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Balance patch and Blizzard - Page 2

Forum Index > BW General
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Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2004-02-17 21:30:04
February 17 2004 21:20 GMT
#21
robotics 150/150? 200/100? or somewhat shorter build time. But okay.. skip buildtime then.

Fix misfire for reavers. I consider this a bug, not a feature in the game. A succesful drop against an undefended opponent should yield SOMETHING.

Goons. Okay keep cost and time. But definately increase the time until they get the first shot off. they stand about doing noting for about a second as it is now.

turret. Lower cooldown. They still kill shuttles like crazy, the same with any other airunit. Against mutas they are more of a nuisance and to keep the mutas from parking over the mineralline until the marines get there to chase them away. No imbalance in zerg game, but the seem to powerful in PvT IMO.

Spawn broodling someone mentioned 125 energy. I'm not experienced enough with zerg so I can't really say, but I guess that's a good figure. 100 would probably be too low.

DA I forgot about simply because they are too crappy to appear in most games as it is now. Maelstrom tweaking would change that.

Tanks and vultures stay the same. I never said anything else, rather the opposite. However increasing the power of vultures is a nono. Both are fine.

SCV less hitpoints. 50 is fine.

Scout slightly better.

Someone mention Corsairs being too good. Can they be tweaked down without nerfing them completely?

Medic healing, ok it stays then. perhaps it would take more energy only instead? The neverdying marine would be countered to some extent with this.


One thing about many lategame units. Remember that it doesn't really matter how much many of these cost, since often you have more than enough money. Then it's usually about how effectively you use the units instead or simply how good they are.

THANK YOU for all your input BTW, I have backed off a bit on some points but some I still believe are in need of a bit of tweaking.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Luhh
Profile Joined October 2003
Sweden2974 Posts
February 17 2004 21:21 GMT
#22
What do you mean fastest? Is it like a BGH game type? Since when was the game supposed to be balanced for those types?
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
February 17 2004 21:23 GMT
#23
On February 18 2004 06:21 Luhh wrote:
What do you mean fastest? Is it like a BGH game type? Since when was the game supposed to be balanced for those types?


LOL just giving an example on how a map can change balances in the game
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 21:26 GMT
#24
read my posts luhh sair nerfing would fuck up way to much. dev nerfing wont
IntoTheClan
Profile Joined November 2003
Afghanistan207 Posts
February 17 2004 21:27 GMT
#25
I wouldnt make toss stronger.
I wouldnt make terran stronger.
I wouldnt make Zerg stronger.

I wouldnt make them weaker.

What about Random ?
=[
Luhh
Profile Joined October 2003
Sweden2974 Posts
February 17 2004 21:28 GMT
#26
Yes... I'm very aware of that thank you FreeZEtrnal. I'm sure everyone here knows that. A game where everyony spawned with commandcenter/nexus/hatchery in vicinity of each other would also play VERY differently. Wouldn't you think FreeZEternal? WHAT THE **** WAS YOUR POINT!?
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
MannerLess_
Profile Joined November 2003
Brazil535 Posts
February 17 2004 21:30 GMT
#27
On February 18 2004 06:14 ObsoleteLogic wrote:
I think you're all a bunch of whining pussies (:


True that!
ur hed got smashed by ur moms dik lololol
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 21:31 GMT
#28
range of fire of turret considered.. cooldown NO! dont change

add maybe maelstrom energy .. perhaps the starting energy could be 125 or 150

that way you would almost have 2 maelstrom right away.. but changing it to 75 might effect it too much but then again 200/200 is a lot to spend on a dark archon :D but then again maelstrom with storm is SO STRONG i remember having all my scourges maelstrom and i lost so much gas.. trying to kill the carrier.. probably cost me the game but then again changing dev build cost might help : )

and that whole reaver/goon misfire thing. yea. if they can fix that that would be great. i dont think anyone is gonna frown down upon the idea considering you dont expect people to time out when to press the attack button so it doesnt mis fire
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
February 17 2004 21:33 GMT
#29
On February 18 2004 06:28 Luhh wrote:
Yes... I'm very aware of that thank you FreeZEtrnal. I'm sure everyone here knows that. A game where everyony spawned with commandcenter/nexus/hatchery in vicinity of each other would also play VERY differently. Wouldn't you think FreeZEternal? WHAT THE **** WAS YOUR POINT!?


