Morax wrote:Can we not touch the t2 transport speed? Good habits such as having radar, air scout patrols, and general "try to play zoomed out as much as possible" are all solutions to this issue.
By disallowing the devastation of t2 drops you are further encouraging a turtle gameplay; players think they don't need to cover territory and leave it to simple choke points...
This is one of the actual "strategic moves" you can make in the game... Really disappointed
No it still doesn't make sense to have "uncatchable" t2 trans like at the moment. A small nerf speed is necessary to balance it out. At the moment I can't even fight the enemy air and then go for trans I have to go for trans and simply try to kill it in one pass otherwise the inties will get not only out micro'ed by the trans but also raped like christian in muslim country by the air guard it has. So at the moment it is question of do I sacrifice air and try killing it or do I kill the air guard and then try bombing the units dropped while getting ready to give up some of my mass for drop causing dmg to teammates.
Radars, Frigates, T1 scouts don't really help in this dilema 'cuz I already know that trans is coming, the problem is what I do, I lose in both scenarios anyway so welp. Unless it's a non guarded drop then maybe but in that case you probably have more mass than you need or you are sure that enemy have no intel on it.
No it still doesn't encourage turtle play, it just make's the try hard t2 drops lil bit less try hard to deal with while still making sure they are usefull, at least as long as it's not a nerf of more than, 1.5 speed. And out microing the inties should be still possible so what's the deal. The only thing that changes is that your trans no longer are "uncatchable".
And how does small speed nerf makes it no longer available as a strategic move?