Take away Jack Rabbit weapon.

The Jack Rabbit is suppose to be a scout unit yet it is used as a rush unit, or a unit that prevents the enemy from building another base via being fast and high damage. They are cheap so their damage should reflect their cost, and under no circumstance should they be able to heal during combat, because that is ridiculous.
1.) They do WAY to much damage for a scout unit. They need to be nerfed or have their offensive capabilities completely taken away.
2.) If they keep the weapon upgrade either make it a tier 2 upgrade to prevent bull-crap rushes, or nerf if.
3.) If they do get to keep the over-powered weapon upgrade, than they are no longer are scout units and shouldn’t be so fast. They are the fastest unit in the game because they are primarily a scout, so if they are weaponized it is only right they would be more heavy and less agile.
4.) The healing upgrade should be taken out if they are to be weaponized. It makes no sense that they can rush an opponent, destroy the second base or destroy a homebase turret in a group and heal within 4 seconds of being in combat.

The larger issue is that anti-vehicle units are not available until tier 2, so why would there be an overpowered unit that has the highest speed, has good damage, and is extremely cheap compared to their counterparts. It is only right to stick with the rock, paper, scissor system and give both sides a fighting chance. In a 1v1 between a JR rusher and banished, the banished version of the jackrabbit is 3X more expensive yet it still loses a 3 on 1 fight against Jackrabbits. There has to be counters, and I know that suicide grunts are a reasonable alternative, but the hunters should be available to purchase early to prevent JR rushes.

They just nerfed it. It’s not nearly as broken now. So I hear.

Marine grenades, Grunt mines, and turrets all counter scout units. Invest 300-400 power in those upgrades if you scout out a jackrabbit rush. They’ve spent 500 power to get Mini-Frag Launcher AND Support Drone, you’ve got them beat there. Support Drone now takes 10 seconds to start the heal and scout units have received a significant nerf to their damage against buildings, so you shouldn’t be losing bases to scout rushes unless you don’t scout and get caught with your pants down. ALWAYS SCOUT. Don’t build an expansion if you know a scout rush is coming unless you’ve got enough upgraded Core Infantry to defend it. Build at least 2 turrets, get Marine or Grunt upgrades, and make sure you have 3 Supply Pads and 2 generators on your base so by the time they realize that they can’t kill you, you’ve hit Tech 2 and can start getting out Core Vehicle, Anti-Vehicle, or Air units to counterattack. Jackrabbits are in no way overpowered, just keep playing and you’ll improve to the point where you can melt a Jackrabbit rush like butter in a microwave :slight_smile:

Then everyone would just rush infantry…Every. Single. Game.

But yeah it’s kinda seems like how devs wanted it to be tho. Notice there are 3 specific unit upgrades at tech 1 for the jackrabbit. As with all opening tech 1 units from the main base and hardly any unit specific upgrades for any other unit. It’s like they only put effort into the tech one opening units and just got bored with the rest. Also base destroyer units are readily available at tech1. Makes for a a great rush fest at the beggining, I think it’s kinda dumb personally how the game is set up so well for early attacks.

The JR isn’t that good after the nerf. While 20 recourses sounds small, it really adds up. Add to that the lack of turret drop, the only thing that allowed JRs to push past turrets, and they’re fine now. They don’t really need any more nerfing.

Tbh every jackrabbit rush I’ve faced since the patch has been easily countered by Choppers. They’re still fast and are great for map control, but four to five Choppers can scare them off of your minibases. Meanwhile you can build up your actual army and crush them.

If you’re still getting crushed by JR’s, you’re doing something wrong.

A drop in speed once they get the Mini-Frag Launcher would be a good idea, enough to stop hit and runs. Gain a way to attack but lose the scout abilities.

I would love for the scout units to have other uses like:

  • An upgrade for greater vision of the map. Could have JR/Kodiak or Chopper/Blisterback combos. - An upgrade to attach to supply and power building and siphon small amount of resources. - An upgrade to give other units close to you a small defense boost when in close proximity. - An upgrade to allow the Y ability to give off/drop small mobile disruption bombs to stop leader powers.
    I feel these could make make scout units have more value in the mid to late game.

