So recently they've changed scramble bombers to launch an increasing amount of squads per level rather than a shorter cooldown per level. I recommended this type of fix several patches ago but with one stipulation, increase the cooldown time. They didn't, and now the ability is RIDICULOUSLY powerful. Here's the Stats:
Lvl1: 1 Squad, 50 AM, Cooldown 35 seconds, duration 120 seconds.
Lvl2: 2 Squad, 50 AM, Cooldown 35 seconds, duration 120 seconds.
Lvl3: 3 Squad, 50 AM, Cooldown 35 seconds, duration 120 seconds.
So heres what you're looking at.
1 Skirantra at level 1 can field: 3 fighters/bombers + 3 Bombers = 6 Squads
1 Skirantra at level 3 can field: 4 fighters/bombers + 6 bombers = 10 Squads
1 Skirantra at level 5 can field: 5 fighters/bombers + 9 bombers = 14 Squads
Compare to the Halcyons lvl1/lvl3/lvl5 - 4/6/8 Squads. Somewhat formidable, but still comes up short. Compare to Sovas 3/4/5 squads with increased armor and firepower, poor thing will get trashed. At lower levels you can't expect to get much additional air coverage via flaks and fighters, plus if the skirantras load their normal squads with fighters, they're kiling your caps fighters while theyre flying around trying to kill these super tough, instantly replaced squads of bombers. Bomber suppression becomes too difficult.
Now I wouldn't take much issue with it if it weren't able to be horribly abused by going 2 cap start. You get rushed by 2 level 3 Skirantras and you're dealing with 20 SC squads before you even get to carriers. You thought dual lvl3 halos was bad with 12 squads, imagine 8 more on top of that.
So at that you're already dealing with an overwhelming amount of SC, but there's three other things about it that really set it into the OP category. The first is that the bombers travel with the Skirantras when they phase jump. So if you thought you could escape your cap ship to a new gravity well, you're sorely mistaken. Those bombers are coming with. Imagine if a Sova could tow its missile batteries along with it, where ever it went. I wouldnt mind this so much if the cooldown was increased so the Skirantra isnt bringing 9 bomber squads with it.
Another thing is the way the ability functions. Instant squads every 35 seconds. No rebuilding of SC, no build penalties. A squad gets completely destroyed? Is ok, you get another FULL one instantly. Again wouldn't be so bad if the cooldown was longer.
Lastly Vas bombers are the strongest in the game, sporting thick hulls and devastating phase missiles whose damage can be increased at tier 1 (TEC bomber dmg increase at tier 2 with 1 research prereq, Advent at tier 3).
How to fix? Increase cooldown to 60 seconds, as I stipulated when I recommended such an adjustment. That way you're dealing with a more manageable number of additional craft ie: +2/+4/+6 at respective levels.
I get that Vasari has been an early game underdog for sometime, and I feel for them, but Ilums are fixed now, putting Vas back ontop early game, and this additional buff sets them at nearly unstoppable. Skirantras utility was always their shining beacon, being able to heal entire fleets rapidly, and I thought scramble bombers you use a buff but now they can kill any enemy cap ship all by themselves 1v1, and by a pretty significant margin. A buff like increasing squads per level needs to have a drawback. 60 second cooldown, think about it.