Move Speed GA to starbase

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Koln
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Post by Koln »

Youngmoose wrote:QUOTE (Youngmoose @ Feb 12 2010, 04:40 PM) If we are speaking of tech paths that need a boost, then why not give it to Tac? SF's and SB's would hardly become uberkillers if 10% faster.
Actually if your sb can fire from 100m before it makes it easier to solo bases.
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Jeruwafi
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Post by Jeruwafi »

QUOTE Does anyone want to chase down a basic dreg miner going 150mps?[/quote]
I would gladly welcome such opportunity to prox'em'all ;p

Leave speed GA as is.
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Psychosis
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Post by Psychosis »

dont mess with it, you risk upsetting the balance of MANY things
Shizoku
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Post by Shizoku »

This is a supremely dumb idea.
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Camaro
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Post by Camaro »

I think it should be moved to Phoenix transceiver tech.
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takingarms1
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Post by takingarms1 »

lol it'd be an always-buy for dreg... 150mps miners ftw!
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Xeretov
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Post by Xeretov »

Speed GA is fine where it is right now. Its a nice bonus to getting a shipyard and capships do get some good use out of it. But more importantly its sitting behind a rather hefty pricetag and investment in getting the SY to begin with.

Move it to starbase and it becomes too easily accessible. You're guaranteed to be buffing TP2/FBs (which really don't need a buff) and less so for the other techpaths. And a buff to Bios and adv/hvy scouts, which also don't need an easy to reach speed upgrade IMO. You can argue that speed doesn't mean much but as Clay has pointed out, it makes game ending runs that much harder to stop. If anything I think HTTs could use the perk, but I don't think moving it to Expansion instead would be a good idea either.
Gandalf2
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Post by Gandalf2 »

I forgot about the bios thing. It seems a little odd that garrison doesn't get any GA's, I guess part of the problem is, having under garr and hence available from the start is really silly, but then if you just put it under starbase, it a) helps bios too much, and b) there's no further upgrade under which to put GA1 and GA2....

It was just an idea I had late at night, trying to think of ways to make more adv/hvy scouts and gunships come out, rather than just late-game once you've bought the rest of the goodies. I don't think there's a major balance problem with this, I just think it would be nice to have a 4th semi-viable option to use on occasion. So the idea was flawed, but hey this is a discussion forum, not a request list. :)
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Jimen
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Post by Jimen »

The reason we don't see starbases more often, I think, is because there's no real tech tree associated with the garr. With every other tech path, buying a couple of pieces of tech is also an investment in the next thing you're going to buy for that tech. Upgrading the garr and buying adv scouts costs the same amount as buying a techbase and that base's basic ship...but the latter path leads to adv tech, while the former leads you nowhere (adv scouts rock, sure, but not everyone wants to pay $17500 for scouts with lower sig and higher scan). You can get hvy scouts for a mere 10k more, sure, but you have to have a techbase first.

And if you've got a techbase, the 27500 credits it costs to upgrade the garr and get adv and hvy scouts seems like a hefty bill considering that it's enough money to upgrade a techbase, so most people won't consider it until they've already got that sweet, sweet adv tech. Same goes for gunships pretty much, and everything else under the garr tree is either frequently bought (bbrs, enh cons/miners, nan2, tp1, a few others) or useless (cashbox, retro boost). People generally don't buy things from the garr unless they intend to use them, though, because any ship parts under garr can be stolen, and the hefty pricetag on the starbase ships can usually be put to better use in the primary tech (or even a secondary tech) from a comm's point-of-view.

If it's adv/hvy scouts and gunships you're worried about in particular, they mostly just suffer from a bad case of "not worth the price tag". People can get bombers for half the cost if they want something with turrets for the early game, but people often prefer the flexibility of shoving everyone into figs or ints and forcing them to d instead. And if you'd already bought bbrs before you'd upgraded the garr, then hvy bbrs are more durable than gunships and pack similar amounts of firepower while not being that much slower. Plus AC2's a sup tech while SC2's a SY tech. As for adv scouts, it's a lot more clear cut - the only real advantages of the adv scout over the regular scout are the lower sig, the higher scan range, and the higher energy. And while all of those are nice and make the scout a lot more fun to fly IMO, they don't really affect the scout's abilities to do what scouts do.
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Broodwich
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Post by Broodwich »

jeez just lock this already. the idea sucks and the poster already said he didnt even bother to think about it before writing it up. might as well delete the thing
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