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Its small.
I'm not qualified to talk about game balance much but as a diamond Zerg player at ~600 points I came up with one change that could help Zerg deal with early reaper aggression.
I would like my queen to spawn with 50 energy. Being able to spawn larvae as well as one creep tumor would give the Zerg more creep to work with while microing against the reapers. This would not completely shut down reaper harass but would reduce its effectiveness and make it harder for the Terran to manage his base and watch the reapers.
So yeah just a thought I had, bash away.
   
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Nice idea... it takes forever to get to the point where you can regularly inject and have leftover mana :3
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I really like this idea. It's small changes like this that can make early game ZvT more playable without screwing up the overall balance.
One idea I have is to get overlord speed for free once you reach Lair but you have to pay for creep generation. Not sure if that would be imba but it'll help Zerg with scouting a lot.
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On August 23 2010 08:36 B1nary wrote: I really like this idea. It's small changes like this that can make early game ZvT more playable without screwing up the overall balance.
One idea I have is to get overlord speed for free once you reach Lair but you have to pay for creep generation. Not sure if that would be imba but it'll help Zerg with scouting a lot.
I love your idea! Off the top of my head I can't think of anything truly game-breaking that would result from it. I suppose your opponent would have to worry about drops earlier but Terran and Protoss are both able to get drop tech fairly fast anyway. I can see that change potentially negating fast cliff harass.
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Spawn larva on 2x hatcheries for uber ling rush!!1!11
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On August 23 2010 08:43 Ndugu wrote: Spawn larva on 2x hatcheries for uber ling rush!!1!11 Or, one could just say when a queen spawns it's holding a creep tumor it can deposit, as wel las 25 energy?
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there is no way blizzard is going to do anything for balance anymore. apparently everyone just feels you need to wait 2 years for strategies that will hopefully come. but this idea would help.
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This sounds like a reasonable change. I'd be all for it.
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that sounds reasonable to me. i dig it.
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On August 23 2010 08:53 OneFierceZealot wrote: there is no way blizzard is going to do anything for balance anymore. apparently everyone just feels you need to wait 2 years for strategies that will hopefully come. but this idea would help. Why do you say this?
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not so sure if it's a good idea, you remove the choice that zerg needs to make in creep vs inject.
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Korea (South)11570 Posts
On August 23 2010 08:53 OneFierceZealot wrote: there is no way blizzard is going to do anything for balance anymore. apparently everyone just feels you need to wait 2 years for strategies that will hopefully come. but this idea would help.
In starcraft 1, it took until patch 1.08 until they added replays, and changed the spawning pool cost from 150 minerals to 200. They made dropships faster, overlords slower, and a bunch of other patches. I'm sure they'd look at adding this in
However, I'm interested in how this would affect ZvP. Zergs would get a few more roaches much faster, making 1 hatch roaches much stronger. It's hard to balance one matchup without fucking up the other.
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On August 23 2010 08:53 OneFierceZealot wrote: there is no way blizzard is going to do anything for balance anymore. apparently everyone just feels you need to wait 2 years for strategies that will hopefully come. but this idea would help. They said they are looking over the situation and will make a balance patch if they feel like it
Though personally I think it's not something to hurry, in 1 month people will play somewhat different styles already, and be crying about different things, even if T>Z trend will still stay. So they will have more educated for making the changes. Or just going for map changes would be elegant.
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Sounds good. A harmless change.
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I don't think I can see this happening. It wouldn't affect 1 hatch builds or the very early game much, besides doing the intended and making reaper harass easier to stop. However, going all-in roaches is very effective as is against a toss, if you can deny the probe scout. It's already difficult to scout a Zerg build because lings on creep are faster than probes. The trade off is that if the zerg is getting the creep, he will have less larva making his roach push weaker in a sense, but denying toss knowledge of what he is doing. Allowing zerg to have the extra larva AND deny the scout would make 1 base roach VERY difficult to stop without perfect sentry micro, or a toss cannoning up and walling off right from the start.
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On August 23 2010 09:39 phyre112 wrote: I don't think I can see this happening. It wouldn't affect 1 hatch builds or the very early game much, besides doing the intended and making reaper harass easier to stop. However, going all-in roaches is very effective as is against a toss, if you can deny the probe scout. It's already difficult to scout a Zerg build because lings on creep are faster than probes. The trade off is that if the zerg is getting the creep, he will have less larva making his roach push weaker in a sense, but denying toss knowledge of what he is doing. Allowing zerg to have the extra larva AND deny the scout would make 1 base roach VERY difficult to stop without perfect sentry micro, or a toss cannoning up and walling off right from the start. Hm.. I don't think I have lost to a roach all-in since early beta (aside from experimenting with certain zealot-heavy rush builds). Are you sure it's as much of a problem as you say it is?
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I want something that doesn't force the same opening every game as Zerg lol.
I like this idea though... gives me some help with early anything/
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pvz its no problem to hold roaches off.
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Love it, it would help more than would be expected TBH.
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This sounds like a good change to me, wouldn't mess with the balance in the other matchups either which is a plus.
But honestly, all I really want is for a spire to cost 200/150 like in bw instead of 200/200. I still try to build it at 150 gas even though sc2 has been out for a month T_T
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This suggestion seems like a minor tweak, but it really isn't. The problem with this suggestion is that it would effect every opening for every race that zerg plays against. All early timing pushes would be weakened, not just reaper openings. I dunno about you, but I kinda like the fact that zealot rushes can do damage. I like that lings struggle to hurt hellions. I like that queens have to dance on the edges of the creep to deal with voidrays or banshees. I even like the fact that reapers can dance with roaches at the creep's edge.
What I don't like is the fact that terran can go 5 rax reaper and afford an expo. To fix that, I'd suggest making reapers cost 75/50. Such a change would, with laser-like precision, only effect reaper openings. A terran could still go 5 rax reaper, but it'd be all-in. 3, maybe 4 rax reaper could be used to gain an expo, but it'd be more delicate and give the zerg a slightly larger window to force the terran to make a mistake.
In the meantime, though, maybe some youngin will find a clever way to shut down reaper harass-- or at least delay the terran's "free" expo as he transitions into a solid mid-game.
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On August 23 2010 11:05 Tadzio wrote: This suggestion seems like a minor tweak, but it really isn't. The problem with this suggestion is that it would effect every opening for every race that zerg plays against. All early timing pushes would be weakened, not just reaper openings. I dunno about you, but I kinda like the fact that zealot rushes can do damage. I like that lings struggle to hurt hellions. I like that queens have to dance on the edges of the creep to deal with voidrays or banshees. I even like the fact that reapers can dance with roaches at the creep's edge.
What I don't like is the fact that terran can go 5 rax reaper and afford an expo. To fix that, I'd suggest making reapers cost 75/50. Such a change would, with laser-like precision, only effect reaper openings. A terran could still go 5 rax reaper, but it'd be all-in. 3, maybe 4 rax reaper could be used to gain an expo, but it'd be more delicate and give the zerg a slightly larger window to force the terran to make a mistake.
In the meantime, though, maybe some youngin will find a clever way to shut down reaper harass-- or at least delay the terran's "free" expo as he transitions into a solid mid-game.
This.
I'm personally in favor of lowering the cost of spawn larva from 25 to 20 to help Zerg with perfect macro build up a free creep tumor or transfusion sooner. Would reduce SOME of the fragility of Zerg early game without eliminating it.
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