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My Patch Changes - Page 2

Blogs > Saracen
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Prev 1 2 All
Tdelamay
Profile Joined October 2009
Canada548 Posts
September 21 2010 22:23 GMT
#21
You had that same idea as me about the Corruption change. I to think that it would feel more appropriate as an aoe.
This road isn't leading anywhere...
dreamend
Profile Blog Joined September 2010
64 Posts
Last Edited: 2010-09-22 14:41:58
September 21 2010 22:36 GMT
#22
wait I get the feeling this is a joke but I can't tell
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-09-21 23:37:39
September 21 2010 22:55 GMT
#23
The 7 larva cap is pretty retarded (as if the mechanic needs to be more unforgiving), and roaches burrowing through cliffs would also be retarded. Other than that I like alot of these ideas. I honestly think the reason Z has no options is that its extremely difficult to make it into the midgame with a solid economy.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
September 21 2010 22:59 GMT
#24
That's wayyyy too many buffs for zerg, games have had big balance shifts with way less than that. This would be like a tsunami of shifting.

Or since I think they are a lot of good ideas, and I think more could be added to the game, improve the other races more too.
Yeah, well, you know, that's just like, your opinion man
ghermination
Profile Blog Joined April 2008
United States2851 Posts
Last Edited: 2010-09-21 23:03:23
September 21 2010 23:03 GMT
#25
I think you've overdone it a bit.
Roaches should get 2 armor back, but stay at 2 supply.
Hydras should move faster, maybe get knocked down to 10+2 armored damage because their DPS is pretty crazy.

Charge should be on the cyber core with the same cost in minerals/gas.

Marauders shouldn't be able to stim, OR stim should do 1/3 of their HP.
U Gotta Skate.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
September 21 2010 23:41 GMT
#26
Guys im pretty sure this is sarcasm
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
Fake)Plants
Profile Blog Joined January 2010
United States373 Posts
September 21 2010 23:43 GMT
#27
I'm into the combining of the templar buildings. As it stands right now, if you see a dark shrine; "derrr, guess ima get some detection, nice phallic building yo."

Combining the two buildings would release the terror again.
Q( ' '(Q
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
September 21 2010 23:45 GMT
#28
On September 22 2010 06:54 Slayer91 wrote:
Show nested quote +
On September 22 2010 06:49 Tazza wrote:
No, 5 capped larvae would be terrible. There would be nothing for zerg anymore while terrans have mules, protoss chrono boost, and queens would be a lot more worthless now



Strict is good. If I have to macro well but I get units that are worth a damn, I'll take it.
Spreading creep and getting speed upgardes are not "options". Creep is good. Speed upgrade is good. Combination is better. You can't just spread creep where you want any more. People are scanning and using obs to assassinate creep tumours a lot more.

I just think that the other races have much much easier macro, and the larvae thing helped zerg out by evening it out, although its mechanics are harder than other races. I think with 5 capped larvae, it would be much more like SC1 where you need 250 apm to play decently. Zerg already needs around 50 more apm than other races with the same skill level. I don't see why zerg needs to require more apm than it already does
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
September 22 2010 02:43 GMT
#29
Saracen I think you're going a little far with the neural parasite I for one wouldn't agree with all 3 buffs maybe 2/3, and a nerfed 3rd like (15seconds instead of 20)
Keep the Dream Alive twitch.tv/monokerros
DarkPlasmaBall
Profile Blog Joined March 2010
United States44391 Posts
Last Edited: 2010-09-22 03:11:14
September 22 2010 03:09 GMT
#30
On September 22 2010 06:13 Saracen wrote:
Decrease charge research time and cost


THANK YOU.

Pretty good stuff overall (I like the innovation!), but Charge should absolutely be 150/150, not 200/200.

I'd only add that Marauders should cost 50 gas rather than 25. I think that simple nerf would be all it takes to lessen the cries of imbalance of the Terran bio ball.

Nice OP
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-09-22 04:00:28
September 22 2010 03:53 GMT
#31
I literally don't think any Terran player has ever said Thors or Hellions are underpowered. You're just constructing strawmen to tear down.

