ok here a propper argumentation:
With the exception of 1v1 and possibly 2v2 games, the following statement is true:
If someone builds a Revenant at the start of the game, which is not expensive at 850 Metal, then he has a highly mobile and very durable unit. This machine is also equipped with high burst DMG and a comparatively ridiculously low reload of 9s for 220*9 dmg.
The opposing team now faces the following challenge.
Somewhere on the map, a unit will now appear that can wipe out all units except heavy tanks with a single blow.
All coms at the front are now in danger. Its usually 2/3 shots to kill it. Depending on com-choice, upgrades, received dmg aso.
All optimists will be disappointed within the next minute. At this point, no single player has enough anti-air to stop a Revenant.
This means the Revenant will probably do 300/400 metal killed damage, up to a com-kill, and survive.
Now some will say, ok but that's a rush. Once AA is on the field, the situation changes.
No, it won't. Because while this AA is being built, more Revenants are also being built.
Short detour:
Let's look at AA.
I've seen cows that are more afraid of a fly than Revenants are of Swifts.
Raptor? Using this unit against Gs basically doesn't work and Revenant doesn't even need support.
Trident is a great aa unit. Btw you need 7 of them to take a Revenant down, because your reload is 10 seconds, you only shoot once.
Gremlins: you need 7 of them to take a Rev down, if the shooting duration of them all is 10 seconds. That costs you 910 metal
Vandal: As already written somewhere else, if you build this unit, you loost control over your life. By far the worst aa unit in the game. Kills nothing and dies to everything.
Crasher, a glimmer of hope. If they get 3 shots of, you need only 5 of them. Great :D, just pay the 1100 metal pls.
Flail, ok aa, lets assume you manage to get 2 shots of. You need 6 of them. 1200 Metal
Tarantula? Ok, lets say 4 shots. Hey, even 5. (Thats 10 sec fighting) You only need 4 of them, yey. Only sad they cost 1520 metal.
Toad, the best aa in this game. Lets assume 9 sec of fighting time. yey, you need only 3 at a meager price of 1500metal.
Ettin, another great one. Again 9 seconds for the fighting, and the result is 3. 1500 Metal pls.
Zephyr, Actually, I only ever see this unit miss, but ok. You need 5 of those beauties with a pricetag of 2000metal.
And that is it. Those are your absolut abysmal dedicated options.
(I am of course aware that this analysis does not correspond to reality. There are also other units shooting at Revs, of course.) But with 2 Revs, who says all aa will focus on one???The game goes a little further. There are now 3 or 4 Revs travelling the pitch together.
These can now attack even larger unit combinations. Shieldballs, tank armies, grizzlies, penetrators behind friendly lines, nothing is save anymore. The entire team now has exactly one choice. Die or everyone builds enough AA to fend off the Revs on their part of the front without air support. This means that every single player on the team has to invest more metal than the rev spammer in AA and at the same time hold his front line.
I love this plan, a masterpiece of tactical prowess.To briefly address the raiders' argument. Sure, raiders defeat revs. But Raiders get beat up by everything else on the field.... That's not a winning concept.
And now someone can try again to claim that there is not a fundamental problem with this unit.