SmokeDragon: The super I'm working on atm (it's mostly functional, though got some polishing to do) sorta does that.
It's a transforming mech that teleports in friendly units. It has a base building that provides power and can rebuild it if destroyed.
The powering building
Standard experimental building, ~50k price point, shoots a giant highly visible arc of lightning over the battlefield to power the superunit.
Because it's powering the superunit, if the building is stunned then the super unit is also stunned (the superunit itself is immune to stunning due to being powered by distant lightning and capturing the superunit just destroys it (no power!)). If the building is destroyed then the superunit will also be destroyed.
Requires a 600 E/s grid connection or once again the superunit loses power and is stunned.
Rebuilds the superunit if it's destroyed. Takes 100 seconds at 30m/s.
Flying form
Very fast flyer with cloaking (when it's cloaked the powering lightning fades out after leaving the building so the enemy only knows what part of the map the flyer is in) that costs -600e/s and has 0 decloak radius. Has a heavy implosion missile d-gun for 6k damage (wiping out un-Funnelled balls and singus) with a long reload time and a moderately powerful chain lightning gun (800dps) for self defence but only 24k hp.
Not that much of a frontline combatant (though the implosion bomb can turn a key fight against balls without strong AA) but with the cloak can easily get to the backline and land to transform into:
"Beachhead" turret
A very powerful 48k hp turret with an 800 range, 0.6sec emping, 1600 damage, 1 shot/sec plasma cannon and most importantly the ability to act as a super-djinn. Quickly placing a portal and allowing your team's units to rush in and destroy all enemy eco!
While the turret itself is very hard to destroy in a direct assault, arti will wear it down over time so you'll need to reposition if the enemy manages to redirect their arti at you (tricky for them as arti is slow).
It can transform back into flying form, though it takes a few seconds so you won't be using it to dodge.
How you might use it
Your main goal should be getting a concentrated block of firepower deep into the enemy base. The missile, EMP plasma cannon and even the lightning are really satisfyingly punchy to use (an entire ball of amphbots evaporating with debris flying everywhere is very satisfying!), but the raw numbers are not very high, so in particular avoid just roaming around with the lightning gun, trying to kill that Cyclops or Paladin. Sure, it'll work, but it's like using a DRP to kill a windgen farm.
In fact, in general sing the superunit in either turret or air form on the front line is a waste, long ranged arti will wear down the turret and with only 600 range and 24k hp the air unit can't do sustained operations against a dense AA cluster.
However, just going to the enemy main base guns blazing isn't ideal, you're particularly vulnerable to Ultimatum and Odins but Paladins and Detriments are also a concern. The portal has a high transportation capacity and quick set up time, a swarm of 50 glaives, a troop of 10 Ettins or a squad of 5 Cyclops can be teleported in in 5 seconds. Even a Detriment won't take long.
Key units good to portal in are:
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Light raiders for doing the damage against that juicy eco
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A screening force to prevent Ultimatum attacks
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AA to defend against Odins
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An Aspis to defend against Zeno attacks
On the way to the enemy base it is a good idea to see if you can snipe a critical ball of arti or shields with your missile. This can make the key difference in letting your allies hold out against enemy attacks long enough for you guys to destroy all enemy eco.
As a fast, cloaked, flyer with no decloak radius and high vision, you can scout fairly quickly to see where you can do the most damage (and maybe to plop down next to an under-construction enemy super!).
How you might overcome it
First thing to note is that perfect defence against it is impossible. Even in the extreme scenario of 100k worth of AA and Lucifers everywhere, a suicide run will easily kill a couple of singus and 4k of other stuff, for the price of a 3k superunit rebuild.
As such, the main thing you want to do is stun or destroy the powering building while minimizing the damage to your own eco.
Scouting is vital to identify what superweapon the enemy is making. With this one if you think you're not doing to kill the building in time you need to start building AA or Raptors/Tridents early to defend your forces. Build at least two, but preferably 3 Artemis in your base to prevent the air strider having a free reign and force it to either hit-and-run or land.
Missile silo can be very important, slowing the turret and the emerging enemy forces and lighting them all on fire. The latter is particularly important to prevent the turret being screened against ultimatum (which will 2-3 shot it). Eos is relatively cost effective compared to most other things.
A squadron of Odins is great at forcing the turret to move, potentially letting it be (temporarily) killed by AA and stemming the tide.
As with all superweapons, you want to push as hard as possible to get a missile silo within range of the building. Arti and heavy AA will both be key here, as will not bunching your forces making them vulnerable to a missile attack.
Similarly to other superweapons, getting your own super finished first will let you win, but, just like when the enemy has a DRP, finishing afterwards might not help as they'll just destroy your superweapon fairly quickly.
When on the offense trying to push enough to take out the building, heavy striders like Paladin and particularly Detriment do quite well against the turret. If possible include them in your attacking force.
Similarly, Impaler and Lance will dislodge the turret relatively quickly.
Other details
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The superunit has out-of-combat regen to fully heal in a couple of minutes so that you aren't incentivized to destroy it and wait for the rebuild if it's badly damaged.