IMHO, ultra fast Battlecruisers are way too overpowered

Hello Everyone,

nice to be at Home again.

I raised this discussion on reddit already and got some very backfired feedback, which means there is something true about my words.

Nevertheless, once T or P get their critical mass on air, it begins to stack. Is it supposed to be like this? If you like to get owned by brainless mass air: ignore this thread and move on.

BUT!

People who aren’t satisfied with that will probably say: “Hmmm. What if? What if he has got a point?”

Personally, ultra fast Battlecruisers are a huge amount of gamble for me. It is not a coin toss anymore, it is just the only option: Now, if I play against Terran on short distance map, I will 100% go banelings bust 10 times of 10, because I don’t like Battlecruisers in my base. Long distance maps look different and this where macro comes into play. Anyway, you know exactly what I mean. Here are suggestions for the new patch notes. And no, it’s not a skill issue. It’s “I have played this game since Wings of Liberty, bruh”.

https://www.reddit.com/r/starcraft2/s/n6Dpq72zy4


Enjoy the new patch notes:

1. Adjust Tactical Jump (Teleport) Mechanics

  • Increased Cooldown: Increase cooldown from 71s to 90s to reduce BC mobility, giving opponents more time to punish bad positioning.
  • Delay Activation: Introduce a 1.5s casting time where the BC cannot move or attack before teleporting (but can cancel the jump). This makes it riskier to jump into fights.
  • Energy Requirement: Require 50 energy to use Tactical Jump, so BCs can’t Yamato Cannon & immediately escape.

2. Slight Durability Adjustment

  • Reduce Base Armor: From 3 to 2, making early anti-air like Hydras or Queens more effective.
  • Slight HP Reduction: From 550 to 500, making them slightly easier to chip away at.

3. Tech Tree Adjustments

  • Fusion Core Build Time Increased: From 29s to 40s, slowing down BC rushes slightly.
  • Require Armory for Fusion Core: Forces Terran to delay BCs by building an Armory before starting the Fusion Core (similar to how Zerg needs Lair for Hydras).

4. Buff Counters Instead of Nerfing BCs Too Hard

  • Hydralisk Den Build Time Decreased: From 29s to 24s, allowing Zerg to get anti-air faster.
  • Queen Anti-Air Buff: Increase Spore Crawler damage vs Armored (to help with BCs), but keep vs Light the same.

Alternative Strategy vs BC Rush

  1. Skip Baneling Bust & Open Roach/Hydra:
  • 14 Pool Baneling Bust works against a standard Terran opening but fails vs fast BC because you won’t have a good tech transition.
  • Instead, go Roach Warren → Lair → Hydra Den, which can handle early Hellions and counter BCs later.
  1. Creep Spread + Queens + Spores:
  • Build 3-4 Queens early and spread creep aggressively to reposition them.
  • Get 2 Spore Crawlers per base to deal with BCs.
  1. Neural Parasite on BCs (Late Game):
  • If you survive past the first wave, Infestors with Neural Parasite can mind-control BCs.

Thank me later.

Best regards,
V

Somewhere its missing that Yamato should also cost energy to cast. Currently, the bc has no energy so its neither needing energy for teleport, nor for yamato.

Hydralisk are no counter for bcs. In later stages of the game, sure (they are still terrible but the sheer mass of hydras can deal with those expensive and long to build bcs, but be careful about siege tank lines). But not at the early/midgame.

Its already there. Not 1.5 s but there is a 1 s casting time where the bc is not able to move and takes dmg before teleporting.

Or…OR…you just build a spire, build some corrupters and watch the most expensive, longest to build unit get squashed easily by a bunch of corrupters. Your choice. Dont know why it hasnt been mentioned in a single point that corrupters are very good vs bcs. Obviously you can use infestor neural and it works pretty well. But its still risky. For example if you try to break the siege line and there are like 7 tanks who could potentially kill all the infestors. Also it requires micro and you need to care about your infestors. People below a decent level (like maybe d2) will struggle with that and you could just a move your corrupters instead. Easy peasy.

Its a skill issue.

You shouldnt produce hydras that quickly to deal with bc rush, since your eco will be in shambles. New spores work wonders vs bcs. They dont have as much hp but they kill stuff sooo fast. Also, you are supposed to nonstop building queens anyway vs hellions, for better creep spread, better injects and overall defense because queens deal well with everything in early/midgame and if you expand to your fourth and fifth base you already got some queens to inject :slight_smile:

And no, i am not a main terran player…

1 Like

Real main problem we don’t have aoe that can’t stack and can’t punish mass air.

Yet Terran and toss can mass aoe to destroy mass Zerg air.

That’s why Zerg main weakness no stackable aoe that counter mass.

We lack tech deal with anything. Even though that’s post be queen but so weak we need 6 of them to deal with one. Even those that can’t kill anything.

That’s why this game is dead

Those are not problems at all. Massed Corruptors beat most air units just fine as long as you don’t fall behind on upgrades, and a single Parasitic Bomb deals more than enough damage–any more would be problematic.

3 Likes

Which was removed very specifically to make it useable against protoss because feedback exists.

Putting an energy bar back on completely undoes that.

Better suggestion is tie the cool-down of Yamato to Tac jump; frankly this would probably make it very, very bad, but it’s one way of making tac jump less obnoxious.

3 Likes

Thats not true at all for lategame. Zerg spellcasters are extremely good.

And before that its the different race philosophy. Sheer mass of army vs tech. Neither is better than the other.

To be honest, I was expecting something ludicrous, but I think several of your suggestions sound reasonable by themselves. Some less so. The Spore buff and Fusion Core build time I believe are the most reasonable of the changes. As Sentry said, the BC already has a delay before jumping, but an adjustment to that time could also be looked at.

I think the most ridiculous thing about Tac Jump is the ability to cross the whole map with it. I’d be fine with it being limited to 15-20 range so it can’t do that but can still somewhat get out of a fight with it, and even giving it a lower cooldown for that. I don’t know if I’d call that more reasonable than your Spore or Fusion Core suggestions, though.

The Spore suggestion does make Spore turtling stronger in lategame, but I think there need to be better tools for dealing with that anyway and I don’t know how much of a difference it would actually make compared to the current situation.

Yes I suggested this too, remove the space jump, it’s so annoying to play constantly TvT against battlecruisers. The only counter option when u go bio are mass vikings, it ruins the game, because turrets or marines are no option for counter.