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Brood War Balance Changes

Blogs > TheGruntMaster6000
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TheGruntMaster6000
Profile Joined February 2023
11 Posts
February 22 2023 23:30 GMT
#1

Well, I accidently posted this on the wrong forum topic (my bad) so I am going to start one for this. I feal like this game has balance issues so i would like to give my input on some changes that could be implented if Blizzard were to consider updating this game with new unit stats. These would all mostly be nerfs for units that are used too much and buffs for units that rarely see play. Here we go!

Terran:
Missile Turrets can be mind controlled and spawn broodling works on them (their art does show a guy controling them afterall). (Nerf)
Scv health decreased to 40. (Nerf)
Marines go into a crash after their stim wears off causing them to attack and move slowly for a duration. Stim can kill your marines if they are low enough on health. (Nerf)
Firbats deal normal damage. (Buff)
Ghosts get stim pack. They get infinite nuking rage. (Buff)
Medics when healing units imbolalize them so they cannot move while being healed. (Nerf)
Vultures cost 75 gas instead of 75 minerals. (Nerf)
Spidermines (I am considering them a unit because I have OCD that each race does not have an equal number of units) get triggered and attack allied plus player units alongside of enemy units. (Nerf)
Seige Tanks have 6 minimum range in seigemode. In tank mode, they deal concussive damage. (Nerf)
Goliaths deal explosive damage to ground units. Their air attack consists of four 5 (+1 to each missile for each ship attack upgrade) damage missiles rather than two 10 damage missiles. (Nerf)
Wraiths cannot move while stealthed. (Nerf)
Dropships have light armor instead of heavy. (Buff)
Science Vessals Irradiate ability has a chance to mutate target zerglings, hydralisks, or ultralisks into becoming their campaign super unit counter parts (devouring ones, hunter killers, and Tarrasque). Defensive matrix 150 hitpoints of protection instead of 250. Science vessals can only detect invisible player units. (Nerf)
Valkyries can attack land with the same attack as they do with air. (Buff)
Battle Cruisers yomato cannon has infinite range. Attack range increased to 12. (Buff)



Zerg:
Spore Colonies can no longer detect (Nerf)
Drone health decreased to 30. (Nerf)
Zerglings no longer hatch two at a time. You only get the one. (Nerf)
Hydralisk now targeted as a large type unit. (Nerf)
Broodlings spawn in groups of 10 now from the spawn broodlings ability. They can also burrow. (Buff)
Infested Terrans no longer die when dealing there AoE damage. It is simply their attack. Recycle 2 seconds. (Buff)
Lurkers no longer deal their line damage, just a single 20 damage shot. (Nerf)
Defilers can only use consume on other defilers. Defilers also now get targeted as a large type unit. Plague no longer reveals stealthed units. (Nerf)
Ultralisks deal concussive damage. (Nerf)
Mutalisk's bouncy ball effect can now hit player owned units randomly. (Nerf)
Scourge only hatch one at a time instead of pairs. (Nerf)
Overlords no longer detect (Nerf)
Queens no longer required the command center to be damaged before it can infest it. Spawn broodlings creats 10 broodlings. Ensnare now clogs the weapons of units that fire projectiles, meaning they cannot fire when ensnared. (Buff)
Devours acid spores now act as orb of corruption from war3 as well as it does in broodwar. This means that for however many acid spores are on the enemy unit, it decreases its armor value (automatically 0 armor if it cannot be decreased any lower). The splash from acid spires also hits ground units (the devour can still only target air units though). Its attack cooldown is also decreased to 1 second. (Buff)
Gaurdians now have the same attack speed as zerglings with adrenal glands. (Buff)



Protoss:
Cannons require that the probe transform into them to construct them, resulting in a loss of the prope. (Nerf)
Probes obtain the same pathing AI and collision as dragoons. Health decreased to 10. (Nerf)
Zealots damage is dealt between 4 attacks (4x4) rather than 2 (8x2). (Nerf)
Dragoons health and shield changed to be 20 health and 160 shields. Damage made consussive. (Nerf)
High Templars Spionic stomwave ability does not damage units that are grounded, meaning units which are touching the ground won't take damage. Only hovering units (such as archons) and air units take damage from it. Hallucination has a 10% chance to not work. (Nerf)
Dark Templar speed decreased to the same as non-upgraded overlord speed. They appear invisible to the player as well as the enemy unless their next to your detectors. (Nerf)
Dark Archons mind control does not result in the loss of all the dark archon's sheilds after casting. Feedback also empties all of the sheilds on a unit and deals its respective damage. Maelstorm has increase of 4 cast range. (Buff)
Archons get + 1 armor.
Reavers scarabs cost 15 gas instead of 15 minerals. Their AoE damage also hits allied and player units. (Nerf)
Scouts ground damage decreased by 2. Their air attack consists of four missiles of 7 damage instead of two with 14 damage. (Nerf)
Corsair attack is mellee. (Nerf)
Observers can only detect burrowed units with the exception of broodlings and infested terrans. (Nerf)
Shuttles speed upgrade is now in the fleat beacon. Can only carry one unit at a time. (Nerf)
Carrier intercepters cannot leave or enter back into the carrier untill the carrier's sheilds are at 0 as the sheilds will deflect them. Can hold 10 intercepters instead of 8. (Overall Nerf)
Arbiters stealth area of effect also cloaks enemy units along side of allied and player units when they enter its area of effect. Damage type changed to consussive. Recall can now work on buildings but cannot recall units. (Nerf)


These are my ideas. I would love to hear your thoughts on them and see what you all think.
Have a good weekend!
Akio
Profile Blog Joined January 2019
Finland1838 Posts
February 23 2023 01:08 GMT
#2
Guys which one is your favorite? Mine are the stealthed wraiths that can't move, the melee corsair and the fact that zerg loses all forms of detection.

Blizzard hire this guy ASAP!
Mine gas, build tanks.
Fleetfeet
Profile Blog Joined May 2014
Canada2522 Posts
February 23 2023 01:18 GMT
#3
Infinite nuke range, 100%.

...actually, that was knee-jerk. That's not even close to the most insane suggestion in this list.
Akio
Profile Blog Joined January 2019
Finland1838 Posts
February 23 2023 01:20 GMT
#4
On February 23 2023 10:18 Fleetfeet wrote:
Infinite nuke range, 100%.

...actually, that was knee-jerk. That's not even close to the most insane suggestion in this list.

This dude really has "Archon +1 armor" and "Zerglings spawn one at a time" on the same list
Mine gas, build tanks.
Fleetfeet
Profile Blog Joined May 2014
Canada2522 Posts
February 23 2023 01:26 GMT
#5
Yeah, but we've got adrenal Guardians now though, so it'll be k.
TT1
Profile Blog Joined December 2008
Canada9990 Posts
February 23 2023 01:35 GMT
#6
give this man the source code
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
TheGruntMaster6000
Profile Joined February 2023
11 Posts
February 23 2023 02:13 GMT
#7
Just to add, Zerg can detect by hitting units with ensnare. So I think this will change the game for the better.
Fleetfeet
Profile Blog Joined May 2014
Canada2522 Posts
February 23 2023 03:12 GMT
#8
In ZvP you could then parasite an ensnared observer to have a unit on the map with detection, so that's nice. Seems viable.

The real problem is convincing the protoss to build an observer so you can ensnare and then parasite it.
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