That is literally what I said.
I'm not saying it's pointless to try, I'm just saying its GOING to happen. Even when it doesn't happen "a lot" it tends to feel like it does because...
Increasing the cost would do both as units/buildings don't have a set time to build but rather a fixed metal cost and factories/fabbers put out a set...
One thing I will say is that stomps are just a thing that people have to learn to deal with. No amount of matchmaking can compensate for the fact...
That is actually a problem.
Actually you just end up with specialized units beating the crap out of you anyway. Lack of specialization isn't the problem, it's the massive jump.
You also have to pretty much own the planet already to be able to set them up without a competent opponent just sniping them.
On the note of air fabbers, just about the only thing people use them for are building t2 air and the occasional mex on water.
They should be able to deter small/medium groups but a pair shouldn't be able to render all but stupidly large blobs of a type of unit combat...
I think t1 mex should go back to pre-buff or close to pre-buff HP. Also what about giving the dox better vision range? I don't think that alone will...
This from the guy that wanted to make orbital immune to itself "because reasons".
The only thing increasing map size does is slightly alter the definition of "early" It doesn't change the math. And what's with the hate for people...
Please stop complaining that we are trying to balance a multiplayer game around multiplayer.
So we should render choices irrelevant? Because unless you remove build cost, time, and give the commander infinite build range as well as the...
It's a universal rule in RTS games, (as well as a few other genres) that early game setbacks/bad starts are the most devastating.
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