> 2535424640810692;1:
> The Jack Rabbit is suppose to be a scout unit yet it is used as a rush unit, or a unit that prevents the enemy from building another base via being fast and high damage. They are cheap so their damage should reflect their cost, and under no circumstance should they be able to heal during combat, because that is ridiculous.
> 1.) They do WAY to much damage for a scout unit. They need to be nerfed or have their offensive capabilities completely taken away.
> 2.) If they keep the weapon upgrade either make it a tier 2 upgrade to prevent bull-crap rushes, or nerf if.
> 3.) If they do get to keep the over-powered weapon upgrade, than they are no longer are scout units and shouldn’t be so fast. They are the fastest unit in the game because they are primarily a scout, so if they are weaponized it is only right they would be more heavy and less agile.
> 4.) The healing upgrade should be taken out if they are to be weaponized. It makes no sense that they can rush an opponent, destroy the second base or destroy a homebase turret in a group and heal within 4 seconds of being in combat.
>
> The larger issue is that anti-vehicle units are not available until tier 2, so why would there be an overpowered unit that has the highest speed, has good damage, and is extremely cheap compared to their counterparts. It is only right to stick with the rock, paper, scissor system and give both sides a fighting chance. In a 1v1 between a JR rusher and banished, the banished version of the jackrabbit is 3X more expensive yet it still loses a 3 on 1 fight against Jackrabbits. There has to be counters, and I know that suicide grunts are a reasonable alternative, but the hunters should be available to purchase early to prevent JR rushes.

Ghosts are a scout unit and they can shoot.

And while you’re on that spree, also remove strafe from Choppers and remove ram from Ghosts.

> 2535424640810692;1:
> The Jack Rabbit is suppose to be a scout unit yet it is used as a rush unit, or a unit that prevents the enemy from building another base via being fast and high damage. They are cheap so their damage should reflect their cost, and under no circumstance should they be able to heal during combat, because that is ridiculous.
> 1.) They do WAY to much damage for a scout unit. They need to be nerfed or have their offensive capabilities completely taken away.
> 2.) If they keep the weapon upgrade either make it a tier 2 upgrade to prevent bull-crap rushes, or nerf if.
> 3.) If they do get to keep the over-powered weapon upgrade, than they are no longer are scout units and shouldn’t be so fast. They are the fastest unit in the game because they are primarily a scout, so if they are weaponized it is only right they would be more heavy and less agile.
> 4.) The healing upgrade should be taken out if they are to be weaponized. It makes no sense that they can rush an opponent, destroy the second base or destroy a homebase turret in a group and heal within 4 seconds of being in combat.
>
> The larger issue is that anti-vehicle units are not available until tier 2, so why would there be an overpowered unit that has the highest speed, has good damage, and is extremely cheap compared to their counterparts. It is only right to stick with the rock, paper, scissor system and give both sides a fighting chance. In a 1v1 between a JR rusher and banished, the banished version of the jackrabbit is 3X more expensive yet it still loses a 3 on 1 fight against Jackrabbits. There has to be counters, and I know that suicide grunts are a reasonable alternative, but the hunters should be available to purchase early to prevent JR rushes.

Jackrabbits are fine right now. Looks like you are complaining because you lost to it once post patch?

> 2535424640810692;1:
> The Jack Rabbit is suppose to be a scout unit yet it is used as a rush unit, or a unit that prevents the enemy from building another base via being fast and high damage. They are cheap so their damage should reflect their cost, and under no circumstance should they be able to heal during combat, because that is ridiculous.
> 1.) They do WAY to much damage for a scout unit. They need to be nerfed or have their offensive capabilities completely taken away.
> 2.) If they keep the weapon upgrade either make it a tier 2 upgrade to prevent bull-crap rushes, or nerf if.
> 3.) If they do get to keep the over-powered weapon upgrade, than they are no longer are scout units and shouldn’t be so fast. They are the fastest unit in the game because they are primarily a scout, so if they are weaponized it is only right they would be more heavy and less agile.
> 4.) The healing upgrade should be taken out if they are to be weaponized. It makes no sense that they can rush an opponent, destroy the second base or destroy a homebase turret in a group and heal within 4 seconds of being in combat.
>
> The larger issue is that anti-vehicle units are not available until tier 2, so why would there be an overpowered unit that has the highest speed, has good damage, and is extremely cheap compared to their counterparts. It is only right to stick with the rock, paper, scissor system and give both sides a fighting chance. In a 1v1 between a JR rusher and banished, the banished version of the jackrabbit is 3X more expensive yet it still loses a 3 on 1 fight against Jackrabbits. There has to be counters, and I know that suicide grunts are a reasonable alternative, but the hunters should be available to purchase early to prevent JR rushes.

First off jackrabbits can’t heal in combat. They deal the lowest amount of damage of the scout units and they can be brought down to red bar by a single ram from a chopper/ghost. If you see a rush coming turtle up on 1 base and tech up. You win if they over commit to jackrabbits and you will put yourself ahead once you tech up to T2.

