@Psions said in Weak Overcharge:
The facts:
You need roughly 4 e storage and a t2 pgen to support killing Harbs, and to kill Bricks or Percy you now need roughly 7 e storage, and 2 t2 pgens.
You are now looking at an extra cost of 2200 mass to 4100 mass on your nano or shield com. This significantly delaying the window where guncom is effective.
Yes, instead of 3 e storage and 3/4 of a t2 pgen you now need 4 e storages and 1 t2 pgen which makes it cost: 550 more mass, such an insane nerf.
Opinion:
Guncom is very risky, because as soon as a T4 pops, you're whole investment is gone, as you have to retreat. Guncom is inherently risky mid-game cause your com is at the front instead of with ras at the back. This is directly supporting a less aggressive gameplay.
Yes, gun com vs t4 is risky, I wonder why ... I am sure that this is the reason why your dual gap games are not promoting agressive gameplay and it has nothing to do with the horrendous map layout ..
Now, we might ask, well guncom is still more efficient mass for mass than T3? Yes, but guncom can only be in one place at a time.
I see that your t3 units have magical ability of teleportation so that they can be in 3 places at once? Not sure if you knew but ACU can be transported via a t2 transport as well.
At what point do we just call it a day, and eco into building a T4 instead and not have to worry about the constant threat of a com snipe.
Try doing that on any normal map, GL with that
Guncom is most effective in the middle game where T4 are not easily built, and where there isn't sufficient air that you are likely to get stratted. Now that window is significantly shortened due to the extra upfront cost on making guncom effective, and therefore the time it takes to accumulate said resources.
Using terms middle game and t4 in one sentence tells the whole story here.
If you want to see any aggressive gameplay I suggest playing other maps that do not involve having 6 monkeys packed in small space closely together throwing banana peels at each other.