The github testing comments mention that you currently need at least 4 buzzkill to defend against 2 Seraphim cruisers, and that after the bug fix you only need 2. However I think this number is both too high and is being misinterpreted to suggest that the TMD become twice as good after the change (against cruisers), with this being used to support nerfs to TMD or buffs to cruisers to the same ratio that could make cruisers even more powerful vs the TMD than they currently are:
- For example, 2 TMD protecting a T2 mex can indefinitely defend that mex against 2 Seraphim cruisers if the cruiser targets the mex and the mex is behind the TMD (this doesnt just happen due poor target selection by the attacker - the defending player may build TMD after the attacker had scouted and it may not be obvious for a short while that the structure blips are TMD; the cruisers may be firing at their max range with the TMD just outside radar range; the attacker may be focusing their APM/attention elsewhere for a while).
- The amount of damage getting through per second from the cruisers over time is also relevant since in some cases the TMD will be shielded, which can help compensate for the 'sometimes missiles get overkilled' issue
- When I tested 3 buzzkill slightly spaced out vs 2 Seraphim cruisers (that were targeting the closest TMD), the buzzkill defended indefinitely. I'm assuming the '4 buzzkill to defend 2 cruisers' result was where the buzzkill are placed right by each other (and players are less likely to do this due to aoe damage being able to hurt both tmd at the same time).
- In some tests, 2 buzzkill could defend against 2 Seraphim cruisers indefinitely (when the cruisers are targeting the TMD)
Therefore a doubling of missile health would mean cruisers would be getting a buff vs TMD when they're already able to use missiles to overwhelm a unit whose sole purpose is meant to be to defend against missiles.
I also dont like the idea of having firing randomness which sounds like it'd be more frustrating to play with than the current overkill bug.