@thomashiatt said in CounterIntel:
I thought having good radar coverage, scouting, looking at what you scout, and processing this information in your mind to make strategic decisions were already pretty rare to encounter in the game. Probably shouldn't make it harder. Counterintel might add more depth for a handful of top players, but from an observer's perspective, it won't even be clear what is happening anyway.
How does this argument not extend to removing stealth and jamming beyond “it’s already there dude” then? If you want to argue stealth is a mechanical sub for shields, then there is still no real argument for why jamming should be on anything beyond the “has always been” card.
Beyond that, learning to get mass and dump it into tanks puts you at top 10% of this game already. Why did we make it harder by making it viable to skip tech levels, or rush tech, or do late transitions, and so on? Should have kept t3 balance where it was in order to keep the game in the simple t2 all in or t3 rush meta it was stuck at.
If the argument is that lots of players see t3 cuz lots of players play dual gap and astro, then this counter intel argument of “too much thinking” hardly applies. Also, the counterintel absolutely does add depth to observing the game just from the sheer fact it makes knowledge less concrete and therefore adds more inherent risk in what is usually just a “count the mass in this blob” situation. What causes a player to miscalculate isn’t the point, the fact they can miscalculate makes games more interesting and presents a new problem to solve.