Remove Tactical Jump

As long as the bc has this ability it will have to be balanced as a early harass unit. Removing it is the only way to get rid of this nonsense and start treating the bc like the lategame unit it should be. Right now its a super-banshee with a snipe ability and recall and so much health that you have to be asleep to lose one. How long blizzard? Are we going to just break a unit every year and leave it in the game like that until next years rotation? Fix this!

8 Likes

Dont remove it. Just make it an upgrade.

10 Likes

This or nerf it in a myriad of other ways. TJ in its current state is too strong, it is clear it needs to be nerfed. The debate lies in how much to do so. I don’t think it needs to be removed though.

4 Likes

Nerfing it won’t change these early harass builds significantly. Even if you put it behind an upgrade people will just get it instead of yamato - which is already 100 second research time and you can still get it in time to be useful for the first BC. You’d have to make it like a 300 second research time which is just plain silly and would further hurt the BCs role as a lategame tech switch.

1 Like

*or some form of alternative nerf, like making teleport interruptible when the BC takes damage. This would mean retreat teleports wouldn’t work and that means the crazy yamato+teleport snowball wouldn’t work either but the BC could still use the teleport in many situations like if the bc made it to safety in the air space or responding to harass, etc.

1 Like

TBH I liked every TvX matchup better when no one built BCs. Nerf it into the ground and buff something else to compensate.

2 Likes

I’d rather they made the bc decent in the lategame and took away jump so it wouldnt be rushed anymore. More unit options is usually better imo.

Hey hey!
Ho ho!
Tactical jump has got to go!

1 Like

Thank you Ace very cool

Tactical jump can easily be fixed by one of two changes:
1- Being a fusion core 200/200 research
2- Tactical Jump changed to function like Recall in which battle cruiser take 4 seconds until it jumps instead of before arrival.

But removing the ability will make the unit disappear again , battle cruisers were rarely used before tactical jump introduced to the game

I’ve brought this up a few times, but quite some time ago, I made a couple of extension mods to see how this plays out in practice if anyone wants to test. Do a search for the following when starting a custom game with an extension mod (either on NA or EU servers):

  • Research Tactical Jump

Exactly what it says on the tin. Tactical Jump is initially unavailable, and “Jump Drive” has to be researched at the Fusion Core.

  • Linked Battlecruiser Abilities

The cooldowns on Tactical Jump and Yamato Cannon are linked, so using one ability will reset the timer on the other.

Both of these suggestions would help fix the snowball effect in the midgame but wont change the first bc from jumping straight into the zerg base, which is the biggest problem. Even if you make it require an upgrade people will just get that instead of yamato and they will still be able to jump early.