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?