Roaches burrowing through cliffs? Lol wtf? So basically you just created the most powerful 'cloaked' unit in the entire game, and if you don't have detection at every single part of the perimeter of your base, you can have an entire army pop up in the middle of your mineral line an insta-kill all your workers and your nexus/cc? Yeah...

I'm not sure if that's a serious suggestion or not. The hydra suggestion isn't bad though (bonus to armored, less damage to light).
vileEchoic -- clanvile.com
AraqirG
Profile Blog Joined December 2008
United States266 Posts
September 22 2010 04:18 GMT
#32
On September 22 2010 06:59 FabledIntegral wrote:
I don't really agree with how you're trying to balance things. I'm not a fan of bonus damage in the first place, however, so keep that in mind. If it's works without it, no need to change it.

I'd sooner see...
+ Show Spoiler +

Zerg:

- Burrow: Changed back to 50/50 from 100/100.
- Roach movement speed when burrowed increased by .5.
- Tunneling Claw research time reduced by 20%, regen increased to 15 from 5 (previously increased to 10 from 5) when burrowed. Tunneling claws once again increases regeneration rate when not burrowed to 1 hp/s.
- Hydralisk Range Upgrade Cost reduced to 100/100 from 150/150.
- Hydralisk Speed Upgrade (researchable at Hive): increases hydralisk speed by .5.
- Both Zerglings and Hydralisks can instantly burrow like Roaches do, instead of having an animation and doing it slowly.
- Overseer cost: Changed to 25/75 from 50/100.
- Adrenal Glands: Increases Zergling attack speed by 33% (from 20%)
- Ultralisk: Buildtime reduced to 80% of current buildtime, attack reduced from +25 to armor to +15 to armor.
- Corrupter Range increased by 1
- Infestor neural parasite cost reduced to 100/100, energy cost reduced by 25, can channel for 20s (from 12s).
- Larvae capped at 7 per hatchery (3 for auto building, 4 for inject). Next inject can be injected, however timer will not start until there is 3 or less larave on hatchery.

Terran:

- Bunker cannot be salvagable when under attack. Salvage time increased by 50%. Bunker build time increased by +5s.
- Concussive shells cost increased to 100/100 (from 50/50)
- Siege tank attack in siege mode increased to 60 (from 50), now has 1s delay between shot fired and hitting target
- SCVs using repair now are given same priority as if using attack command
- Thor preattack delay for 150 MM cannons reduced by 50%, will slow down an ultra (similar effect to Marauder concussives) when under barrage (same with colossus, instead of stunning however).
- Reactor build time reduced by 8s
- Mule now has a cooldown to cast of 10s.

Protoss:

- Warpgate research time reduced by 20%, cost increased to 100/100
- Charge research time reduced by 20%, cost reduced to 100/100 from 200/200
- Dark Shrine cost reduced to 100/150 from 100/250.
- Observer cost reduced to 25/75 from 25/100
- Observer speed + Warp Prism speed combined into a single upgrade costing 100/100.
- Archon splash damage increased (slightly)
- Carrier build time reduced to 90s (from 120s)
- Mothership buildtime reduced to 120 s (from 160s).
- Mothership attack increased to 12 (from 6)
- Vortex spell casts immediately, range increased
- Void Ray build time increased by 15%, damage vs armored reduced by 33% but time in order to reach full charge reduced by 33% (can tweak numbers, but essentially will charge a lot faster vs a single target, but will be less effective killing mass amounts of units over time. Would be more effective vs units like vikings if it could get to that higher damage faster). Damage vs massive remains (thus significantly more effective vs BC's, Carriers, Thors, Ultras, Broodlords, etc. than currently).
- Increased time to construct gateway by 6s, reduced time to build Cybernetics core by 6s (delays initial zealots in zealot rushes, but not reinforcing ones. Also does not affect stalker timing).

EDIT: Really like your "can't build buildings at base of ramp" idea.



