Sovietpride wrote:The main issue I've found is that by the time you have enough t2 to make a difference and can threaten your opponent they can get to loyalists- which have the speed, range and numbers to effectively nullify a t2 force and retake/push.
So, this is basically a vanilla Supp Comm thing where t3 is quite difficult to get and t4 is VERY rare. In vanilla if anyone got an experimental it was basically gg, for good reason. Over time people got upset that they barely got to see one the staple features of the "experimental" and the costs were lowered so that they were more common.
In 1v1, I think it would be GREAT to have a prolonged t2 stage as it's more tactical than t3 where it is mostly brute force of super-heavy units. In team games, though, people would be up in arms as all the gap players would not know what the hell to do with the toilet-clog-like mess that would amass in the center.
If I were to make the game balanced in this way, I would make a "competitive mode" where we suit it to high-level play and a "common mode" for GAP and the likes players.
It would be so awesome to return to prolonged t1, t2, and sometimes t3 games. That is the way it was meant to be.