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On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
Would be OP in TvZ. I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible
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On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
10 seconds is way too much. How about a bit faster siege / unsiege (maybe even through a cheap upgrade) Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots
Besides, all "siege" units got one. Lurker, widowmine, ...
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On February 06 2019 18:33 Harris1st wrote:Show nested quote +On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
10 seconds is way too much. How about a bit faster siege / unsiege (maybe even through a cheap upgrade) Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots Besides, all "siege" units got one. Lurker, widowmine, ...
So by "all", you mean "the two i mentioned but not the other two". So half ?
And making siege faster through an upgrade is a tankivac-level abomination. Making everything faster is the reason why LOTV ended up being a nonsensical clusterf*ck in so many patches.
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On February 06 2019 17:19 JackONeill wrote:Show nested quote +On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
Would be OP in TvZ. I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff.
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On February 06 2019 18:55 JackONeill wrote:Show nested quote +On February 06 2019 18:33 Harris1st wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
10 seconds is way too much. How about a bit faster siege / unsiege (maybe even through a cheap upgrade) Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots Besides, all "siege" units got one. Lurker, widowmine, ... So by "all", you mean "the two i mentioned but not the other two". So half ?
Your point?
On February 06 2019 18:55 JackONeill wrote:Show nested quote +On February 06 2019 18:33 Harris1st wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
10 seconds is way too much. How about a bit faster siege / unsiege (maybe even through a cheap upgrade) Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots Besides, all "siege" units got one. Lurker, widowmine, ... And making siege faster through an upgrade is a tankivac-level abomination. Making everything faster is the reason why LOTV ended up being a nonsensical clusterf*ck in so many patches.
Not it is not. Small difference between air and ground, isn't it? Besides, you can tweak it to sth like only unsiege is faster, to get away from Nova or sth.
Anyway, was just an idea I came up with while reading this thread. I did not do any research into this and it's effects
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Improving any mech units is not the solution. Mech is already strong when you get the units in the sufficiant numbers, even in TvP. The problem is that you can not get enough units early to take expansions as fast as Protoss. The solution should be a lower build time for some mech unit without this having too much impact on TvZ.
I think faster tank production would really help in TvP without having a too much impact in TvZ since you still would need 1) More resources if you produce the tanks faster from the same number of factories. 2) Still need the same amount of support units for the tanks.
I do not think there exists a critical timing in TvZ where having 4 tanks instead of 3 would break the game, but if there is, please tell.
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On February 06 2019 23:26 Harris1st wrote:Show nested quote +On February 06 2019 18:55 JackONeill wrote:On February 06 2019 18:33 Harris1st wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
10 seconds is way too much. How about a bit faster siege / unsiege (maybe even through a cheap upgrade) Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots Besides, all "siege" units got one. Lurker, widowmine, ... So by "all", you mean "the two i mentioned but not the other two". So half ? Your point?
On February 06 2019 18:55 JackONeill wrote:Show nested quote +On February 06 2019 18:33 Harris1st wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
10 seconds is way too much. How about a bit faster siege / unsiege (maybe even through a cheap upgrade) Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots Besides, all "siege" units got one. Lurker, widowmine, ... So by "all", you mean "the two i mentioned but not the other two". So half ? And making siege faster through an upgrade is a tankivac-level abomination. Making everything faster is the reason why LOTV ended up being a nonsensical clusterf*ck in so many patches.
Literally what is stated right after it. ISpeeding up everything is a terrible design decision and half the siege units don't have a siegeing up speed upgrade, making your argument completely fallacious.
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On February 06 2019 22:10 Athenau wrote:Show nested quote +On February 06 2019 17:19 JackONeill wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
Would be OP in TvZ. I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff.
What's battle mech lacking in order to become viable in tvp?compared to classic mech they seem to be a easier option for taking fast 3rd in tvz and they would probably help in tvp imo Stalkers ain't great vs them but protoss can out produce easily so removing its armor tag should help
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On February 07 2019 06:35 seemsgood wrote:Show nested quote +On February 06 2019 22:10 Athenau wrote:On February 06 2019 17:19 JackONeill wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
Would be OP in TvZ. I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff. What's battle mech lacking in order to become viable in tvp?compared to classic mech they seem to be a easier option for taking fast 3rd in tvz and they would probably help in tvp imo Stalkers ain't great vs them but protoss can out produce easily so removing its armor tag should help For Zerg it's especially hard to counter battle mech at lower supplies. But Protoss has the advantage on lower supplies once charge and blink are done because those upgrades just laugh at cyclones real hard.
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On February 07 2019 06:45 Elentos wrote:Show nested quote +On February 07 2019 06:35 seemsgood wrote:On February 06 2019 22:10 Athenau wrote:On February 06 2019 17:19 JackONeill wrote:On February 06 2019 00:08 MockHamill wrote: Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.
I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.
Would be OP in TvZ. I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff. What's battle mech lacking in order to become viable in tvp?compared to classic mech they seem to be a easier option for taking fast 3rd in tvz and they would probably help in tvp imo Stalkers ain't great vs them but protoss can out produce easily so removing its armor tag should help For Zerg it's especially hard to counter battle mech at lower supplies. But Protoss has the advantage on lower supplies once charge and blink are done because those upgrades just laugh at cyclones real hard. Cyclone/mine is pretty good at dealing with yolo blinks/chargelot a-moves, it's just that if the Protoss knows you're playing mech they can go ape mode and kill you before you have the production and upgrades (mag-field, drilling claws) you need.
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