That's the simplest solution I can think of without ruining the leader.I like the idea.Yes, as I said, they're return may be too high, but both those armies are incredibly slow. I would take Trox's starting army 9 times out of 10, simply for the fact that I can cover the entire map.Atrioxs 2 Banshees are like paper.. they can do nothing besides getting vision.. dont let me start with the chopper..I think they're fine, to be honest.M2 :DD..
Colony & Shipmasters starting armies are so op..
Oh wait.. all these leaders rule the 1v1 leaderboard.. these coincidences.. =D
Their returns may be a little too high, but they've still got nothing on Atriox's starting army.
Im just hoping my boy Arby will get a better starting army. Poor guy is just so slow :(.
Colony has 2 Scarred Hunters (160), Skitterer Mob (90) and the Engineer (60).. a return of 155 =/
They can do a lot in the beginning with the attached Skitterers..
Shipmaster can easily challenge energy cores without any deployed rush units, because his units are cloaked and doesnt need to fear getting attacked.. In order to attack you need detect units which can easily be attacked by the anti-infantry Marauders.
Atriox has a total of 90 energy return, Shipmaster a total of 130. And again: To be able to challenge Shipmasters starting army you need detect units..
Perhaps removing one Hunter from Colony and making Ship's Marauders regular Marauders is in order.
And Sadder you play probably more 2v2s Ranked I assume?
The Meta in Blitz in 1vs1 is very different when you play vs. the best of the best.. And these guys play mostly Shipmaster, Colony, Kinsano/ Cutter..
But again: I like your input for the starting armies.. Im really curious to see whats about to come for the starting armies..
Why shouldnt they be a lot bigger than currently?
The starting army should reflect the individual character of every leader, but the returns should be among all leaders a max. difference of +-20 energy.
I play both, but prefer 2's because I can play leaders besides Ship, lol. I've played my fair share of 1's, but I don't enjoy how I'm confided to select few leaders to have a chance, whereas in 2's, I feel I wider range of viable leaders to play. I also really like the Blitz guys, and it's fun to play games with buds.
I prefer smaller starting armies (3-4 units), but that's my opinion. With more units, it would be too easy to cover the map, again, my opinion. I agree with you about the energy return, though. Ideally, all starting armies would have the exact same return, but that's a lot easier said than done, lol.
I think the first order of business is to ensure all starting armies have a competitive chance of securing energy; my poor Arby :(. Then, focus on ironing out the energy discroenecies among starting armies.