Sooo…
Now that there have been buffs and nerfs for the Outlaws, Tychus Taxi Medivacs and the Odin, what do you guys think of Tychus and his roster now? Who do you think is S-tier now, A-tier, B-tier, etc? And why?
Sooo…
Now that there have been buffs and nerfs for the Outlaws, Tychus Taxi Medivacs and the Odin, what do you guys think of Tychus and his roster now? Who do you think is S-tier now, A-tier, B-tier, etc? And why?
Properly A- tier (drop from S-) thx to the Medivac nerf 
My core roster of Tychus, Rattlesnake, Reaper, Vega and Warhound seem to be as potent as ever. Vega was underrated as hell before and with her buff she is hands down the strongest of the “Fixers.”
Still find no reason to use Blaze or Cannonball.
S: Vega
A: Tychus, Sam, Sirius, Rattlesnake, Nikara, Nux
B: Cannonball
C: Blaze
Cannonball I might be underrating due to lack of use. Blaze is better than he was and I’m not fussed about them really dramatically changing him further. He has some uses, at least.
Vega’s dominated units with base Nikara’s buff and rattlesnake’s 1 upgrade IAS = 12 minutes of 75% extra damage and 90% IAS units while being healed for insane amounts, becoming by far the strongest units in the game in your new hijacked psuedo army
I like it
To be honest it hasn’t really affected my choice of outlaws.
It just made me use my Medivacs more carefully.
I haven’t played enough to really get a feel for the power of the buffs for Vega and Blaze, but I’ve been playing with Tychus’ numbers recently and you actually get the best auto attack DPS with Nikara in the team now (if just):
Tychus + Sirius + 5x Turrets + Cannonball + Rattlesnake + Nikara = 1138.47 max
Tychus + Sam + Sirius + 5x Turrets + Cannonball + Rattlesnake = 1127.79 max
(If somehow you have Cannonball at full redline, and all upgrades, and 30 mastery in Tychus attack and Tri-upgrades)
So the did a good job making her not sabotage the team’s potential DPS now! 
That’s cool Rick. I’m sure you were intentionally just looking at Outlaws, but I’d add to this that I recently calculated I had 1500 DPS from Vega’s dominated units at one point in a game. Wasn’t optimal: could’ve been over 2000 fairly easily. Vega can get crazy.
Riiiiight, with her 12 minute duration mind control. Is there a hard limit to the number that you can control that you’ve noticed?
(and yeah, I was skipping stuff like mind control and Tychus’ grenade)
It’s funny that I find new Medivac Pickup 10 seconds cloak become nuisance for early waves as enemies has no detector. It take too long as waves keep killing my base/workers and ignore Tychus completely until they can see them after 10 seconds.
I think Tychus is in a great place now. Blaze and Cannonball could use a couple of small buffs to bring them up on par with the Guns but generally the kit is much more balanced in itself than before. As a Tychus main I am almost a 100% behind these buffs. Except I want to revert the Vega buff on the Type-88 Persuader to a 100% increase so the maximum mind controlled time is 8 minutes instead of 12.
Tychus is much more ballanced now in terms of outlaws powr level. Blaze is actually good against many ground comps, tanking and finally spreding fire with greater range.
Most fun for me is Vega, though, especially when facing Toss. Having fleet of buffed cariers + army of buffed immortals is sick. I managed to do over 120k damage to trains with only Tychus + Vega + Nikara (I was too lazy to add Rattlesnake for moar dmg buff).
The main change I see with him is lack of healing from medivacs. Previously I could heal up three times without leaving the fight, now I need a healer, medivacs are now transports.
They are out of combat and transport units. Healing is not lost, just used differently.
With the Medivacs being mainly used as a form of transportation and less as a clutch heal, I actually tried investing points in the Odin CD reduction instead. Seems really powerful to me, it’s basically up whenever I need to push into a heavily fortified base or when there is a mass Hybrid spawn incoming. At this point I build 2 Mediports for mobility and that’s good enough.
As for the buffed Outlaws, well.
I was always a fan of Nikara’s concept, but the way her Ai behaves made me prefer Rattlesnake no matter what. This didn’t change, even if her damage boost is really nice. More to this later.
Vega was already one of favorite allrounder Outlaws, even if the mindcontrolled units didn’t last long. So nothing changed for me, except that I can mass a small army now (the good players can probably sustain + 100 supply, I guess?).
The change to Blaze did nothing for me, mainly because I don’t understand the concept of a tanking unit with Tychus. Both Blaze and Cannonball are not tanky enough against powerful waves, at least not until their upgrades are unlocked. And without Medivac’s instant emergency heal I don’t see a reason to use them, ever.
But now comes the curious part: if I want to be a tiny tanky deathball I’m now not considering the actual tanks, but a combination of Rattlesnake, Nikara and Vega! There is so much healing and shielding going that it offers me a more secure gameplay than a Cannonball rushing into a Hybridwave, or a Blaze doing… whatever Blaze is supposed to do. Look cool? He does look cool.
Overall I’m happy with the changes, but maybe Blaze could get his ultimate gear earlier and Cannonball a stronger crowd control effect or something?
Right but 10 seconds is astronomical. You might as well teleport to your main base if you want any heal. 3-4 seconds would make more sense. Another nerf hammer that essentially removed some ability from the game.
I disagree, it was a relevant change that makes Tychus players think harder. As a Tychus player I applaud the change.
There’s not much to think about. You can’t use medivac for tactical healing. Simple as that.
You mean they removed a crutch and that is somehow bad.
10 sec is too long to leave an ongoing battle, perhaps, but it’s not that long a downtime inbetween pushes. Especially considering that you don’t need all your Outlaws to stop getting hit for 10 sec, only the ones that need the top-up.
The only maps where the Medivac nerf seems to really matter are Dead of Night and Miner Evacuation, which have sustained combat with no option for brief downtime. It’s a shame, as Dead of Night is already his worst map.
Otherwise, the nerf seems like excellent design. There’s more nuance to healing with the Medivac and it’s still completely viable to play with no healer on most maps. All we’ve really lost is ‘on the spot’ Medivac healing, which always felt a bit silly to me conceptually, design-wise and gameplay-wise.