The space jump makes TvT unbearable, to always run after Battlecruisers which warp in between my bases. Classical Tank Marine compositions are rare, nowadays everyone jumps around with these ships. Turrets are no counter, and when I get them with mass vikings they just jump to another command center and kill it.
The thing is, vikings are so much faster than battle cruisers. BC’s are one of the slowest units in the game, so yes, they could jump to another base and take it out, but then they’re vulnerable because your vikings can chase after and if you micro properly, Yamato is basically the only thing that will be hitting you.
Yes I must make more vikings, I’m just a bit disappointed that a TvT game regularly ends up always with running after battlecruisers. Marines are no real counter to them, Thors also not, because too slow, turrets too weak, so you end up in just going mass viking counter at the end and need air upgrade too. I think it would be fairer that Terran would need at least a scan like nydus to jump or they would refreshing rate of jump ability. I would prefer it to see window mines stronger again vs Zerg for example and therefore I could do without this jump ability. Shortly ago I won vs a Zerg in big macro because I just jumped into his mainbase and killed all his buildings he needed for unit productions…
Another possibility would be also to let jump battlecruisers back to the fusion core like protoss to the Nexus, but where battlecruisers jump to every expansion at the late game this is really annoying and destroys the game. Like in a TvT I dominated most of the map but I nearly lost because the enemy was just jumping around everywhere and when you don’t put an emphasis on having vikings everywhere, you’re crushed.
That made wings of liberty more interesting in 1v1, having battlecruiser as a strong late game unit, but now it’s just chasing after those the whole end game. Or at least turrets should have more health points to be a serious counter against them.