by angus000 » 07 Feb 2017, 10:23
The thing with T2 land being underused is... It's so expensive to set up a spam production for them that by the time you have the eco for it, you're enemy already has T3, where the second problem arrives: T3 rush units are so efficient against T1 and T2 that they don't have any window time to pay themselves.
This is way more complex a problem given that factions are balanced in a way that each one has a clear disadvantage in some tiers and they are forced to keep that phase as short as possible.
The advantage aeon and cybran obtain in the t1 phase plus the enemy T2 being so expensive and vulnerable to overcharge is what has set the loya/harb rush meta.
Imo, the way teirs work for each faction should remain the same, while we still make it so that a lot more of T2 action is seen. No, making T3 more expensive will only get cybran and aeon killed because it will mess with the power balance between factions. So we either:
1. Delay T3 making it more expensive but buff rhinos and obsidians to compensate. This way the game flow and power balance will be the same, but with more T2 in the middle.
Or
2. Make T3 way weaker, so the transition from T2 to T3 becomes smoother, like T1 to T2 currently is.
Fortunately, the first solution has already been applied several times in the past, so we can learn from that.
Recently, T3 air has seen its cost and build time increased to make T1 and T2 air more relevant. It didn't work. Then you tried nerfing ras so that, again, T3 would be delayed. And again, it didn't work.
However, it was also applied to try and nerf T2 land rushes some patches ago and... It worked! (As far as I am aware). The reason being that there is a good balance of power between T1 land and T2, something that it's just no true for T3 land and of course it's even worse for asfs.
My conclusion is that both solutions must be applied: we want the next tier units to be just a little stronger (so the difference in power takes time to stack and thus ensuring a smoother transition) AND having the correct costs in price and build time so the timings are exactly the ones we want (not too early, not too late).
Then it becomes too obvious that asfs are way too op in tiers' power reference, so much so that messing with their cost (aka how fast they appear) should be really fucked up to compensate for their tier power. Most likely they would need to appear by min 19 (in air spot team games) just to not be so op, i can't even imagine how much we would need to rise their cost to achieve that, instead of just making them less powerful.