> 2533274843762975;12:
> > 2535424640810692;1:
> > The Jack Rabbit is suppose to be a scout unit yet it is used as a rush unit, or a unit that prevents the enemy from building another base via being fast and high damage. They are cheap so their damage should reflect their cost, and under no circumstance should they be able to heal during combat, because that is ridiculous.
> > 1.) They do WAY to much damage for a scout unit. They need to be nerfed or have their offensive capabilities completely taken away.
> > 2.) If they keep the weapon upgrade either make it a tier 2 upgrade to prevent bull-crap rushes, or nerf if.
> > 3.) If they do get to keep the over-powered weapon upgrade, than they are no longer are scout units and shouldn’t be so fast. They are the fastest unit in the game because they are primarily a scout, so if they are weaponized it is only right they would be more heavy and less agile.
> > 4.) The healing upgrade should be taken out if they are to be weaponized. It makes no sense that they can rush an opponent, destroy the second base or destroy a homebase turret in a group and heal within 4 seconds of being in combat.
> >
> > The larger issue is that anti-vehicle units are not available until tier 2, so why would there be an overpowered unit that has the highest speed, has good damage, and is extremely cheap compared to their counterparts. It is only right to stick with the rock, paper, scissor system and give both sides a fighting chance. In a 1v1 between a JR rusher and banished, the banished version of the jackrabbit is 3X more expensive yet it still loses a 3 on 1 fight against Jackrabbits. There has to be counters, and I know that suicide grunts are a reasonable alternative, but the hunters should be available to purchase early to prevent JR rushes.
>
> First off jackrabbits can’t heal in combat. They deal the lowest amount of damage of the scout units and they can be brought down to red bar by a single ram from a chopper/ghost. If you see a rush coming turtle up on 1 base and tech up. You win if they over commit to jackrabbits and you will put yourself ahead once you tech up to T2.

That sounds straight forward but it is not.
If you turtle they will being other units, while also preventing you from getting a second base while they have 3 or 4.
They can heal mid combat, and if a chopper rams them (keep in mind they are 3 times more expensive) they will be killed by the groupd of Jack Rabbits

> 2535424640810692;13:
> > 2533274843762975;12:
> > > 2535424640810692;1:
> > > The Jack Rabbit is suppose to be a scout unit yet it is used as a rush unit, or a unit that prevents the enemy from building another base via being fast and high damage. They are cheap so their damage should reflect their cost, and under no circumstance should they be able to heal during combat, because that is ridiculous.
> > > 1.) They do WAY to much damage for a scout unit. They need to be nerfed or have their offensive capabilities completely taken away.
> > > 2.) If they keep the weapon upgrade either make it a tier 2 upgrade to prevent bull-crap rushes, or nerf if.
> > > 3.) If they do get to keep the over-powered weapon upgrade, than they are no longer are scout units and shouldn’t be so fast. They are the fastest unit in the game because they are primarily a scout, so if they are weaponized it is only right they would be more heavy and less agile.
> > > 4.) The healing upgrade should be taken out if they are to be weaponized. It makes no sense that they can rush an opponent, destroy the second base or destroy a homebase turret in a group and heal within 4 seconds of being in combat.
> > >
> > > The larger issue is that anti-vehicle units are not available until tier 2, so why would there be an overpowered unit that has the highest speed, has good damage, and is extremely cheap compared to their counterparts. It is only right to stick with the rock, paper, scissor system and give both sides a fighting chance. In a 1v1 between a JR rusher and banished, the banished version of the jackrabbit is 3X more expensive yet it still loses a 3 on 1 fight against Jackrabbits. There has to be counters, and I know that suicide grunts are a reasonable alternative, but the hunters should be available to purchase early to prevent JR rushes.
> >
> > First off jackrabbits can’t heal in combat. They deal the lowest amount of damage of the scout units and they can be brought down to red bar by a single ram from a chopper/ghost. If you see a rush coming turtle up on 1 base and tech up. You win if they over commit to jackrabbits and you will put yourself ahead once you tech up to T2.
>
> That sounds straight forward but it is not.
> If you turtle they will being other units, while also preventing you from getting a second base while they have 3 or 4.
> They can heal mid combat, and if a chopper rams them (keep in mind they are 3 times more expensive) they will be killed by the groupd of Jack Rabbits

They can not heal in combat there is a 10 second delay after they take damage. Also they cannot take 4 bases while jack rabbit rushing lol. If you let them get away with that after they were nerfed then your taking far too long.