Some Sort of Ethos
I dont need to be a 2k ladder god to be the bennis
Identify a Problem
In teamgames T3 mex is the winning play, most of the time. Setons meta, dual gap meta (the most played maps) degrode into T3 mex simulator. Canis, Wonders, all these maps are T3 mex simulator. Even in 2v2, after initial skirmishes, gameplay degrades into T3 mex and try to get somewhat useful ways to spend mass style.
RAS COM is just another symptom of the problem: you can get away with T3 mex gameplay because it pays back too fast and unit speed is too slow for the aggressor to be able to convert his early investment into substancial damage before defendant has enough BP and mass accumulated to formulate an effective defence.
This is further amplified by reclaim values being very high at 83% which makes it even harder to aggress.
This also devalidates T2 stage in teamgames entirely. In 1v1 this is less of a problem as most fighting occurs in T1 and T2 stage, but a T3 mex nerf wouldnt hurt 1v1 either as it will just extend T2 stage further which is probably a nice thing.
Its a problem because it limits the meta. Problem should be evident and doesnt need showcasing.
Find a Solution
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*priority Make Eco options past T2 mex with storages more expensive. Increase T3 mex cost by 25%. Increase Ras cost, sacu ras cost and fab cost by 25%.
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Decrease reclaim values to a flat 50%, everywhere (water air land )
- this is effectively a reclaim reduction of 40%. Its nice and intuitive, reclaim is still a huge factor, but not so huge it makes any attack that doesnt clearly win a flank or destroy a base a mass donation.
Justify the Solution
Obviously, if T3 mex is more expensive it increases the duration of the window for the aggressor to deal damage. It also adds a small challenge for the T3-mexist to defend his precious mex against units, he cant just rely on travel time of units to be too high to be any threat. Thats why air is so strong: the mass investment immidiately pays off as units dont need to walk across the map. unit travel time is airs benefit, not its balance of strenght relative to AA options. (nvm T3 MAA is still mostly useless)
I think the recent bomber and lab changes have highlighted what faf needs: more options that reward aggressive gameplay. These changes have been a welcoming touch to 1v1. But for anything with more players this doesnt cut it. Mass enters the game too fast, and the reason is the many efficiently teched up mass extractors that pay off too quickly. One eco noob with T3 mex can wipe a wonders with fast T3 mex rush + GC, Chicken, Megalith when the rest of the players go full out aggression and naturally dont eco. Because all he needs to do is survive for 10 minutes.