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> 1. Jackrabbit buff - I’m talking to bring it more in line with other units or at least increasing it’s damage towards non-core infantry units that way it can be more successfully used for sniping targeted units but right now it’s pretty much completely outclassed by the Banished scout options and core infantry.
JR is not doing its job, which is hard countering rush units. People just get the grunt mine or marine grenade upgrade, and the rabbits countering the rush units now get countered all of a sudden by the core infantry, which allows the rush units to remain on the field. This forces the scout player to also add anti-infantry. That is a pretty close fight between those comps, but the infantry gets nodes, which in theory puts it ahead, seeing as scouts can’t really kill buildings to a relevant degree. If unattended, they can still do that, though.
All scouts should eat up anti-infantry really hard for them to be relevant. A 25-30% buff vs anti infantry and rush units would be great. At the same time, I do think that rabbits are good enough vs the other scouts - in my opinion, they are the best in scout v scout.
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> 2. Hellbringer nerf - I’m probably not the only one that thinks that hellbringers might be too powerful for their cheap 80-40 cost. Although I do approve of their current stats they could bare to have their cost increased to something alone the lines of 90-40 or 90-45 to reflect their strengths.
I think this is a side effect of #1 purely. For Yapyap it would be quite important for Methane Wagons to do more gun damage vs anti-inf/rush units, just like the scouts. He needs an answer to these.
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> 3. Anti Vehicle buff - While before Anti Vehicle strength completely locked down any vehicle builds now they haven’t been nearly as useful being the counter they used to be. Particularly the Hunters feel like they have become to squishy to really be relied upon effectively versus their counters
The T2 vehicles do too much damage to AV. A big part of this is also the fact that Thick hide just gives too big a health bonus. Maybe if Thick Hide is nerfed by another 10% and the AV guys take 20% less damage from T2 vehicles? It should incentivise using the correct units to counter them.
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> 5. Retriever sentinel - should have it’s shield hit points reduced it’s incredibly strong mainly because it’s shields can take so many damage and the speed of which it moves. Frankly I enjoy this part of the Retriever differs it from the usual slow ultimate units but with the Shields being so high it often can make it nearly impossible for the defending player to really keep it away and to properly zone. In return it can have it’s hp buffed so that eventually it’ll have to back away and heal instead of just relying on shield recharges.
The Retriver is strong, but you should be planning for its presense around the 8 min mark. Having a few AA units can completely shut it down. I don’t think we have a balance problem here. If anything, the only reason it does so well is because Warthogs do well before it gets called in - and that has to do with AV weakness as you yourself pointed out above.
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> 6. Protector Sentinel - With the nerf to it’s “Y” ability making it nearly impossible to correctly target the right units the usefulness of the Protector sentinel has dropped dramatically and the increase in infantries damage to air has especially made it weak in the early game. Although when massed for it’s 3 supply cost the protector sentinel is way to powerful.
> I propose increasing it’s health by 10% (Since the health pool is so small a 10% might not be enough) 5% damage increase on the main laser (Also small compared to the two aggressive sentinels it gets as an upgrade) to help the Protector sentinel in the early game and 10% increase to the shields making it less fragile in engagements but making it’s supply cost 4 again from 3.
I agree with the better stats for more pop proposal, but I think the current Y is stronger than the previous one ever was. The AoE is quite important. They’re nearly impossible to get out in a meaningful number early though like you said, and it really hurts to have to use some many passive leader points.
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> 7. Warthog/marauder nerf - If anti-vehicle is buffed it might not be necessary.
As proposed above, I think it’d be nice if Thick Hide got another hit, and AV took less damage from the T2 vehicles.
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> 8. Ultimate calldowns - Reduce cooldown but make it’s cooldown only start once the unit is destroyed so that once you kill it the opponent so you have an opening to press your advantage instead of having to deal with two.
Calldowns as a whole are extremely strong. It’d be nice if something like this can be done, but I think it’s simpler if the UNSC ones slowed instead of stunning, and they all had a longer cooldown, along with at least 25% extra cost compared to the original unit. Ignoring the train time and travel distance is a huge bonus, and I think that number I suggest may be too small.
To add a #9, I think cloak towers need to be addressed - every detector needs to go extremely close to spot it, which makes it too hard to attack into. Detection is only a problem in this case, due to the fact that the units look for the center of the cloaked thing(bases are big, units are tiny, so it’s not noticable with units).
Edit: #10: MakeGooPoo. Infusion tech buff actually made it overall better for the late game. This thing is nuts.
#11: Rain of Fire and Ultra Mines are too hard to avoid and do too much damage. 0.5 seconds extra to avoid them, and a 20% damage nerf would be completely reasonable.
#12: Pavium Hero still too good, should do slightly less damage.