Hi, just wondering if anyone else thinks that rhinos and obsidians could use a buff? It seems to me that the overcharge rework a while back helped make most t2 units more viable, but rhinos and obsidians still seem like pretty bad choices in team games.
I don't really play ladder but if you tell me they are pretty balanced there I'll have to take your word for it. If they are only weak in team games, can anyone think of a way they can be rebalanced to be more viable in team games, without being overpowered in ladder? E.g. lower cost and lower hp/damage, to be more like pillars and less vulnerable to overcharge? I'd be open to other suggestions.
While we are talking about overcharge, I have another suggestion. It is my understanding that now OC does higher damage only for more energy, but the AOE to kill/damage nearby units still doesn't have any effect on the energy cost. So this makes overcharge extremely powerful vs clumped units (it always has been like this). There are pros and cons to this, like discouraging shift-g with spam to trap an ACU, which I always thought was very cheesy and didn't really like (though others may think otherwise). On the other hand, you have to be extremely careful if you are not going for a snipe to avoid clumping units and losing multiple units to a single overcharge, which is just kinda annoying to micro (to me anyway), and especially huge for t2 units (like rhinos, obsidians, and ilshavohs, so changing this might be a very helpful fix).
So, if anyone else agrees with me that the AOE damage of overcharge is a little bit overpowered, my suggestion would be to still allow it, but make it require more energy for the additional aoe damage it does. (AFAIK, it currently doesn't require any additional energy to damage multiple units)
So a small tweak to Overcharge could be either:
1) The same amount of extra energy is required for damage to spillover to the nearby units (so twice as much energy to kill 2 units with OC than currently, 3x the energy cost to hit 3 units, etc.),
OR:
2) The energy cost could be reduced, say only 50% of the original OC energy cost for each additional unit damaged by the OC.
I'd be fine with either:
A) 1.5x the energy to hit 2 units, 2x the energy to hit 3 units, 2.5x the energy to hit 4 units, etc. OR
B) 1.5x the energy cost to hit 2 units, 1.75x the energy cost to hit 3 units, 1.875x the cost to hit 4 units, etc.). (so only 50% of the energy cost of the last spillover damage OC).
It could be complicated if you are hitting both t2 and t1 units at the same time, and I'm not sure how a more complex calculation for that would have to work.
I suppose if there are say 3 units clumped together and you have only enough energy to overcharge 2, that it would randomly pick which one gets the spillover damage. Not really sure how else you might do it.
It seems to me like the increased energy cost would be a fairly small nerf to overcharge, because it might basically just mean building one or two more storages than you normally would, and maybe a little extra power. It seems to me just a bit of an extension of the previous OC nerf.
Anyway, I have no idea if the OC tweak is technically feasible, especially suggestion 2)B), but that is just an idea. Or you could go with option 2)A) but change it to 25% of the extra cost to keep it easy to calculate, but a smaller change. I think I'd be happy with any change that went in this direction to make the energy cost a bit more proportional do the damage done.
Thank you