One of the things that bothers me most about the Stukov Bunker nerf

Is that when I want to play mech and supplement it with a few bunkers to steadily push out a frontline I get penalized and can bring way less Mech and Barracks Marines because of the increased Bunker costs.

Bunkers weren’t even that strong, yeah they were braindead, but every commander has braindead builds.

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OMG I HAVE ACCESS NOW

sweet

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The reason the Bunkers were nerfed is because they were ridiculously cost effective for what they did. 4 Supply, 300 Minerals for 6 Infested Marines (6 supply for 4 supply used,) plus FREE Marine generation. You could get like… 250 something supply with the old Bunkers. Now they’re more in-line and don’t end up breaking the supply cap.

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The other commanders don’t have the ridiculous braindead lvl of Stukov’s infantry and bunkers.

Let’s say Tychus, ok, he’s got only 5 keys you press, but at least you need to micro the heroes and use your hand.

Let’s say Zeratul, yeah, no upgrades, just search for artifacts and you’ll be 3/3/3. But again, you need to control Zeratul, you need to move his army or you even need to project his canons so you need to use your hand again.

Now let’s see Stukov. Former 300m 0gas, “gas donor” considered by many ppl bc of that and 4 pop only. A structure that is also a unit, that can walk, can hit ground, can hit air, can regen absurdly fast and that will give u FREE UNITS during the whole game.

And the worst of all?
You don’t even need to do anything from the above. You know why? Because just building inf bunkers and then sleeping is all u needed. Just pressing ONE button, to unload a horde of laggy troopers that owned the map was like too much. One finger touch was all u needed.

If it were for me I would revert the nerfs, but would make them cost 300m 100g 5 pop. Or would limit them to only 10.

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bruh, they were the default unit for steamrolling over most mutations

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With bunkers nerfed, I don’t even want to use Stukov any more.

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Barracks arent that bad, marines cost less than half the price at barracks than they do from bunkers. 58x6 minerals per marine from a bunker and only 25 minerals from a barracks, plus its each barracks can summon 25 marines, plus its way easier to move a 3-4 barracks to key locations than it is to move like 12-15 bunkers around. Sure you get free marines from bunkers, but its really not that many, its like 1 marines every 30 seconds from your 15 bunkers which is basically like just 1 marine every other second.

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Barracks are great, but bunkers, even after the nerf, are better. You, like me when I first tried bunkers, might think that they aren’t great, because they are a slow trickle. But what makes them OP is that you can just unload all 15 bunkers, which each contain 6 marines, and you can do that every minute or two. And you can use the extra minerals you aren’t using because your bunker marines are free, to make barracks marines on top of your free bunker marines.

You can only compare Stukov’s bunker style with Zeratul’s cannon style, except that for the latter there is no limit in number, it is faster to “reach” a position, and it is even more brainless, and you can attack on several front at a time without loosing as much as the infested split since cannons are so tanky, and not counting they are detectors.
The stupidest part of the bunker nerf is to have both increased the cost AND the supply, so that they now have the supply and the near cost of carriers (who also have free “units”) without being as mobile nor having as much health. And keep in mind that tukov infested and bunkers are disadvantaged on large maps given the slow pace of creep spread.

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I agree with you and it’s what I posted in the Stukov Revamp topic in the old forums.

It forces you to spend a very large amount of resources at the early and mid game just for the supply (Overlords) and on top of that you have to pay the extra cost of the bunker, so you are actually doubling the economic burden.

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I proposed the overlords to excrete creep many times in order to help with further needed creep but devs don’t seem to care.

I know canon projections are op too, but they don’t provide free units. And in case of interceptors, dunno if the game makes u pay for them but at least they are built one by one and not with a fully loaded just built bunker.

Again if it were for me I’d give them back their 300m 5 pop (+1) but would make them also cost 100g.

And I’d also make canons projections a change, if the projected one is destroyed, so should the original canon. Or would limit them to 15/20. But devs decide it at the end anyway.

Which is why those Cannons will probably get hit with the Nerf bat

Projections require Supply?
Reduce Strength of Projections (make cannons 300 hp 100 shields)?
Give cannons a Gas Cost (say 250 min 125 gas)?

One or more of those needs to be done.

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That was exclusively because they ignored most mutators. Their power level was well above average, but not outright broken.

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I mean, Dehaka’s worms take supply, bunkers take supply, and teleporting cannons… don’t take supply?

That would probably just mean the cannons won’t be used at all, since it would be so harsh a change.
Another option is to make their cooldown longer if the projection is destroyed like H&H’s strike bombers. I think that’s a pretty reasonable nerf without being too punishing.

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That would probably just mean the cannons won’t be used at all, since it would be so harsh a change.

Or it could also mean that you should use them carefully instead of abusing a broken ability.

Another option is to make their cooldown longer if the projection is destroyed like H&H’s strike bombers. I think that’s a pretty reasonable nerf without being too punishing.

I’m not against it. Sounds reasonable yeah. What I’m against of is any braindead mechanics that breaks the game or causes massive lags.

You could make a cost per projection…

f.e. 50 Mins and 20 Gas

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You could make a cost per projection…

f.e. 50 Mins and 20 Gas

Sounds kinda cheap to me but it would be something.

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While we are on the topic of Zeratul Projection, Cut the time a protection lasts, lower it’s health, and penalize having it be detroyed. I’d also like to see the Canon projection loose detection, so you have to use the monoliths for detection.

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Another idea would be to change the projection into a replacement.

Destroyed cannons stay destroyed. They will still have higher stats and shields…

This would be a new mechanic, though…