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Blogs > Reborn8u
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Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-10-20 05:57:20
October 20 2010 04:41 GMT
#1
If I could patch Sc2 this is what I would do ....

Terran
Barracks no longer requires supply depot

reapers speed no longer requires factory instead the reaper unit and speed upgrade require an engineering bay as well as a tech lab

Marauder health reduced from 125 to 115, combat shield upgrade now gives Marauder +10 health also.

Viking can now be made from a factory with attached tech lab
but also require a tech lab to be made at a starport.

mules now use 1 supply



Zerg
Roaches require range upgrade 100/100 at warren


Protoss
Chrono boost now has 15 second cooldown between uses
cannon range +1 researchable at forge 100/100
cannons can no longer be built on the outside edge of psi
pylon psi radius can be increased by 1 square for 100/100 at forge



Now I will explain my thinking on this

Terran
I wanted to make reaper play possible again, having to make an engineering bay will make it risky. Because that will make the 2nd barracks later. The factory requirement for speed and the supply before rax was overkill imo.

Mauraders are slightly too strong in the early game. This nerf allows them to keep their current strenght at the cost of time. The +10 health upgrade is a very commonly used upgrade anyway.

The viking being allowed to be made from a factory or starport is to give mech more viability. The anti air Thors provide is usefull in limited situations. Terrans will now have the option to do things like siege expand and go mech instead of relying on MM so much. Making the tech lab required at starport is to avoid situations where players mass huge amounts of viking quickly by having starports with reactors as well as factories.

Mules requiring supply is to fix certain situations like base trades, or very late game, where Mules give Terrans a large advantage because they do not require free supply. Allowing Terrans 200 supply to be more army concentrated than the other races. It will also encourage the use of the calldown supply ability at orbital commands which rarely sees use.

Zerg
The roach range requiring upgrade is because roaches are a little to strong in the early game with the range buff. With the engineering nerf to reapers and the availibility of the range upgrade, the problem should be solved and the overall repercussions in game balance less signifigant. It will also still encourage more roach play which was lacking pre patch.

Protoss
The cannon range upgrade is simply give toss a slightly better way to defend against early aggression and air or drop attacks mid to late game. Right now Protoss is forced to use stalkers and blink to defend against a wide variety of strategies. The cannon no longer being able to be build on the edge of psi is to prevent the upgrade helping cannon rushes.

The chrono boost is simply to give protoss players some punishment for bad management. (I play Toss btw!)


My thinking thoughout this is to give the races more options. While allowing current builds to still have viability (they may just require a new upgrade) This allows builds to have a better influence on balance overall.
Is my dream your nightmare?

*
:)
asianskill
Profile Blog Joined August 2009
United States289 Posts
October 20 2010 04:45 GMT
#2
cannon range +1 won't ever be touched
herrro
hero33
Profile Joined December 2009
Canada122 Posts
October 20 2010 05:02 GMT
#3
im guessing your a terran user/
Anyone can become famous, Just set urself on fire
Stratos.FEAR
Profile Joined June 2009
Canada706 Posts
October 20 2010 05:09 GMT
#4
On October 20 2010 14:02 hero33 wrote:
im guessing your a terran user/


im guessing you didnt read the op...

he clearly states hes toss

anyways the changes seem...alright undoing the overkill on reapers and lowering maruader hp a bit early game, the mule thing is good balance for late game but it is gonna be a pain early game

roach change isnt needed and the cannon upgrade seems random
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
October 20 2010 05:12 GMT
#5
Chronoboost having a cooldown is a terrible idea. There are so many cases where I want to be chronoing multiple things simultaneously, like Colossus range + first Colossus right as Robo Bay pops, mutliple Stargates of Phoenixes against Mutas, multiple warp gates when a push is coming, and particularly Warp Gate + first Stalker right as Cyber finishes, where you won't have 2 Nexii to do it. It would really take a ton of creativity and versatility out of the spell. Just because the other two races have unimaginitive macro mechanics shouldn't mean ours has to also.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-10-20 05:33:49
October 20 2010 05:33 GMT
#6
Macavenger, does the 15 second wait for the first chrono make a difference in the collusus situation? The build time is much longer than the chrono boost, so even if you save up chorno and boost the 2 buildings a total of 3 times it will end up the same because there will always be at least 15 seconds of the build time that you have no chorno to use. I never make 2 stargates with 1 nexus so I don't really know what to say about that. The idea was really for mid to late game to make it so that if toss gets behind on chorno they get punished by having to go back to the nexus much more often to catch back up.
:)
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
October 20 2010 06:01 GMT
#7
These changes make TOO much sense, hence why Blizzard would never implement them.

As a Terran player, I'd also add a 25s cooldown on the Mule to prevent octoMule drops mid game.

Otherwise I agree with every change.
NIIINO
Profile Blog Joined July 2010
Slovakia1320 Posts
October 20 2010 06:07 GMT
#8
Hey hey ! What cannons did something to you ! so leave em alone yeA ?! : )
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-10-20 12:47:41
October 20 2010 12:44 GMT
#9
Cannons rushes are a real pain (especially metalopolis!) the idea is to give the protoss a better way to defend harass other than blink stalkers. Right now a protoss has no choice other than to produce plenty of blink stalkers mid game or he will be unable to deal with air or drops. It is very problematic vs zerg because muta play is very popular, and walling in is necessary early game to stop ling run by's. So when the mutas appear if you dont have blink your army can't get back and fortch from natural to main fast enough.(even with blink stalkers many times I end up having to kill my own buildings so I can manuever my army in my own base) Placing cannons around your minerals isn't very effective either because of the limited space most maps provide behind the mineral line or the current cannon range makes it to costly to make cannons that cover each other as cannons get picked off very quickly by mutalisks. Also, buildging your base so your units can actually get around inside it becomes more difficult as the game progresses because you have to make so many buildings (pylons, gateways especially) and then trying have some sort of detection in the base. The psi and cannon upgrades are meant to help with this and also to help Toss against 1 base all ins.
:)
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
October 20 2010 19:27 GMT
#10
On October 20 2010 14:33 Reborn8u wrote:
Macavenger, does the 15 second wait for the first chrono make a difference in the collusus situation? The build time is much longer than the chrono boost, so even if you save up chorno and boost the 2 buildings a total of 3 times it will end up the same because there will always be at least 15 seconds of the build time that you have no chorno to use. I never make 2 stargates with 1 nexus so I don't really know what to say about that. The idea was really for mid to late game to make it so that if toss gets behind on chorno they get punished by having to go back to the nexus much more often to catch back up.

Why do we need to be punished for it? Purely for the sake of making it more like larva inject? Protoss already has a cooldown-based macro mechanic that punishes us severely if we don't stay on top of it, namely warpgates (and we do have to switch screens for that also, unless we happen to be fighting right at a Pylon). Two Stargates specifically was probably a bad example, but there are still a lot of cases where I want to save some energy and chrono more things than I have Nexii simultaneously. Putting a cooldown on it would just remove possible creative uses of it without really adding anything to the game.
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