Very high Diamond player here. I have a very good understanding of the game as well as the metaphysical aspects of balance so I wanted to propose this combination of balanced changes. I also have a Masters in economics and minored in game theory. I've also spent about 2 years working with game developers in various departments. I don't think these can be implemented individually so all of these changes should be systematically implemented as the game develops.
Allow the Queen to switch to flight mode. How did it suddenly lose the ability to fly? Creep Tumors should also be allowed to float in the air and thus allow Zerg buildings to be constructed mid-air, much like the Baneling Nest, except that it behaves like a lifted-off building that is still functional while lifted off. Zerg buildings are biological, like the Overlord, which can fly. Think about it.
Spawn Larva can be injected multiple times at the same time. Remove the limit of 19 Larva at a Hatchery. Allow injections into creep instead of the Hatchery. Larva should be able to survive on creep. It just makes sense. Since Creep Tumors can fly, the Larva should be able to fly as well.
Remove the de-cloak functionality of Scans. It's like an invincible Observer. Only allow scans in areas that are already visible.
Queens have 7 range on ground so that it can fight on par with Reapers. Give the air attack a range of 16 so queens can micro more effectively. The damage is low so it should be fine. Queen's vision should be increased to 18 so the Queen can effectively use the long range anti-air attack.
Six roaches come out of one Larva and they collectively take up 4 supply. This should allow Zergs to effectively use Roaches again. The nerf was too much. Give Roaches back their 2 armor and give them an air attack as well. Stalkers can attack air.
Include the Leviathan in multiplayer with Brutal stats. Protoss has the Mothership, Terran has generally overpowered units like Marauders, what do Zergs have? We need a "Blow-it-up" unit as well.
Remove Hive tech. Move all Hive tech buildings to Lair tech. Terrans and Protoss don't need a hive to tech, do they? They don't. Remove Lair requirement for Hydralisk Den. We have no units in Tier 1 that have an air attack.
All Zerg buildings can now lift-off after merging an Overlord with the Zerg building. The building has 200+ more HP and provides 10 more supply.
Wings should be functional, yes? Allow Speedlings to fly.
Mules should cost 300 minerals instead of energy. Their lifespan stays the same. This will allow the Terran player to have more viable options in terms of spending their Orbital Command energy instead of having to invest in the currently OP Mule.
All Terran buildings must be built around a Command Center, Orbital Command, or Planetary Fortress. Zerg Need to build on creep, Protoss needs to build around Pylons, and Terrans can build anywhere?!
On August 26 2010 11:45 sparknineone wrote: Very high Diamond player here. I have a very good understanding of the game as well as the metaphysical aspects of balance so I wanted to propose this combination of balanced changes. I also have a Masters in economics and minored in game theory. I've also spent about 2 years working with game developers in various departments. I don't think these can be implemented individually so all of these changes should be systematically implemented as the game develops.
Haha I smelled the troll here when you were talking about your credentials but a very, very good job. 5/5. I bet someone will post this on the Blizzard forums and be like "this amazing pro said these would fix the matchup u N00bZ."
Seriously. The fact that the zerglings have wings but never used them always confused me. And how did the Queen de-evolve to become both slow and stuck on the ground?
On August 26 2010 12:37 orz.fail wrote: Seriously. The fact that the zerglings have wings but never used them always confused me. And how did the Queen de-evolve to become both slow and stuck on the ground?
They should let corrupters use their tendrils (tentacles?) as legs and have the same attack as colloxen, but with acid instead of lasers. Terrans have anti air units that can turn to anti ground, and so should zerg.
On August 26 2010 12:54 canucks12 wrote: They should let corrupters use their tendrils (tentacles?) as legs and have the same attack as colloxen, but with acid instead of lasers. Terrans have anti air units that can turn to anti ground, and so should zerg.
On August 26 2010 12:54 canucks12 wrote: They should let corrupters use their tendrils (tentacles?) as legs and have the same attack as colloxen, but with acid instead of lasers. Terrans have anti air units that can turn to anti ground, and so should zerg.
regarding the point of flying zerglings: These wings don't feel like being able to support constant flight. However, i assume they would be sufficient for cliff jumps - reapers can do that without their speed upgrade already!
On August 26 2010 23:53 MisterD wrote: regarding the point of flying zerglings: These wings don't feel like being able to support constant flight. However, i assume they would be sufficient for cliff jumps - reapers can do that without their speed upgrade already!
It would make sense, even chickens can fly over fences and such.
In reality... Zerglings are REALLY fast with the speed upgrade, especially on creep... They also have wings. Though they might not be strong enough to sustain flight, they should definitely support cliff jumping. I can totally imagine a zergling jumping a cliff like reapers.
On August 27 2010 01:29 Archaic wrote: In reality... Zerglings are REALLY fast with the speed upgrade, especially on creep... They also have wings. Though they might not be strong enough to sustain flight, they should definitely support cliff jumping. I can totally imagine a zergling jumping a cliff like reapers.
Even as a hive upgrade this sounds really imbalanced. I'd just like to see lings get a marine-esque hp boost at hive tech and perhaps give ultras 2 range in order to allow lings to scale better to late game. The new adrenal glands is inadequate.
On August 26 2010 11:45 sparknineone wrote: Six roaches come out of one Larva and they collectively take up 4 supply. This should allow Zergs to effectively use Roaches again. The nerf was too much. Give Roaches back their 2 armor and give them an air attack as well. Stalkers can attack air.
What? Why would 6 roaches come out of one larva? Only 2 lings come out of one egg, and roaches are much bigger. It would be awesome if they could attack air though :D But I doubt that would be very balanced, it would just be like an upgraded hydra at that point.
5/5 spark, great job, I thought you were serious for a minute there (loling at your retardedness) before realizing your epicness. But why not post this in SC2 general? Would have been the greatest thread EVER.