Alright, it's time for that yearly balance thread.
I'll get straight to the point.
Magpie is fundamentally badly designed unitLet's look at it's strengths and weaknesses:
Strengths:
Excellent speed
Good maneuverability
Great HP/cost
Perfect accuracy
Homing projectile
Fast projectile speed
Good range
Weaknesses:
Absolutely terrible damage/cost
How did we end up with a unit that has only one weakness? And it's not even a weakness can be used to kill it.
Magpie is effective against any unit, as long as it's valuable, punishing potential interesting gameplayImagine this scenario:
You run a raid of 25 Glaives. You manage to evade the enemy's defenses. You enter the enemy's core territory: rich, full of eco and undefended.
Now - imagine a unit's value - it's based on the unit's state and position. A raider in the enemy base is worth much more that one in the factory. Magpie's role, due to it's bad damage/cost and perfect accuracy, is to fire at units that are the most valuable.
So your Glaives just die to Magpies, preventing any interesting gameplay.
With Raven you could have outran the projectile.
With Thunderbird you can spread out or wait for the disarm to run out.
With Phoenix you could at least have spread out your units. (I do think this problem affects Phoenix as well, it's another unit that's faster then raiders and counters them)
With Magpie you just die. The missiles home towards your units and there is nothing you can do. There is way to limit your losses or even kill it without AA.
This can happen with any game move that increases the value of your units, unless you have a swarm of AA to protect you.
How to counter Magpie?Don't even bother with flex AA, Magpie both outranges it and outmaneuvers it.
There is only one answer - AA. And not a reasonable amount of AA. If you want to deny Magpie from attacking your forces, you need a stupid massive amount of AA. The issue lies here:
Lanchester's square lawZero-k has many game mechanics to reduce the effect of Lanchester's square law on the game, but none of them apply to AA and Magpie. Both just deal damage. There are no AA units that deal status damage and there are only few that do AoE. Ettin kinda works, but good players will spread out their Magpies. Only Artemis does enough AoE to truly stop Magpie. I believe Magpie was originally intended to be a counter to Lance (or other arty), but it fails to be one since Lance is usually co-located with massive amounts of AA and other targets are not.
But in most cases it's just two damage streams competing. And as modeled by Lanchester's square law, the bigger force will do overwhelming damage on the smaller force. And Magpie is faster then AA, so it can choose where to engage.
Because of this,a Magpie swarm might just be the best counter to mobile AA. You would think that ground units would be the counter to mobile AA, but how would they do that? They can't catch them. Crasher is faster then Scorcher. But a Magpie swarm can actually catch them. A large enough Magpie swarm can counter reasonably-sized AA forces. (I fully believe that in practice most mobile AA units die from player inattentiveness.)
Also, the AA units built by the arms race that Magpie forces counter every other plane/gunship as well, and it counters them better then Magpie. So building Magpie discourages building any air unit that isn't Magpie. There is no way to counter Magpie specifically.
ConclusionI hope the arguments presented here make logical sense to people. Fixing this, though, will not be easy.
I hope the game developers carefully reexamine units with the unholy combination of high range and fast speed.
Magpie, sadly I don't think is salvageable in it's current state. Nerfing will not fix it's fundamental problems. I believe it would be ideal if it was fundamentally reworked.