Evidence Here
In past seasons, the time to upgrade the supply pad was 15 seconds. This season, it is now 25 seconds. If you want more proof of this, go onto youtube and search up videos of gameplay from past seasons, then watch the timestamps.
Also, this slight change is a huge nerf to tech builds in the very early stages game. I couldn’t quite put my finger on what was off with my build order, but I finally realized it tonight. When it came to tech builds in the previous version, the faster 10 seconds per upgrade enabled you to immediately start a second generator without any wait time. Now, the pads don’t upgrade before the next building que is finished! I’ll give an example of my build order from last season, and how it’s been affected:
- Pad-upgrade
- Gen
- Pad- upgrade
- Pad
- Gen
In the last season, this build, coupled with recourse collection from one marine (or grunt), guaranteed there was no hang time in which a building slot wasn’t being built on. Your other troops could immediately begin to gather power. However, under the new system, you lose out on 20 seconds total of upgraded supply pad income, setting your generator production behind. It essentially delays the generator que time by about 15-20 seconds if you don’t have all of your units gathering supply. This sets tech builds a few seconds off right from the start in the current version. That doesn’t sound like much, but in really competitive games that’s the difference between being able to collect all power on the map and missing it, which drastically changes the early game.
UPDATE 5/30: This change was done as it was how the game was originally intended to play. Apparently the devs didn’t know it has switched. The issue has now been addressed by Ske7ch.
I still want it changes back, though 
Did they really change it without putting it in the patch notes? Why hasn’t anybody else noticed? That’s a big difference in time.
> 2533275001759937;2:
> Did they really change it without putting it in the patch notes? Why hasn’t anybody else noticed? That’s a big difference in time.
Yep. If I could link photos, I would. I have screenshots of the before and after. It’s a huge change and it wasn’t mentioned anywhere. Given how much this has been screwing with my standard builds, I’m pretty pissed about it.
> 2533275001759937;2:
> Did they really change it without putting it in the patch notes? Why hasn’t anybody else noticed? That’s a big difference in time.
Update: posted the screenshots to imgur. Definitely a change. Link in main post.
things like this are called “shadow nerfs”
> 2533274802858354;5:
> things like this are called “shadow nerfs”
It still should’ve been mentioned somewhere. This is a pretty drastic change for people doing a 2-gen tech rush.
> 2533274924073601;6:
> > 2533274802858354;5:
> > things like this are called “shadow nerfs”
>
> It still should’ve been mentioned somewhere. This is a pretty drastic change for people doing a 2-gen tech rush.
i agree. how they gonna omit something that messes with everyones build orders? sounds shady to me too
What the -Yoink- man, that’s really something that should be communicated
Who knows what else they’ve been changing without saying. An extra 10 seconds on it is massive, if that wasn’t noticed other things could slip through easily.
It appears the new thing is not to a announce some changes but say Displacement for AI is fixed multiple times when it’s still broke.
> 2533274894485687;9:
> What the -Yoink- man, that’s really something that should be communicated
My thoughts exactly. Build orders that once were functional just got trashed, and I couldn’t for the life of me figure out what was wrong until tonight. I really hope they revert this, it’s such a random change.
Dude you’re like the encyclopedia of halo wars
The amount of time it takes to upgrade a supply pad increases with the number of supply pads you have.
For this to be a change you are telling me that your 1st supply pad now takes 25 seconds to upgrade?
This is very strange and in called for. I’ve gotta check my own games to confirm!
> 2533274811417927;13:
> The amount of time it takes to upgrade a supply pad increases with the number of supply pads you have.
>
> For this to be a change you are telling me that your 1st supply pad now takes 25 seconds to upgrade?
Didn’t know that one. But yes, the first one by default is now 25.
I noticed something was off on my builds too. I kept finding that getting my second generator was feeling delayed and I couldn’t understand why but here it is.
Not entirely sure if I’m against this or not.
I do have a problem when people can amass an army from a single base, last season expanding wasn’t always a better choice. And I’m not sure if this would help making it harder for people to get so much resources from a single base.
It will, I’m sure, make it harder for tech rushes to go double gen + turrets or choppers/marines which in my opinion it’s fine, tech rushes MUST have a weakness, and in the last two seasons this weakness wasn’t as evident as it SHOULD be.
