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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.
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What do you mean fastest? Is it like a BGH game type? Since when was the game supposed to be balanced for those types?
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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
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read my posts luhh sair nerfing would fuck up way to much. dev nerfing wont
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I wouldnt make toss stronger. I wouldnt make terran stronger. I wouldnt make Zerg stronger.
I wouldnt make them weaker.
What about Random ? =[
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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!?
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On February 18 2004 06:14 ObsoleteLogic wrote: I think you're all a bunch of whining pussies (:
True that!
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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
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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
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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.
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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.
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Australia4514 Posts
personally i think double the range for goons is a viable option.
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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
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hahahaha double the range.. lurkers wouldnt even be able to hit goons i think zerglings should have range too then : )
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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?
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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
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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
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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
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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.
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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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