FuN GaMe kekekke
S.Q)Seven
Profile Joined June 2003
Greece279 Posts
February 17 2004 21:38 GMT
#30
Zvz with a much cheaper devourer will be so funny and different. It will change the mu completely. Maybe rushing to hive will show us some defilers too and cracklings would be much better.
But still i think its very difficult to persuade blizzard to make a patch.
VeNSe||
CrazedZergling.
Profile Joined February 2004
7 Posts
February 17 2004 21:38 GMT
#31
The main problem I see is that:

T=P T>Z T=T
Z>P Z<T Z=Z
P<Z P=T P=P

This is a very rough approximation, but since Terran doesnt have a bad matchup, they are clearly the best race.

Most people would agree that if 2 matchups were unbalanced it would be PvZ and ZvT.

Well it was bad in the beginning, it sort of went downhill in the middle, and the less that is said about the end... the better.
Legionnaire
Profile Joined January 2003
Australia4514 Posts
February 17 2004 21:41 GMT
#32
personally i think double the range for goons is a viable option.
My hope is one day stupid people will feel the same pain when they talk, as the pain the rest of us feel when we hear them. Twitter: @Legionnaire_au
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 21:42 GMT
#33
crazedzergling talk about in game scenerios .. it's kinda dumb(no offence) to just say a toss is better than another. it's certain elements in the game that make the match up unbalanced not the races themselves
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 21:43 GMT
#34
hahahaha double the range.. lurkers wouldnt even be able to hit goons i think zerglings should have range too then : )
Hot77.iEy
Profile Blog Joined March 2003
Finland1486 Posts
February 17 2004 21:43 GMT
#35
On February 18 2004 06:28 Luhh wrote:
Yes... I'm very aware of that thank you FreeZEtrnal. I'm sure everyone here knows that. A game where everyony spawned with commandcenter/nexus/hatchery in vicinity of each other would also play VERY differently. Wouldn't you think FreeZEternal? WHAT THE **** WAS YOUR POINT!?


Are you mad?
-.-
Luhh
Profile Joined October 2003
Sweden2974 Posts
February 17 2004 21:45 GMT
#36
Hehe Leg, Why don't we make a siegemode for goons when we're at it? like it goes down like bambi legs out in all directions and it's range is doubled, and it's attack is hurling infested terrans :D
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Luhh
Profile Joined October 2003
Sweden2974 Posts
February 17 2004 21:49 GMT
#37
About different matchups and so on, I saw a really cool matchup with Reach palying someone in what looked like an exhibition game. They had two workers of their main race and one each of the other when they spawned. BALANCE THAT! :D
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 21:52 GMT
#38
robo bay 150/150
observeratory 50/50
temp archive 150/100

this will give 200 gas slightly quicker to switch tech and hopefully still balance pvp dt vs ob build time... bah thoughts on this guys? just a first approximation of what might work
CrazedZergling.
Profile Joined February 2004
7 Posts
February 17 2004 21:53 GMT
#39
ZvT is imbalanced because marines and medics can be microed with tanks near perfectly and no amount of lurker/ling/hydra can take them out. Its as if M&M + tank were meant to be an invincible combo or something...

PvZ is imbalanced because P has a hard time adjusting to Zerg rapidly changing techs, and has trouble scouting in the early to mid game.
Well it was bad in the beginning, it sort of went downhill in the middle, and the less that is said about the end... the better.
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 21:57 GMT
#40
ok this is way to hard to figure out if you decrease robo bay and temp it'll mess up tvp because dt drops will be so much faster

if you change just 1 pvp dt vs obs timing might be messed up

im going crazy thinking about this


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