And the scouts union sharpens the axe a little more...
Cursed Leashed AI rights activists.... We're at war! Now is not the time to consider anything except what I say!
That's probably it, yea.
Well, I walked easily into victory. Took the Fact IV on Jung, Neutered Dante, Killed Nevare, Finished the job. Never even thought about repairing a golem.
This was an especially placid game. Having half as many waves actually gives you MORE than twice as much free time - since the interplay between the timing of the AIs' waves is gone, there are just huge periods of time between waves. It also reduces the chance of a deadly convergence of events, like CPA + 2 waves + ill-timed-counter guard post-wave + exo. However, this is the first game that I gate raided consistently and with strategy, and created a full and proper whipping boy... so that could be clouding my perception of the difficulty. I was also very lucky in the placement of planets and assets (except for the AIP reducers which were mostly off in deep space.... but I didn't have to take any planets to deal with them.)
I would definitely suggest support corps to new players, as it creates a more relaxed pace without even the bother of grinding through heavily-defended turtle worlds. The core mechanic has its own flaws and advantages which can be balanced around, but there are other problems. Too many non-useful support units (I can't see why decloakers in a wave would ever be a problem... tachyon microfighters would be better, but still not really a scary support unit); tendency of support units to get separated from the main wave in a carrier when waves are large; and... do the support units get sped up/down to stick with the wave? Do they act as one coherent unit? I have no idea but it's possible they don't, and that would further dilute their effectiveness.
Thanks for reading. Til next time!