I think that Tactical Jump needs a rework. Just a note here, I’m speaking from the perspective of Zerg, but this is an issue in all matchups.
It seems to me that Battlecruisers don’t really have a hard counter like other units do, mainly because they have such a ridiculous amount of health and they can instantly teleport out once it gets low. Other units require either instant retreat or profoundly micro-intensive counterplay to survive when faced with hard counters (think marines versus banelings). In contrast, even when faced with a huge cloud of Corrupters, Battlecruisers can either ignore them entirely while inflicting devastating damage in an enemy base or deal a huge blow to that army before Tactical Jumping back to safety where they can be repaired so they can just repeat over and over again. It seems wrong to me that Battlecruisers can eventually win the battle of attrition against their hard-counters just because their abilities are so robust.
I feel that Battlecruisers are way too safe of an option for Terran. They take an eternity to kill even if you invest a lot of resources into countering them, and even then, that doesn’t stop them from wreaking havoc in your bases.
I propose that the warp-in time for Tactical Jump be moved to BEFORE the actual jump rather than after. The ability to instantly teleport to safety is too powerful considering that there aren’t any significant downsides in my opinion. I imagine that the warp in duration was implemented to try and offset the monstrous strength in the ability to just teleport to any place on the map without vision, but in reality, it only gives an extremely skilled player enough time to salvage some of their workers and start moving their army to try and mount a defense. At the end of the day, Tactical Jumping a handful of Battlecruisers into someone’s base will generally ALWAYS get some kind of value whether we have a 4-second warning or not.
At least if there was a 4-second charge up time before Battlecruisers could jump out, there would be some actual risk to casually strolling into a ton of static defense and units that (((should))) hard-counter them. Importantly, If this change were implemented, it would still be possible to Tactical Jump out of an engagement, but it would require some actual strategy/forethought and Battlecruisers wouldn’t have the guaranteed value that they have currently.
I’m not saying that Battlecruisers are an unbeatable strategy (though they may feel that way sometimes), but they can definitely be used to great effect with little micro and/or strategy in one’s mechanics. Hell, even Protoss’ Recall ability renders their army helpless for a short time, and that’s still an extremely valuable ability that sees constant use in tournament play, so we have evidence that this mechanic wouldn’t kill the strategy in actual tournament play. I just don’t see anything positive to such a strong unit being virtually unkillable when they are so easy to get massive value out of. Both as a player and a spectator, there isn’t much fun in watching a super strong unit weasel out of their engagements for free every time.
Alternatively, if no one agrees with moving the loading time, I think it would be good for both Yamato Cannon and Tactical Jump to incur a global cooldown so they can’t both be used almost at the same time. If the devs insist on the Battlecruiser’s ability to always be able to jump to safety when the going gets bad, I don’t think they should be able to inflict enormous damage right before they do it. Yamato Cannon’s near-guaranteed damage is already frustrating enough to deal with on its own before you add the Battlecruiser’s ultrasafe gameplay to the mix. Not to mention, if a Terran player uses Tactical Jump to teleport into the enemy’s base and that turns out to be a huge strategical misstep, they could actually be punished for it.
Thoughts?