Top of the morning to you.
Here’s my input.
> Cleansing Beam is too strong vs buildings.
Yes, 100 times yes. Leader powers killing buildings with little to no counter play is a very, very bad thing, especially when this ability is unlocked 3rd/4th point. Additionally, the speed of Glassing Beam could potentially be brought down slightly; it can be difficult to split out of with how fast it is. Reducing the speed is not needed, but I wouldn’t be against it.
> Air is no longer OP but in a solid spot vs AA.
Yes, please do not nerf air anymore; I enjoy it being viable. AA damage towards AV needs to lowered drastically, though I suggest looking into that ASAP.
> Jackrabbits still are not strong enough vs all forms of infantry besides core.
Yeah, JR’s are still a meme. For there cost, it’s not even worth building them. Even when affected by passives, they’re meh. I recommend looking into JR’s splash damage again, or increasing their damage substantially towards rush infantry. I want to be able to “snipe” out rush units from an infantry ball, and I currently cannot do this.
> Marines are a bit too strong early game.
I don’t think its their strength early game (T1) that is a problem, as much as their mid game strength (T2 - Combat Tech) is a problem. In most games, I feel confident making solely Marines against just about everything once I have Combat Tech researched. Fighting tanks with Marines should not be a thing.
> Anti-Vehicle isn’t anti vehicle enough in some engagements.
Hunters feel perfect where they are. They are doing everything they should be, IMO. However, Cyclops are horrendous; 95% of the time, it’s a better idea to use CT Marines instead of Cyclops to fight vehicles. Cyclops really only become useful when they have Shock Rounds researched and are supported by a blob of Nightingales; before this, just don’t even bother with them.
PS; pls give AV some base damage.
> Warthogs still need some love.
Warthogs are in an excellent place. The only area I feel they are lacking is against CT Marines. However, nerfing CT Marines may rectify this situation and a change may not be needed (on the Warthog side of things).
> Tanks and T3 Air need more building damage.
Yes, please. For how slow and expensive these units are, they should do more than tickle base. I would also like to see T3 air counter tanks more effectively, as well.
> Rangers are still too weak.
Without a doubt. Not worth their cost, hilarious compared to Snipers, and only strong when massed. Definitely need some love.
> Grunt mines and Countermeasure Brute Mines investigation to reduce damage vs vehicles including scouts.
I have always felt Grunt Mines countered scouts well, and the interaction felt solid, but I may be missing something. EDIT: tested this out a bit, yes, Grunt Mines could be toned downed down a whisker VS scouts. The buff on Grunts tipped this a little bit too far in the Grunts favour. As for countermeasures, yes, it should not do so well against scouts. Even with the recent nerf to Countermeasures, I still feel confident fighting scouts with Jump Brutes.
If there are any questions/concerns, I will gladly record some gameplay showcasing exactly what I am talking about.
I will add to this as things come to mind
- For the love of all that is holy, please nerf Siege Turrets. Being able to fight entire armies with them is not okay.