Please be aware that EVERYTHING in this thread relates to the first 24 hours. This all could well be rubbish after a few days/weeks of play.
In the first 24 hours I’ve noticed a very violent meta switch, this is really surprising given that the patch seem quite small! I’m now noticing a very heavy emphasis on reaching Tech 3 and spam Tanks. What are the methods people are using to achieve this so quick?
Core units
Core units do not require power allowing a player to spam a bit of core units like infantry or flying while saving for T3. (Used core units are infantry and air, core vehicles are still not effective enough).
Bait
There’s a lot of baiting involved in this strategies, take this for example:
T1 - Chopper Opener: Harass infantry collecting resources.The enemy will try and counter with Hunters/Cyclops (using lots of Power).
T2 - Switch to Banshees: The Banshees can kill Hunters or Harass minibases. The enemy will try and counter with Reavers/Wolverines (using lots of Power again)
T3 - Tanks: The Tanks will destroy all the reavers/wolverines/infantry: The enemy now lost the game because he’s behind on power and can’t reach T3.
Power Bank
This strategy revolves around saving all the power for teching up really fast without giving up map dominance or harassment to the enemy.
Is this a problem?
I’m still undecided on whether this is a problem or not, at least I can see the UNSC and Banished factions are closer to each other now, so that’s always a good thing. The game is still very fun and engaging, and while these strategies make use of different unit types on each phase it doesn’t quite support too much unit variety in army composition.
Unit Variety
Most games I’ve had are defined on whoever throws more tanks at the enemy. And lack of unit variety I think it is in fact a problem (not as big as the teleporting locust problem or Jackrabbit map dominance problem).
It seems you must counter tanks with tanks, Hunters and Cyclops aren’t effective enough against scorch and canister. And air can be easily countered mixing a few wolves/reavers in.
How contradictory of you! You just said unit variety is no more!
There’s a third kind of unit variety and that’s in counter play between players. When the game revolves around a specific unit type the game loses appeal, sort of like Marine spam fights pre-season I and Jackrabbit fights in season I. When both players are using tanks and tanks and more tanks is when it can be a problem.
Unit upgrade race and relevancy
How can then we re-introduce units like the Hunter/Cyclops and Hornet/Banshee in the late late game? These units lose relevancy at T3. I think the easiest way to achieve this is by creating new T3 upgrades for these units, firing off an upgrade race between players (making power a relevant currency throughout the whole game).
A great example of this is Starcraft, Siege Tanks destroy zerglings in one shot, but the zergling armor upgrade allows them to survive with 1 hp, so the Terran player can research an attack upgrade to counter that and so on. So the game is not just about who has more units or better tech but also about who has the better upgraded units.
Having new upgrades for counter units would make them have relevancy throughout the match all the way into T3. Increasing unit variety in composition, unit variety through each phase and unit variety between players, the appeal of the game would skyrocket!
Here’s some Ideas on T3 upgrades
Hunter Improved Shields: Allows them to deflect heavy explosive damage, similar to how the Shroud works but on a longer cooldown. If this is too strong then have the upgrade provide a passive damage reduction against heavy explosive damage.
Banshees Blast: When a Banshee is destroyed it will instead charge at an enemy unit (can’t target buildings) and deal a bit of damage (This is not AoE).
Cyclops Piercing Rounds: Cyclops piercing rounds will light on fire the insides of heavy armored vehicles dealing damage over time.
Hornets Chaff Pods: Chaff pods deviate incoming homing fire. This would allow the hornet to survive a bit against tank/anti-air mix.
Please take note that these upgrades all require power and they also require that you research the first upgrade, this is NOT supposed to make these units overpowered, these upgrades are supposed to mantain the unit relevancy throughout the game all the way up to T3.
This would also fire off an upgrade race in which players have to try and stay on top of the enemy in terms of upgrades to gain small advantages that turn the tide of a game.
Please let me know what you guys think.