Raiden wrote: ↑
Spawning times will be reduced to 8 seconds from 10.
Bounty per unit kill will be increased to 16 from 14.
This change comes to put Air mercenaries into the same spot as all other mercs, by using spawning time = bounty.
I see the logic there. Air can be strong after Gol nerf too
Command Centers will have a very short range of detection, since CC is the Ultimate Strucutre of a player which in case its destroyed, the game is over, giving a very short range detection will help against attacks from "Cloaked/Burrowed" units if Missile turrets are Destroyed and there's not any base defense around able to provide Detection.
No no no! Don't dumb down a strategic part of the game, I hasten to add that I hate it happening to me and i'm not a burrow player but this just puts off the experience players
This change can make the first minutes of the game more intense, but will also make players being more cautious and have more communication together.
During the very first minutes of the game, Infested saviors will not be available (cooldown period). This period will ensure that during the first minutes of the game, all feed will come out from "Marines or Mercs", so players need to pay attention in any upcoming rush attacks.
I agree with this, will stop a noob being raped by a Sav early on and then leaving
When fastest is selected, all Command Centers will receive a "Planetary Forteress" Upgrade by default. Since there are no Infested Saviors, giving to all players a strongest Command center to begin with can change and benefit this Game Speed.
would turn fastest mode into not very fast mode, let the players decide if they want to invest or not. This is just asking for some noob to spam 5 armour and make it long and boring so no one ever plays it again
There have been some arguements towards Marine kill bounty, let me explain:
Early game Marines are weak and the most easiest units to kill. This makes it easy if heroes/elites are used to gain a difference from the other teams and get the lead, sometimes by a lot.
Reducing the Kill bounty to 2 from 3, will still keep Marines on the easy to kill spot, but without giving the same amount back, early game is very important and therefore needs the best balance as possible.
Using "Double Spawn" will increase Marine kill bounty by +1 making it have the same kill bounty like before.
Interesting but i think maybe will encourage players to just play marine???
Reduce Marine kill bounty to 2, but increase early Mercenary bounty by +1.
This will still ensure that the easiest to kill units give a lower bounty, and give the -1 loss from Starting Mercenaries which are harder to kill.
Further Modifications might be required to other Tiers/Morphs kill bounty.
same again will see a lot of ling marine i suspect?
All the feedback will be closely looked and analyzed, before implementing the changes.