Wow. Got some actual constructive debate. Nice!
Removing Magikarp damage from Pters makes them inferior to Wolfhounds in almost every way. Wolves have 300% damage output, can attack air units, are decent against infantry, and are cheaper even without IP. What gives Pters a chance is faster speed and ability to fire on the move, exactly what you considered useless.
And you know what: if nerfing an OP unit makes a faction UP/useless, that IS BAD GAME DESIGN.
Try nerfing Marines in either Starcraft 1 or 2. Wow bad game design.
From my point of view the biggest problem with Pters is that they are far too easy to use. A simple move command demands your opponent to micro much more (this applies to other debated units such as Salamanders and Apocs). Pters' overall stat deserves a nerf but is not overwhelmingly OP.
Nerfing marines in SC is not remotely comparable. Starting from the fact that they are not OP (in fact, sc2 bio is a bit UP, if terrans are to be believed) Also the way balance works in sc is far different. But I digress...
"Wolves have 300% damage output, can attack air units, are decent against infantry, and are cheaper even without IP. What gives Pters a chance is faster speed and ability to fire on the move, exactly what you considered useless" - Well, of you removed the magicarp tendencies, then obviously fire on the move and the speed would be what makes to unit good. and a damage buff would probably be in order. I dont consider FotM useless (never said it, stop misquoting me) I just said removing it:
a.) does not solve the base issue: its not the mobility, its the sheer damage output. THAT is the problem.
b.) makes the unit clunky and un-fun to use
What make wolfies different from the ptera is they have half the health, and are an entire weaker armor class. They can be spammed into even moderate amounts of AA, because they don't out DPS it in time and are considerably more squishy to boot. Also pteras are FAR faster then wolfies.
But perhaps you are right about the ptera becoming a more boring wolfie... ok ok.
How about this:
-can still fire on the move
-speed stays at 26
-AoE removed
-instead now each attack attacks twice... if that makes any sense. Explain: ptera according to the lore/website has 2 pressure batteries yes? Why not make it like the foxtrot/zephyr (but different) (Explanation: 1 battery attacks the target you selected, the other a random target in a small radius. You have your splash, and I have a unit I can consider manageable.
IMHO Foehn is a trainwreck of a faction, and WoC just emphasises it the most. Think of the RTS calculus. WoC relies on an army of flying units, giving them guerilla-tier mobility, with powerhouse firepower and armour. This is not OK. I'd say that giving a healthy nerf to Pteranodon is a good start, but much more rebalancing will be needed. Flying artillery that can move around the map freely, have tanky armor, and obscene firepower? Also, while the Buzzard is a balanced unit by itself, it just happens to cover the weakness of other flying units. Buzzard+Quetzal+Ptera+Alanqua blob can counter each and every threat on the battlefield, all of these have good armor the very least, they all fly. Ground units like Zorbs just add insult to the injury...
Remember General Granger (the Air Force General) from Zero Hour? Combat Chinooks were broken, but at the very least, fixed wing aircraft relied on airfields, giving the general a highly mobile and powerful army, but also a vulnerability that could be exploited mercilessly. I don't think WoC can be addressed with simple nerfs or stat rebalances, without adding a fatal weakness to the faction as a whole to counter the combination of their firepower and mobility. Perhaps binding Pteras and even Quetzals to a helipad-like structure would do the trick?
Honestly what would be a good idea would be a research stream: some of the better players playing both with and against foehn so the community has a reference to gauge issues. Ultimately, I agree with you divine, but I don't think this massive rework will happen this patch, so I'm pushing for what I can get. (And even that is meeting fierce resistance)
Ultimately foehn turned into a faction that defines "feature creep". Speeder decided to put most of the new logic's into 1 faction, foehn, and low and behold. Foehn is more than a tad powerful.
Edited by Death_Kitty, 18 February 2018 - 03:20 PM.