I thought a separate thread to discuss Tychus is warranted, as he’s potentially next in line to be reworked!
Tychus feels fun to play and I suspect a lot of his strength comes from only needing to manage a small army, allowing players to make better decisions in combat. That said Tychus in early game can quickly die if caught offguard. Lategame I would say Tychus doesn’t grow to the power level other commanders do, but that’s compensated by good early and strong midgame.
Unit compositions to me feel a bit pigeon holed once you get to higher level of play and difficulty.
Fairly standard are
- Sirius (turrets tank & dps, usually resulting in medivac supplying enough healing),
- Cannonball (tank with revive and good dps and stun again gaining time to dps as not to need as much heal),
- Nux (tychus nade + nux storm basically kills all mid hp units, + he’s a detector) and
- Rattlesnake (because he supplies enough heal but then also dmg).
Basically you get time gainers and damage dealers, so Medivac is enough.
Other units simply don’t add enough value in the majority of the current map and enemy environment.
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Nikara: If you take her, you lack damage. Her heal is not the biggest benefit, as she often only heals the damage that you wouldn’t even take if you’d taken Sirius. Additionally she must be micro’d like no other unit due to no auto-attack and can’t heal herself. What she needs to supply is damage somehow, maybe like Mercy from Overwatch and be aligned to other units which means she shouldn’t require separate micro when there’s nothing to heal (she doesn’t heal => useless and then she also becomes a burden => punishment on top)
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Blaze: He is simply outshined by Cannonball in most situations. His strength point against masses of small units doesn’t seem powerful enough.
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Vega: He is situationally powerful when you can dominate useful enough units. I suspect he’s actually fine, because he’s niche, but potentially opens up much higher skilled gameplay and benefit (ie taking a Viper)
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Sam: I think his strength is very rarely useful. Basically most units simply die too quickly. And when a lategame army of 5 Battle Cruisers comes knocking on your door then getting rid of 2 slowly won’t make the difference. Big Hybrids usually die easily enough, reducing his usefulness to Trains and certain Mutations. If his activation time was better and the explosion did some AoE as well he could become much more interesting.
Update: I played Sam more and hearing what others think I agree he doesn’t really need buffs. It’s just unsatisfying for his Charge to be wasted a lot when units die too early and you don’t get the big bang ;(
I think by bringing up the weaker units Tychus gameplay can be made more diverse, without turning him overpowered.
Other:
- The DPS and Armor upgrades rarely reach lvl 5, unless in long maps. You also don’t usually push them, because you need the gas for medivacs and more impactful upgrades. (Maybe that’s on purpose tho)
Please do add feedback and discuss what I mentioned, as I said I feel Tychus does need some rework outside his standard build and potentially he would be next in line.