I hadn’t noticed this because I never go double generator.
> 2533274821521504;17:
> Not entirely sure if I’m against this or not.
>
> I do have a problem when people can amass an army from a single base, last season expanding wasn’t always a better choice. And I’m not sure if this would help making it harder for people to get so much resources from a single base.
>
> It will, I’m sure, make it harder for tech rushes to go double gen + turrets or choppers/marines which in my opinion it’s fine, tech rushes MUST have a weakness, and in the last two seasons this weakness wasn’t as evident as it SHOULD be.
>
> I hadn’t noticed this because I never go double generator.
The main problem I see with this is it really encourages 4 pad play, which is much more aggressive. When it’s harder to tech it encourages more rushes, which is NOT what the game needs given community feedback. I’m fine with rushes, but new players to RTS are not.
> 2533274924073601;18:
> > 2533274821521504;17:
> > Not entirely sure if I’m against this or not.
> >
> > I do have a problem when people can amass an army from a single base, last season expanding wasn’t always a better choice. And I’m not sure if this would help making it harder for people to get so much resources from a single base.
> >
> > It will, I’m sure, make it harder for tech rushes to go double gen + turrets or choppers/marines which in my opinion it’s fine, tech rushes MUST have a weakness, and in the last two seasons this weakness wasn’t as evident as it SHOULD be.
> >
> > I hadn’t noticed this because I never go double generator.
>
> The main problem I see with this is it really encourages 4 pad play, which is much more aggressive. When it’s harder to tech it encourages more rushes, which is NOT what the game needs given community feedback. I’m fine with rushes, but new players to RTS are not.
Most of the anti-rush community feedback come from players that do not possess the skill required to beat rushes yet, that’s not the same as having unbeatable fool-proof rushes. So in my view this is not a problem right now.
Now, aggressive play is not bad nor does it equal a rush, there’s still all-in rushes with 3 pads and double raid camp/rax. So I’d say there’s still plenty diversity in openings. In my 10 placement matches there were still a handful of people doing double extractor openings. 4 pads is the safest standard less risky and less skill intensive opening I think so it’s only natural that people will gravitate towards it more. People with higher skill can opt for tech rushes or all in rushes.
Again, I don’t mean to sound like I completely disagree with you, as I said I don’t know yet if this change is good or bad, I know there must be a reasoning behind it and I’m trying to understand it.
> 2533274821521504;19:
> > 2533274924073601;18:
> > > 2533274821521504;17:
> > > Not entirely sure if I’m against this or not.
> > >
> > > I do have a problem when people can amass an army from a single base, last season expanding wasn’t always a better choice. And I’m not sure if this would help making it harder for people to get so much resources from a single base.
> > >
> > > It will, I’m sure, make it harder for tech rushes to go double gen + turrets or choppers/marines which in my opinion it’s fine, tech rushes MUST have a weakness, and in the last two seasons this weakness wasn’t as evident as it SHOULD be.
> > >
> > > I hadn’t noticed this because I never go double generator.
> >
> > The main problem I see with this is it really encourages 4 pad play, which is much more aggressive. When it’s harder to tech it encourages more rushes, which is NOT what the game needs given community feedback. I’m fine with rushes, but new players to RTS are not.
>
> Most of the anti-rush community feedback come from players that do not possess the skill required to beat rushes yet, that’s not the same as having unbeatable fool-proof rushes. So in my view this is not a problem right now.
>
> Now, aggressive play is not bad nor does it equal a rush, there’s still all-in rushes with 3 pads and double raid camp/rax. So I’d say there’s still plenty diversity in openings. In my 10 placement matches there were still a handful of people doing double extractor openings. 4 pads is the safest standard less risky and less skill intensive opening I think so it’s only natural that people will gravitate towards it more. People with higher skill can opt for tech rushes or all in rushes.
>
> Again, I don’t mean to sound like I completely disagree with you, as I said I don’t know yet if this change is good or bad, I know there must be a reasoning behind it and I’m trying to understand it.
I don’t mind rushes at all either, or early aggression at all. I’m fine with, and at, both. The issue that I take with this change is that it boxes you into that style of play. 2 Gen just became a lot less viable, so turtle builds also just became a lot less viable. And given how bad turtling is in this game, that was a change that really didn’t need to happen.