- They have amazing anti-air capabilities to the point where two or three can shut down all drop play within their operational area. Those AA guns have a range of 75 whereas a torpedo bomber has a range of 42, so although you theoretically only have to have four torpedo bombers to stop a cruiser, the fact is, the longer range and burst damage from the cruiser makes it a little unpredictable how many torpedo bombers are actually necessary, especially when there is a group of cruisers and not just one. If the bombers bunch up a little, you've got a real problem, but if they don't attack simultaneously you aren't going to touch the cruiser because they won't make it one at a time. Torpedo bombers therefore work, but in a highly unreliable fashion.
- They have TMDs and are reasonably mobile. That means if there's a group of them sitting around outside your base, they don't have to micro to escape TML retribution, but they can do so if they feel like it and that means you don't even really overwhelm their TMD by building more missiles. Or in other words, the TMD is sort of like gravy on the unit, reducing micro needs.
- They fire tactical missiles faster than any TMD can react to them. They fire four missiles with 1.4 seconds between each missile from a range of 150. TMDs only fire once every 2 seconds. So cruisers will easily overwhelm TMDs and TMDs don't really protect you unless your base has more TMDs than base. Spamming TMDs is reactive anyway, treating symptoms without providing a cure, and therefore is a stupid way to go, so your only defense from cruisers is to attack! You've just got to attack before the tactical missiles do too much damage and utterly cripple your base, so I hope you were already building an indeterminate amount of torpedo bombers or... something.
- Sure, these boats don't have torpedoes or torpedo defenses. So I guess I could build Wagners and use their unrivaled 3 DPS in torpedo damage (Why do Wagners have this? We should replace their torpedo tubes with T-shirt launchers to spread Cybran propaganda). Really, if I don't have a navy in the water, I'm certainly not going to get one unless my opponent falls asleep at the wheel for five minutes. I could build artillery if I want to increase my frustration levels by watching the inaccurate shells land nowhere near the boats. Mobile missile launchers are possible if the boats are in a narrow straight except oh damnit, they've got TMDs. I guess I could upgrade my commander with the torpedo launcher, but they outrun my commander!
And anyway, I'm thinking: these things could use a little more versatility. Do you think we could have stealth cruisers? That would be great.
I mean, 1v1 it's not that big a deal. These boats are expensive and if there's five of them at my shore and I have no way to stop them, then clearly I did something wrong. In a team game, especially with uneven teams, the story is a little different. I know there are a lot of ways to get blind-sided - mercies, fire beetles, TMLs, strat rush, and so on. However, all these other things have their counters. Mercies have low health and are easily stopped by AA, fire beetles are clumsy and have a hard time walking to their target, TMDs stop TMLs on a highly cost-effective level, and a strat can still be shot down by interceptors because at least a strat isn't packing outrageous AA, or at the least we've got T3 maa now or you can get up a T3 SAM before the strat does too much damage.
I've only been able to come up with one solution to get a handle on things if cruisers show up and I don't have anything in the water already. Cybran T2 transports. As wacky as that sounds, it's a result of me throwing everything, including the kitchen sink, at stopping cruisers without having to rush an experimental. See, the transports have enough health to actually make it within firing range of the cruisers, and then their EMP weapons freeze the cruisers so that I can follow up with torpedo bombers, gunships, or whatever. It feels like an unintended, out-of-the-box counter, and it takes some micro, but to be honest I haven't been able to determine another method that's actually cost-effective.
Does anyone else have any thoughts on this? The obvious and most effective way to stop cruisers is to have naval control, but let's say you have a teammate who fails at this, and you scout three cruisers headed to your shore now. When you scout the three cruisers, you haven't built any torpedo bombers. They'll generously arrive at your shore in approximately one minute because their captain is drunk and taking his sweet time. There's no way you can build a navy fast enough to stop them by that method. How do you use this one minute's intel advantage?