which involves lots of slots and resources for the USNC and even more resources for the Covenant, and combined with long build times, render them the hardest to mass units in the game. One would think that they would be more powerful than average, something to be feared and watched out for. Instead, they simply suck.
If you're trying to mass the uber units then you're strategy already has a massive flaw. Plus Uber units are not something you start out a fight with. They're trump cards meant to break a stalemate.
Combat: They can generally be overpowered by units that cost half as much, are hopeless against counter-units, and get screwed by Leader Powers.
Vultures can be protected by Disruption bombs and Scarabs, with veterancy can take a beating. Plus when in a battle they must decide to use the power against your uber unit or your army. Never deploy the two at the same time.
Base Destruction: Their long range and high building damage might make it seem as though this is their true purpose, to break sieges. However, they are drastically overshadowed by lesser units. Locusts and Cobras also have long range, but deal better building damage for their cost, are much easier to deploy/mass, and are generally more effective as units overall.
Actually no. the Vulture and the Scarab outshine those two, again when used right. The Vulture's Y ability makes up for it's lack of long range especially when it's upgraded plus unlike the Cobra or the vulture it has a reasonably thick skin. Whereas the Scarab merges magnificent range with a thick skin and a continuously firing beam of rape that simply deals horrifying damage with advanced veterancy. Plus both can defend themselves reasonably well against air units while the Cobra and the Locust have to call for back up.
Range aside, Suicide Grunts, Brutes, and the PoR all excel at building damage for the Covenant, while the Gauss Hog is universally effective on top of its anti-building capacity.
The grunts, Brutes and Gauss hogs lack one thing though. Survivibility. They're glass cannons. They can deal it butcan't take it. Suicide grunts do their best damage when they explode. However they have to gat close enough and guess what? They freaking grunts, they have the lives of flies. Plus you have to keep pumping them out. Whereas a scarab can fire over your troops heads and directly into the building or even at a building slot on the other side. And Vultures can dump alot of very painfully missiles into a large area in a very short amount of time, all the while pounding away with the autocannons.
Tactical Capacity: While the Vulture can fly and the Scarab can climb mountains, they are both pathetically slow units. The Scarab also has no Y ability and can have its movement jammed up easily.
Maintain control of the Scarab and you don't have to worry. As for speed it's a balance issue to keep the game from being a simple tech race to the uber units.
In short, Uber units are the weakest units in the game.
Hardly. They can, like any good unit, can be freaking devastating when used right. Misuse them and it's your own fault.
There are units that fulfill the exact same role as they do but better, and there are units which can do similar roles but are much better.
It's very obvious you haven't learned how to use them correctly yet. The uber units, both of them are very well rounded units with nice long health bars and if you take care of them, they will take care of you and become nigh unstoppable. However until you learn how to take advantage of their strengths and utilize your army to support them when the going gets tough. You can't just throw them at the enemy expecting to win.
Personally, I'd suggest that they receive a massive boost to their defence and a decent boost to their offense.
Learn to use them and stop complaining about something that isn't broken.
I hate how my computer screws up posts.
Ride the Rocket