Wow, I really like these changes (although I don't agree with all of them)

I think a lot of these would significantly improve the game. Very well done.
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
Last Edited: 2010-09-22 08:14:05
September 22 2010 05:03 GMT
#33
On September 22 2010 06:59 FabledIntegral wrote:
I don't really agree with how you're trying to balance things. I'm not a fan of bonus damage in the first place, however, so keep that in mind. If it's works without it, no need to change it.

I'd sooner see...

+ Show Spoiler +
Zerg:

- Burrow: Changed back to 50/50 from 100/100.
- Roach movement speed when burrowed increased by .5.
- Tunneling Claw research time reduced by 20%, regen increased to 15 from 5 (previously increased to 10 from 5) when burrowed. Tunneling claws once again increases regeneration rate when not burrowed to 1 hp/s.
- Hydralisk Range Upgrade Cost reduced to 100/100 from 150/150.
- Hydralisk Speed Upgrade (researchable at Hive): increases hydralisk speed by .5.
- Both Zerglings and Hydralisks can instantly burrow like Roaches do, instead of having an animation and doing it slowly.
- Overseer cost: Changed to 25/75 from 50/100.
- Adrenal Glands: Increases Zergling attack speed by 33% (from 20%)
- Ultralisk: Buildtime reduced to 80% of current buildtime, attack reduced from +25 to armor to +15 to armor.
- Corrupter Range increased by 1
- Infestor neural parasite cost reduced to 100/100, energy cost reduced by 25, can channel for 20s (from 12s).
- Larvae capped at 7 per hatchery (3 for auto building, 4 for inject). Next inject can be injected, however timer will not start until there is 3 or less larave on hatchery.

Terran:

- Bunker cannot be salvagable when under attack. Salvage time increased by 50%. Bunker build time increased by +5s.
- Concussive shells cost increased to 100/100 (from 50/50)
- Siege tank attack in siege mode increased to 60 (from 50), now has 1s delay between shot fired and hitting target
- SCVs using repair now are given same priority as if using attack command
- Thor preattack delay for 150 MM cannons reduced by 50%, will slow down an ultra (similar effect to Marauder concussives) when under barrage (same with colossus, instead of stunning however).
- Reactor build time reduced by 8s
- Mule now has a cooldown to cast of 10s.

Protoss:

- Warpgate research time reduced by 20%, cost increased to 100/100
- Charge research time reduced by 20%, cost reduced to 100/100 from 200/200
- Dark Shrine cost reduced to 100/150 from 100/250.
- Observer cost reduced to 25/75 from 25/100
- Observer speed + Warp Prism speed combined into a single upgrade costing 100/100.
- Archon splash damage increased (slightly)
- Carrier build time reduced to 90s (from 120s)
- Mothership buildtime reduced to 120 s (from 160s).
- Mothership attack increased to 12 (from 6)
- Vortex spell casts immediately, range increased
- Void Ray build time increased by 15%, damage vs armored reduced by 33% but time in order to reach full charge reduced by 33% (can tweak numbers, but essentially will charge a lot faster vs a single target, but will be less effective killing mass amounts of units over time. Would be more effective vs units like vikings if it could get to that higher damage faster). Damage vs massive remains (thus significantly more effective vs BC's, Carriers, Thors, Ultras, Broodlords, etc. than currently).
- Increased time to construct gateway by 6s, reduced time to build Cybernetics core by 6s (delays initial zealots in zealot rushes, but not reinforcing ones. Also does not affect stalker timing).

EDIT: Really like your "can't build buildings at base of ramp" idea.

The only reason why bonus damage is in the game is I believe Blizzard tried to change their "damage system" from BW. In BW it was this unit did 50% damage to this type of unit and did 100% to that type of unit. Example: Hydras did half damage to zealots and zerglings, basically light type units and did full damage against medium type units like Dragoons/Reavers and such. In SC2 instead of having to go look online to see which unit did X amount of damage they just implemented it into the game for you so you can see how much damage a certain unit does. You can't have a unit doing full damage to everything, it wouldn't be balanced that way, some units need to have the upper hand on specific units.
"So I turned the lights off at night and practiced by myself"
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