keyser wrote:The RAS SCU will get nerf on their BT next balance patch. This will make T3 Pgen + T2/T3 mass fabricators a more viable option.
That's not even the point. The point is that factions don't (and must not) differ in terms of economic options. They have same mex, pgens, fab incomes and drains, same adjacency bonuses.
Exceptions are:
-Paragon -- game ender and most expensive unit in the game
-ACU RAS/ARAS -- you get only one ACU
-Sera RAS SCU
You don't make RAS SCUs because they are more efficient or more viable compare to T3Pgens+Fabs. RAS SCUs take less space, they can move, hide under water, build, shoot and only take 1 spot in your unit cap. It is just easier to defend this type of eco than trying to protect fab farm. It is a much safer option. And Seraphim don't have this option.
Your BP nerf won't suddenly make Pgens+Fabs more viable. From what I can tell in Turin's aeon SCU PR it is BP 56->20, correct?
Well, we tried it in Phantom-X game modes. I don't tell this needs to be balanced about Phantom, but that game mode and most played map puts you in conditions where you need this option in a first place. Duck's direct power/mass cost nerfs; EQ build power, death damage nerfs; my HP, gate assist nerfs. Game would still turn into RAS SCU spam like nothing else matters. It is just that you need only one unit that can run under water instead of T3 pgen+16 t2 fabs+t3 engineer+shield+ ect ect ect.
But if in your opinion RAS SCUs isn't a viable option, would it hurt to give Seraphim "not viable option" just like every other faction?
I already collected code from PhXModAlpha and made a PR so you don't have to spend your time on it!
https://github.com/FAForever/fa/pull/2786keyser wrote:T3 engie already got their speed nerf reverted in actual beta, 1 step at a time.
Speed addresses the travel time disadvantage. Range addresses the path finding issue.
You don't really feel the speed when your t3 engineer is stuck in t1 engines, has to move around structures or just assist multiple buildings. You need that range in such situations. That's why players like hives - they allow you to use all your BP instantly without having exeptional SupCom path finding experience.
For same reason players would never want x3 lvl1 Hives over x1 lvl3 Hive.
So how about trying ranges instead of speed in this patch?