qaccy
Emperor
Behemoths outrange mantas. When a unit has contact, it is only good against other units with equal or less range. This is one reason why the TE light unit is so weak. It's also why anti aircraft does poorly vs combat drones, despite being boosted against them.
Anyway, I don't really see how unit abilities are themed. For example, what do turtles have to do with area of effect damage?
Setting that aside, giving power shot to a unit with 5 range isn't the same as giving it to a unit with 30 range. Rail guns were only powerful because they could kill everything in 2 hits without taking much damage.
APs were unfortunately inferior to Strike Teams in just about every way. Lower movement and range, and trading stealth for Contact is a bad move for a Rapid Deployment unit. These units almost fundamentally pair badly with rogues, which is the main reason that led to them not being used. A single Strike Team could at least pretty reliably find a forest to hide in to allow time for rogues to transform...or since many people had tons of them due to mass-building the barracks for an attack bonus and thus receiving hundreds from Alcatraz, simply use 8 of them as cannon fodder to muscle their way through just about every encounter they could manage with them. But Rapid Deployment units in general have always been rather unpopular choices for battle.
The Mortar ability fits Turturrets if you simply look at their appearance. Again, they're large, and feature large cannons as their 'heads'. Other examples of themed unit abilities are Microwave Blasters with Heat, Dragon Drones with their 'breath', and any unit with Rapit Deployment has an animation custom made for it using the ability - excluding APs, which actually look rather odd simply levitating down towards the ground. This is obviously all somewhat subjective though, and not every unit ability is handled this way (as I mentioned, some of them seem to be simply for balancing purposes, as there's no real rhyme or reason to which units get Contact simply based on appearances, although Reactive Armor is as of yet limited only to heavy units). I'm just of the opinion that in terms of appearances, Power Shot does not make sense to me on anything that's not a 'large' unit. This means that, if we're talking about giving this ability to a unit, I think it'd make more sense for C.R.A.B.s or Turturrets than anything else.
Power shot does make sense to me because mantas seem to have little chance against eels despite their boost. In that case the poison skill is useless though as enemy troops will be always 2 hit killed.
@qaccy : by kiting i meant the following. Eels have a movement of 35, mantas - 24 (which is 12 squares best case - if only moving in straight line on plains). Eels have a range of 10, so it's quite likely that they can move out of manta's movement range and shoot from distance without getting retaliation damage and without being reached. Especially if battle is played manually, and considering there are usually plenty of bushes on the battlefield, this can be used to eels' favor even if it means skipping a turn.
Similarly to how movement ranges are reduced on the battlefield for ages PE and up, so too are attack ranges...I'm surprised you haven't noticed this, actually. Eels only have 7 range in battle, not 10. Even Battle Fortresses can cover that distance in most cases and their movement stat is only 20. So an Eel definitely cannot kite a Manta, as I originally said. Also as I originally said, it remains to be seen if the substantial defense increases (including against fast units) are enough to circumvent the fact that Mantas won't be able to retaliate against a max-range Eel, but it can't be denied that they're certainly an improvement. Also, this is rather late but I want to call this up as well:
Not to mention that subs are pretty good for GvG so if contact skill is removed, that will piss off lots of players, trust me! Especially the champ farmers in AA lol....(1 sub 7 rogues wipes out 8 champs with no damage).
You can use Turturrets in this situation to easily handle 8 of any heavy unit that isn't a Hover Tank without taking damage. Removing Contact from subs will not hurt the 'farmers' in any way, if they're farming Champions. In fact, Turturrets will work better than Subs against any unit that's likely to be farmed in AA - which is any unit that can easily be killed without taking damage (or as little as possible). In AF and OF, turrets move before Fortresses, Behemoths, Champions, Crabs, and Plasmas. Pick your target and go to town with the farming. Subs don't really work better against any of those than Turrets do. But giving them Flying will allow them to actually ignore artillery until the end in battles where they're used alone, and focus on the other units instead. As it stands currently, artillery actually has something of an advantage against them because the terrain often doesn't allow a Sub to strike them in the first turn, so they get fired on first. With flying, they'd no longer be restricted by terrain and would be able to attack artillery in the first turn every single time, as well as being immune to them if the artillery survives until later in the battle (which is likely, since I usually kill artillery units last when I'm using flyers).