1) Drone Hive backpedaling brings them far from harm's way, making them less likely to be targeted. For the same reason, it happens that they are the least t2 units remaining after trading blows with an AI army. It looks weird sometimes - dreadnoughts soaking all the damage while hives are free to make whatever they please.
2) I know it's pure subjective, but I noticed that latest released units are unrelated to their faction design-wise. I mean, circle-shaped engines are lacking in substrate most recent additions (i.e.: masochist, orbital jammer and so on) and hera is totally different from other phc ships as well. This is extremely evident with Agamennon, which seems to belong to another race.
3) Air units are extremely weak against decently defended bases. They should be able to survive longer (maybe we'll need tolower their dps accordingly); at the moment they drop like flies after few seconds of engagement.
4) Crystal maps are literally killing my scrolling smoothness. I don't know if it is a known issues or there's a workaround for this already.
5) Move/Attack an army prevents all second/third line units to engage the enemy line. They will stand back and won't contribute to attack the enemy, making static defenses more efficient. It looks like that they still try to mantain their relative position inside the army (columns/rows). That's even worse when you try to pull back or retreat: you'll need to wait for the entire army to rotate before they will go elsewhere.
Thanks for the feedback!
You raise good points with the unit behavior. Due to the way the grouping works, it can cause some unexpected things to happen.
I'm not sure what can be said about the air units. You never want air units to be completely OP. They can bypass terrain and armies so you don't want them to have insane survivability as well. If you do down that road then people will stick to air units and air defenses to counter it. The ground game will suffer as a result. Air can still be effective but you have to use it with more precision.
Do you always have issues with the Crystal maps? I'm assuming it's directly related to FPS drops?
Re: Air units:
Units move slow in ashes, so if an air-fleet could threaten a well-defended base, how would the opponent defend all the other possible locations on the map? You already can ravage a lightly defended areas with an air squad. Air rampagers used to be OP in 1v1 because it was pretty easy for a player to get 4-6 rampagers and just fly around and pick apart everything. The difference between ashes and other games is the gap between movement speed of air and ground. Air units move about 4x-6x faster than ground units.
As is, strat bombers are not good at assaulting bases (unless they are clumped like the ai.). Air harbringers are probably your best bet, though you still gotta compare how much heavy AA the enemy has.
The devs did said that they sort of wanted to change the air fighters from a squads to a single unit to make them not complete paper versus splash AA. For now you just have to deal with it. If you want less fragile AA, you can go with the overmind or apollos, and use your fighters cautiously when you know there's not much splash damage on the enemy side.
Good points
Let me explain my point of view. Halving their dps means that there's a longer (doubled?) time window before they can destroy a single target. That means that you have more time to counter them if you're unprepared for an air attack. But at the moment aa turrets are too good, t1 aircrafts are literally useless if there's a turret in the target region (which is very common against AI), while they're extremely good if there are no air defenses at all.
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