It's not that I am fanboy, I can play substrate the same I could play zerg or toss in starcraft.
What I am trying to tell is that by design substrate is made to win games in a very "retard proof way".
There is much to be done with this game and I am waiting for the 3th faction. sub is and was disgustingly op for as much I can remember this game.
i understand what ur saying nein, and i agree SS by design does havea lot of mechanics that make it easier to manage in certain areas, the lack of resource cap, the easier factory management, and the fast regenerating martyrs/reapers for node capping.
but at the same time PHC has some big strengths over this.. u say the harvester is beneficial to SS over the refinery? do some math. ur nexus spits out engineers constantly, each engineer can build a refinery, once that refinery is built, it generates more than a harvester and is MUCH harder to kill than a harvester. as PHC lets say u play for 40 sec, that gives u 1 engineer who can start building a refinery , after 80 seconds u have 2 engineers building 2 refineries, after 120 seconds u have 3 engineers building 3 refineries, 160 sec u have 4 engineers and a refinery, with the potential of another 4 refineries being built simultaneously (lets leave them there). now back to SS, u play for 40 sec u have another engineer who is producing no new resource, u play for 100 sec u now have a harvester and 1 engineer, after 140 seconds u have 2 engineers (but only 1 harvester) dont u see what is happening here? SS has a linear growth of income, while PHC has an EXPONENTIIAL growth of income. yes SS can build an eco faster, but that eco is much weaker than the PHC one. given some time, PHC will be FAR ahead with both engineers AND resource income..
strat bombers do 24% less damage than harbingers but are up to 90% more durable
the reason u are struggling vs SS is because of map control + turtling. turtling should never work vs equal SS players. u should lose, otherwise how would the SS player feel that he cant break through ur defenses? how can anyone justify unbeatable defenses? while u turtle, ur opponent gains map control = income. ashes as u know is a game about map control, since map control so heavily determines income. but at the same time, u as a PHC player have greater income with fewer nodes compard to SS.
try use armoured units. PHC has some great armour, that SS struggles to counter, what does SS have that counters armour? hades and eradicator. how hard/tech does it need to get those units and how rad heavy they are.. while the only thing u need to counter SS with is high dps.. the higher the dps + AOE the better off u are.. simple math. it a no brainer. compared to counter PHC.. u have to use AP or high DPS depending on what ur fighting.. have u seen how hard it is to kill a zeus with nano mesh on it?
and now that dreads are cheaper, u can start abusing the insane armour of the PHC dreads.. forcing SS to build rad heavy AP units... which u can then overwhelm in numbers with ur rad cheap ones..
u are using the preview balance mod hey? u need to get the better picture of how well these units are working now. i still say its too easy for SS to cap nodes compared to PHC, but its not as bad as it used to be. and u have greater strategic diversity.. u can use PHC gunships to wreck martyr/reaper capping groups.