Fully agreed, ever since people figured out that you can do your fastest and most economic fast tech with just 1 gen, it has been pretty much unstoppable, bar super all in, blind rushes.Sadder Joker wrote:Your proposed change would completely phase out scout units, which wouldn't be a fun time.THEWALL766 wrote:I've played this hog spam quite a bit with different leaders and from what I have seen, the only way to effectively rush someone that does a good quick tech is with goliaths or a suicidal amount of flamers (I'm talking going barracks 3rd and 4th and pumping in blind faith). The only counter as it stands right now is to fast tech yourself and either go AV or hogs your self. I disagree that a fast tech should be the only way to beat a fast tech.
Possible SolutionMove hunters and cyclopes to T1 and drop their power cost so that if you see someone quick teching, rush units backed by AV units could in theory shut them down.
I feel there's many other ways of fixing this that don't include making scouts even more irrelevant.
Some examples could be:
-slowing down the T2 base upgrade
-increasing Hog build time
-decreasing power generated from first Gen (for first few minutes, or something)
-decreasing power collected from map resources
There's plenty of ways to remedy this, those are just a select few ideas.
AV, well, infantry as a whole, is in a pretty bad spot currently, and needs some work. However, I don't feel making AV T1 is the proper response.
In theory, rush > quick tech > defensive T1 > rush, but currently quick tech Hogs seem to beat just about everything. Appart from a few units and strats... that aren't available to all leaders.
My two cents, at least.
I'd really like to see the tech 2 upgrade taking longer, power crate gathering slowed down, gen upgrades taking longer and hog build time increasing by ~2 seconds. Also, AV needs to take less damage from hogs/marauders.