Statistics: Posted by nine2 — 02 Sep 2016, 13:08
Statistics: Posted by biass — 02 Sep 2016, 12:59
By nerfing the output of RAS we'd just make it worse in almost every aspect than other eco options and go from a RAS meta to a t3 pgen meta.
If someone can link that HZH post it would be really nice, because i don't really understand how increasing cost will make that huge a difference. If you increase cost too much to the point it becomes better to build t3 pgens then you can just go t3 pgens instead and ras basically becomes a mobile mass fab. Don't increase it enough that t3 pgens aren''t preferred then surely the problem of leeching teammates won't really be solved?
Zock wrote:
As mentioned, i wanted to have higher cost in the beginning too, but i changed it to lower income after feedback during the alpha.
There is one rather large downside you missed though and why i changed it originally, with higher cost it will become harder to get it in 1v1 (especially taken into account that its not so strong anymore, and will give less of an advantage) and less of an flexible upgrade.
Your other points are still good however, and since many people agree i'll change it in the next version.
What is important to note is that RAS needs to be in some ways different to normal eco. If we adjust the cost to be more equivalent to normal eco, and then a bit worse so its not so strong anymore, we can easily turn RAS from being a braindead best option into an useless upgrade. For that, i think RAS should stay either more mass efficient like now, or more energy efficient instead (which would make it even stronger for air rushes, but on the expense of eco) to make it different to normal eco, and to make it better in some situations, but worse in others.
So instead of increasing mass cost, i put a higher power outcome decrease in return for now, but leave mass the same. (Yes i know you told me from the beginning Sir balance terrorist, no need to mention it ) Another option is to increase energy cost, but i believe lower energy income can lead to some decision if you should reclaim your t2 pgs for mass, or keep them for more early air, and its also more suitable for 1v1. But i believe it is still going well with your main points of making it harder to spam early air (or more costly if you keep your pgs), easier to adapt and it keeps the mass income for the air player. Its not making the RAS player easier to snipe while he is doing ras though..so depending on how this turns out, i wont mind to reduce energy income less and increase energy cost instead.
If anyone think it'd be better to swap it around completly and make it more efficient in power, but expensive in mass, thats possible too, but it would be a much bigger change and harder to adapt to.
Would be good to have this change tested a bit more before discussing further.
Statistics: Posted by Zock — 02 Sep 2016, 12:57
Statistics: Posted by Mel_Gibson — 02 Sep 2016, 12:53
Statistics: Posted by Petricpwnz — 02 Sep 2016, 12:12
Statistics: Posted by PhilipJFry — 02 Sep 2016, 12:04
Statistics: Posted by speed2 — 02 Sep 2016, 11:56
Statistics: Posted by PhilipJFry — 02 Sep 2016, 10:25
Statistics: Posted by PhilipJFry — 02 Sep 2016, 09:51