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The problem is that's not the competitive scene. And quite frankly it's really obnoxious that the pros cried about Aftermath PURELY so they could use the same broken tactic with the same broken unit that literally cannot be countered and just spam it all day.
They'll defend it and say there's a counter but.. just watch the replays. Even against each other it comes down to who uses the broken cheese first. Very sad.
It was an early RTS experimental singleplayer with a multiplayer afterthought to have some fun until these "pros" discovered the meta (most effective tactics available) which made everyone realized tank rushing is the best and easiest way to win and all the other fun units become obsolete. Throw in some custom symmetrical map and let's call this 90s experimental game is balanced for competitive because why not. I never understand these people.
Anyway, I can agree with your points. I like having Aftermath in quickmatch because I really like the new units and the build speed limit but it doesn't matter because people would still tank rush with or without the aftermath build speed limit and other units would still be inefficient most of the time.
While I'm way more of a soviet fan, the answer is Tesla Troops.
They can't be run over, and they don't suffer the "decreased damage while the tank is on the move" thing. Combined with the tanks light armor, they can stop that entire rush cold if you tech straight for them.
The issue isn't really a traditional tank rush; it's a strategy of beginning to crank out light tanks while continually stringing them after the leader so effectively they will outnumber a soviet player (or anyone doing anything else) 3:1 or better. The heavy armor and firepower of something like a soviet heavy tank - or if the allies use medium - don't matter, because of RA's reduction in damage against moving units.
All of this stuff was sublimely fixed in RA2 from the jump, so I hope to see that at some point. There's a counter to literally every rush in RA2, and same with Yuri's.