So is rushing dead? (Lets obviously ignore Iro). I am not talking about the small containment skirmishes with some musks and huss whilst you grab a TP and market upgrades. I am talking about the all in, cease villager production after aging hardcore rush. The kind of rush that win or lose the game is going to end in <8 min.
Current deterrents to rushing:
- - Easy, nearly unavoidable scouting.
- Strong defenders advantage with TC fire and minutemen.
- Walls - nuff said.
- Fixed siege range (anyone remember how sieging was in AOE2?).
- Elitist pro attitude (lets be real) that looks down on rushing when it is a fundamental vertex in the Boom>Turtle>rush triangle.
- Abundance of nearby resources (esp with herding)
I think the nerfing walls was a good step in the balance direction. To increase the viability of rushing, I propose the following changes:
1. Scout or Gather Treasures: : Every civ does both tooo easily. The following changes may make it more of a decision.
- - minor nerf to explorer vision radius.
- nerf to explorer hp.
- minor nerf to explorer speed
2. Removal of kynesie wall bugs This is a blatant exploit. How is this arguable? If you delete part of a wall there should be a hole in it.
3. Lower Defenders advantage:: A few suggestions:
- Decrease TC fire radius or
- Decrease damage per garrisoned vill.
Lets restore some balance to RTS triangle. Rather than every game being some boom-turtle hybrid with a "who can be the most greediest and get away with it" mentality.