|
The main problem with terran in late game situations is the limited production. While protoss can stack warpgates and zerg stacks larvae, terran has to choose between reactor and tech lab add-on's. Because the use of high tier factory (thor) and especially starport units (battlecruiser and raven) is rare most add-on's are reactors to increase the production of marines/medivacs/vikings. Factories are mostly limited to tanks. So in order to encourage the use of T3 units of terran I present to you:
![[image loading]](http://images1.wikia.nocookie.net/__cb20110319122133/starcraft/images/thumb/0/02/TechReactor_SC2_Rend1.jpg/200px-TechReactor_SC2_Rend1.jpg)
The tech reactor from the single player campaign.
Implenting it would be very easy considering its model is already available since release in 2010.
Why does this increase the use of thor/battlecruiser/raven? Just imagine two battlecruisers yamato'ing broodlords in a viking cloud. Or mass production of ravens out of ALL starports. The production time is the limiting factor in my opinion in the use of T3 air. With tech reactors, the production time would not be fully tied up in T3 or they could be produced two at a time.
Of course because this could be game-breaking in earlier stages of the game, just add it as an upgrade in the fusion core with similar research time as warpgate. This way the early and mid game is unchanged and terran has more late game flexibility. The tech reactor itself should be the combination of the resources and time needed of each the reactor and the tech lab resulting in 100/75 and 75 sec. It can be upgraded from reactor/tech lab for the opportunity cost (reactor can be upgraded with tech lab and vice versa).
Apart from flexibility, the production of marauders/ghosts/banshees/tanks/thors/ravens/battlecruisers would be doubled for only a small expense of resources. This would mean terran can produce non reactored T2 and T3 units quicker than before entering a middle ground between zerg (larvae is not limited) and protoss (robo and stargate has no warp upgrade). If this turns out to be way over the top I could imagine allowing tech reactors for starports only.
   
|
Canada13379 Posts
Balance nightmare.
Get more bases, and transition into more than one starport with a tech lab and you will be fine. Imagine 2 port banshee all in but instead of 2 ports of initial cost it comes in the form of a tech reactor.
|
On August 18 2012 11:32 ZeromuS wrote: Balance nightmare.
Get more bases, and transition into more than one starport with a tech lab and you will be fine. Imagine 2 port banshee all in but instead of 2 ports of initial cost it comes in the form of a tech reactor.
Of course because this could be game-breaking in earlier stages of the game, just add it as an upgrade in the fusion core with similar research time as warpgate. This way the early and mid game is unchanged and terran has more late game flexibility.
Also I don't think rushing to fusion core would be a problem. Just increase the research time.
|
Interesting concept, but is the fusion core and upgrade worth all that money? I don't play Terran, I wouldn't know.
The thing is, other than HT's and archons which you shouldn't need a lot of, warp gates are also producing T1 units. And I don't think you can sustain HT's for long without losing all your gas and floating minerals, so yeah T1 units is a must.
Thors are actually pretty common in late late game once you have critical mass (like 6?), they dish out damage in a similar support role to colossi and are even harder to focus fire and take down. Ravens you don't need too many, just one or two for a PDD midgame or once toss has feedback a seeker missile or two.
If you get Tech Reactors, I want an upgrade at my Fleet Beacon that lets me warp in colossi from a pylon w/ a 70-second cooldown on my Warp Robotic Facility. Or better yet, neither one and let sleeping dogs lie.
|
How about just reduce the build time of addons.
|
I think that just gives way too much flexibility to terran. Just take a moment, and seriously imagine the transitions possible, the speed with which they are done and the lack of investment in infrastructure it takes. Besides, the issue with T3 units like ravens is not that it takes time to transition, rather, they are just bad transitions by and large, unless you are swimming in cash. Ravens are slow, expensive and die to fungals. BCs die without ravens. Thors are bad when not in mech or in absence of mutas.
|
I agree that it gives Terran way too much flexibility. It's fun though, and that's why it belongs in the campaign IMO!
|
On August 18 2012 12:22 Zombo Joe wrote: How about just reduce the build time of addons.
2 rax (tech/reactor) in tvp would make it really hard for P.
|
I think the research and Tech Reactors themselves should cost TONS of gas, like 300 gas or something. It would be a good use for Terran late-game gas while making it difficult to abuse...
|
Ravens are a bit faster now w/ the patch, I think I'm going to be seeing a lot of them, at least relatively, in my games once it gets released.
|
Techreactor marauder-hellion allin can be just too effective in every single matchup.
|
|
|
|