Why are hovers niche:
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For securing islands, com trans beats them timing wise and combat wise.
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For securing large islands, com trans + bot lab is better than hoverlab
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On the sea, frigates absolutely wreck medium hovers, no contest.
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Bots has cool but very nasty trick of rezzing your light hovers and sending them back to your team, requiring no lab and metal cost.
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AA hover costs too much E for not being very strong (same dps as 2 platy's / jags, more overkill)
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2 AA hover can still be easily overwhelmed with 8-10 shruikens and focus fire.
Overall, there is no safe place for hovers other than on bodies of water that don't warrant boats. The maps we see hovers on often have to have movement speed buffs for hovers and nerfs for other units. IMO this is because the lab doesn't have enough utility after light hovers.
Direct changes
- Reduce the E cost of hoverlab, to allow for faster starts and more viability on non-wind maps
- Reduce the E cost of the hover aa and give it ~50% emp resist again shruiken
- If medium hovers are still weak, could increase the speed of medium hovers by 2. While medium hovers are still expensive, this makes them more of a premium unit and useful, and makes building defense reactively a little harder. Metal heavy raiding units need to be balanced around dropping large amounts of metal.
Indirect changes:
- Remove t1 com trans (or put it on a significantly more resource and BP expensive t1.5 trans).
- This will allow islands to be fought with hovers and unit drops. A t1.5 com drop comes later and comes at the price of several fighters.
- This buffs medium hovers and especially the halberd. Halberd drops become a real strategy.
- Rework sea and nerf the t1 frigate's range and speed
- This gives more space for light hovers, and makes it so medium hovers can fight in the short term against ships (370 range vs new 400 range on frigates). This makes missile hovers less vulnerable and halberds a bit more useful