hakon wrote:Torpid wrote:It makes defensive SUT play worse and offensive SUT better. There is nothing good about the change at all >_<
Not saying it's a good change, but I can't fault or call experimenting stupid (unless it's retreating paladins

. Still, I don't get many of the arguments in this thread. The only thing that makes sense to me is Ace's post, and perhaps the ranged-meta concern.
Well, I wouldn't call experimenting stupid and I never did. I just that in hindsight this was a bad change and thus pursuing it was stupid. That's not the same as saying experimenting is stupid.
However, I would also say that experimenting, in this mod, with this meta and playerbase is highly inappropriate. If retail was remotely competitive or balanced I am sure the Elite mod would be essentially dead by now.
A balance mod is a nice idea but we clearly went away from that ideal a -long- time ago and I have to say I think a lot of people are discontent with arbitrary changes that are there for the sake of 'seeing how it will work out' or forcibly changing a meta for shits and giggles because one can. And that's why a lot of good players refuse to play elite or only do sparingly.
Things like this change to courage damage, the entirety of the GK Balance history, the addition of units like dark reapers and fire dragons, the change to the wraithlord hp, the falcon power reduction, the tank speed buffs, capillary towers, removal of zoan focus blast, the ubiquitous hp regen wargear buffs, etc.
Sure, we can do stuff like that if we actually have a big discussion and even a beta for such huge changes as they are, except we pretty much never did. The vast majority of the community dislikes all such changes but still participates in elite because the majority of the changes were good AND there is no alternative mod.
Yet the forcing of such changes on the playerbase does detract from their gameplay experience and thus I think it is inappropriate. If a select few want to try out the experimental changes in a beta sure, but just chucking it at 50% of the playerbase when they are more than content with how such mechanics works is very weird and... Inappropriate.
Atlas wrote:This point entirely is my biggest gripe with the change. I know that it's supposed to encourage more ranged counters to SUTs, but it just does the opposite as Torpid has mentioned. Now factions that don't have traditional jump units like Eldar or IG are having an even harder to trying to dislodge SUTs from green cover since they'll just park it there and be pretty darn invincible at times.
hakon wrote:Like this, wtf. Eldar/IG had a hard time dislodging SUTs? and why are suppression teams invincible at times now?
Yes, eldar did and do. Especially after a battle equipment nerf alongside the ranger nerf. They lack jump troops and DA are no scouts when it comes to killing set-up teams. IG of course do, it has always been and still is their major weakness. Catachans are one of the weakest, most cost inefficient units in the entire game (only made even worse than they already are by that explosive shot bug) and spotters cannot aid much with map control due to hw they lose to everything - they also don't help you deal with tanky melee heroes. So they often find themselves, like eldar, relying on their own suppression to counter other suppression. They're invincible because counter suppression is useless. It was the most reliable counter IG/eldar had to enemy suppression.
Perhaps you should try out some 1v1s sir? The game is pretty stale atm on elite and I find retail more enjoyable tbh.