To me it seems that hard-counters are a little bit too prevalent as well.
It seems a little silly when a unit can kill what it counters in 1 or 2 hits, but does abysmal damage to everything else. Not only is it unrealistic, but it creates balance concerns as well.
Take the light and ultra-light category of units: These units typically are never much of a threat to your base because one, they are super easy to kill, and two, they have no bonuses towards structures. It's bad enough that these units have a small amount of HP compared to the bigger units with a "heavy" hull-type.
Having low hp in AI War is basically a death sentence. Any unit that has an aoe effect such as explosions or multiple shots can dispatch small groups of units quite easily. Take the new unit just released: The Saboteur - this thing absolutely tears through things with light hp by its mere design. There are dozens of units like this designed to dispatch large groups of small units quickly.
So as I was saying, it's bad enough that units with the "light" hull type have low hp (and high numbers), but in addition, the units made to counter them (such as MLRS, MLRS Turrets, Rail Guns, and many other weapons) ALSO have a bonus against the "light" hull type! So basically, because of the current hull-type, aoe, and multiplier system, weak units evaporate very quickly, regardless of what type of hull they have. "Strength in numbers" really means very little in AI War, unless those numbers are comprised of beefy, hard-to-kill units such as bombers or other expensive "heavy" units. The multiplier many "anti-light" units get against the light hull-type is insane, it just makes light units die in massive swarms. Meanwhile, units with the "heavy" or "ultra-heavy" hull-type are countered by units that typically do large shots of single-target damage, meaning killing those is a much more singular process, and there's typically a lot more overkill involved in doing so.
In other words, I think the "hull-type" system we have is inherently imbalanced. Light units by their very nature do not need extra multipliers against them because they are already...well...light! Heavy units, which are the most dangerous to your base (such as a tank in modern times or a starship in a sci-fi universe) DO need multipliers since they are so heavy that regular attacks don't even phase them. This could be more easily and universally accomplished with armor and armor-piercing than with unintuitive hull multipliers.
I think that with the current system, "heavy" units (whether literally or in spirit) will always be more powerful and effective, even with their higher costs, because they actually belong in a hull-type multiplier system, where "light" units do not.
One of the reasons why I felt that the ultra-light, light, medium, heavy, and ultra heavy hull types were, well, a mistake (an argument could be made for the swarmer hull type as well). They sort of confuse multiple systems. Overall durability already has some good stats for it, armor and HP. There is no reason to "stack the books" against the lighter stuff even more by tacking on a hull type for small stuff with it. In my mind, hull type should be just that, a type, aka, a material. There is no need to artificially cheapen or make more valuable a hull type multiplier by having some hull types be tied, (de facto even though it isn't in code) to a concept of overall durability. We already have stats that model that.
If we sort of get no hull type strongly associated with an average durability (with the exception of the "special purpose" hull types, structural and command-grade), I think that will aid the system greatly.
Also, if this happens, then we can safely reduce some of the multipliers and overall reduce the average multiplier without worrying that something will start becoming too hard to counter.
This will require some major re-balancing though, and probably should be adjusted with the armor (numeric stat) reblance/system tweaking that may come.
P.S. Yes, I am aware there are some exceptions, like standard fighters with light hull type (standard fighters actually have a good cap HP, but their short-ish range sort of counterbalances that) and raid starships (very durable, and has the ultra-light hull type), but that doesn't change the overall trend, and the names themselves are rather confusing too (light hull type is not intrinsically tied to low overall durability, but thanks to what the name means, we tend to think of it that way, which includes the devs, which is why many of lighter ships have light hull).
Not sure how other RTSs deal with this though. Don't many other RTSs have common ways for a bunch of units to be one or two-shotted by their counters?
Well for one, by not having hull-type multipliers.
Even so, though, it should be possible to tweak the DPS / armor / HP values to increase the number of shots it takes to kill stuff.
Hmm, from what I have seen, most other RTSs don't have many hull-type multipliers, if any. Instead, they seem to group multipliers based on unit
physical size (small, medium, large), and let a numeric armor stat model overall armor durability. Hull materials, if mentioned at all, are pretty much just "fluff". (Like Starcraft and Starcraft II)
For games with hull-types (which may or may not also have a concept of unit size), they usually don't have very many of them (like Command and Conquer, which has a "hull type" for each of the unit types: infantry, vehicle, aircraft, structure, navel, construction yard, FAR fewer than the number of type AI War has)
Not sure how we should go from here. What should the hull type model, unit physical size, unit types, or hull material? Should there be a different stat modeling another one of these in the damage equation? Should all of these have a stat that takes part in the damage equation? How many hull types (and the other stats, if we go for them) should there be?
Right now, the hull types are trying to sort of model all of these, with different hull types covering different concepts to model, which unfortunately means it is sort of failing to model any of them.As for the second point, yea, there could just be an across the board damage nerf and/or HP/armor buff (I would prefer that HP does not get buffed; HP has been inflated enough already), but even that would require a good deal of work, and would still shift the balance in hard to predict ways.