@Chenbro101 see my other messages in this post:
@sladow-noob said in Pending Balance Changes Feedback Thread:
@comradestryker said in Pending Balance Changes Feedback Thread:
ASF changes, an already oppressive unit made better?
What's the reasoning behind these changes? Performance?
Jip has improved the game considerably.
Delay the first ASF? Achieved with the Air HQ BT changes.
If anything, ASF need a nerf as they're too oppressive against T2 and T3 air.
A nerf in damage, at least.I'll try to explain my (mostly own opinion) thought process behind that.
Currently the t3 air meta is just to rush air and scale your airgrid infinitely until you won air, then abuse it. When you have mass, you go t3 mex besides that.
The change is more radical on purpose so we can feel the impact in beta. Goal is to 1) Delay the ASF in general so t1 and t2 air have more time and frontplayers can use them as well for a longer periode 2) Let ASF-fights last a bit longer and 3) Let the airgrid-scaling be more interesting with more conscious decisions you have to make.
Imagine you cannot just scale your airgrid and go mexes besides that, imagine that you really have to think whether you can afford to invest ressources into eco or if you have to build more ASF first.The cost-change is not directly a nerf. It's a shift such as the T2 Sera Gunship. It's better (e.g. hp) but also costs more so you don't have 30ASF at min 16 but like 20.
Please keep in mind that these number - as said before - are a heavy change for the simple reason to see how it affects the airplay in general.