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Balance patch and Blizzard - Page 3

Forum Index > BW General
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Sweden-Celidar
Profile Joined November 2002
Sweden484 Posts
February 17 2004 21:57 GMT
#41
wow just wanna make a statement think about 2on2 reavers would own...
CrazedZergling.
Profile Joined February 2004
7 Posts
February 17 2004 21:58 GMT
#42
On February 18 2004 06:49 Luhh wrote:
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


Yeah I saw that too! It was cool. A new starcraft league should be started, The trirace league or something. Its like Random except 10 times as cool.
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 21:59 GMT
#43
crazed zergling zvt is fine m+m with tank is anything but an unstopable combo .. you just arnt playing zerg right :D
CrazedZergling.
Profile Joined February 2004
7 Posts
February 17 2004 22:01 GMT
#44
Is not unstoppable, just a lot harder to stop than most anything else with comparable resources. When microed at pro level its near invincible. I dont think you understand that since you arent a zerg player.
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.
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
February 17 2004 22:07 GMT
#45
I have very few suggestions, only this

- make bunkers take longer to build
- scv hp down to 40
- Dev's somehow able to fight corsairs. Maybe do something to the sairs.

AND FOR THE LOVE OF GOD IM TIRED OF BABYSITTING MY DRONES!!! Fix their AI
ModeratorFather of bunnies
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 22:11 GMT
#46
LOL crazedzerg i am a zerg player and i understand the matchup perfectly. what you dont understand is how to get the advantage so hydra/ling lurk rape therw anything terran come up with..
IcarusFalls
Profile Joined October 2003
Canada94 Posts
February 17 2004 22:14 GMT
#47
storm decreased to 150/100
observatory changed to 100/50

this wont mess around with the whole reaver or dt thing and you'll have more gas if you decide to go storm and ob and see lurk..

bah some really gosu protoss wanna help me out here.. i dont understand the other protoss matchups good enough to balance it .. all i can put in is a pvz point of view maybe you can help leg
Tien
Profile Joined January 2003
Russian Federation4447 Posts
Last Edited: 2004-02-17 22:21:40
February 17 2004 22:20 GMT
#48
One thing I would say about sunks is that when the colony is morphing into a sunk, give it plus 2 armor. This would help vs early game zvt. Sometimes having a sunk with 400 health and without 2 armor is more beneficial for zerg. I think terran containment is more effective now because tanks take a few less shots to destroy the sunks. OR make bunkers longer to build. Or make medics less strong so that zerg doesnt HAVE to go lurks EVERY game. Taking more mana to heal is an idea.

I would say decrease the efficiency of sairs. Going reav/sair is not the only way to win PvZ islands. Maybe even decrease 1 point of damage for sairs. Then decrease the cost of robotics facility and templar archives to balance it out. I dunno about this one though. This matchup is already very delicate, however I dont see the protoss in proleagues getting owned by zerg anymore like they used to. Protoss is making quite a comeback. Increasing effectiveness of dark archons is a possibility.

I dont think we should change too much ZvT late game. This is already too delicate. I think irradiate is still too good of a spell. And I think if queens had free broodling that would be just devestating to terran. Don't even need to make lurks, just hydra/queen.
Darkswarm is a very powerful tool against terran. However it is also very hard to use. Yellow keeps himself alive because his micro is so incredible. Defilers are very hard to use, you end up spending too much time microing with defilers that you neglect macro. However we shouldnt change lategame too much, midgame is what decides the winner ZvT, and I think midgame zvt is even.
We decide our own destiny
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
February 17 2004 22:20 GMT
#49
hmmm...I just want goon build time to be what it used to be..
Luhh
Profile Joined October 2003
Sweden2974 Posts
February 17 2004 22:32 GMT
#50
Okay.. decreasing psistorm research cost seem like a good option to counter muta/ling > lurker containment without the need to change robotics cost too much.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
February 17 2004 22:44 GMT
#51
wtf u r saying that terran must be weaker and toss and zerg more power lol ;/ sc is pretty balanced ;/
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
koehli
Profile Joined January 2004
Germany350 Posts
Last Edited: 2004-02-17 22:54:07
February 17 2004 22:52 GMT
#52
Hmmmm, I think it would be nice to first categorize units/costs/speed/... into categories like Perfect already/maybe too strong/maybe too weak/too strong/definitely completely broken/too strong.

The only thing that is definitely completely broken at this point is scouts. Also the zerg island game seems to qualify into that category, but there's no simple solution to that as I can see it, as everything else would give groundzerg some large advantage ...

Maelstrom too mana-intense would be too weak category whereas fast robofax is a maybe as I'd see it.

Bottom line. Scrap everything that most people think to be a maybe and only do the completely broken/clearly broken adjustments. The scout is the only completely broken unit I could think of btw, everything else depends pretty much on the map.
You go to war with the Army you have, not the Army you might want or wish to have at a later time.
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
February 17 2004 22:55 GMT
#53
Hmmm..goons to be medium size instead of large +_+;;
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2004-02-17 23:01:37
February 17 2004 22:59 GMT
#54
No Yarertz. I'm not saying that protoss needs to get stronger really. I think they should fix a few issues with protoss like reaver misfire, goon first shot. As it is now goons are so silly to micro. The change with pvt is mostly about the reaver, the other changes concern pvz more.

So what if psistorm is cheaper? since when has psistorm been a good weapon to kill a mech terran? Oh and cheaper robotics, that's only slightly perhaps and protoss only builds ONE in the game anyways.

Turret ROF decreased, yes that one would make things easier for protoss, but they would still lose their shuttles. Not a big change.

Terran medarine need to be downgraded.. YES. I believe it does.

FreeZEternal. It seems like you throw out ideas without thinking what they would mean in practical terms first :D. About goons being medium sized.. do you mean for transport or do you want them to only take 75% damage against hydras/tanks? Either way the change may be too good.
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 23:03 GMT
#55
except on islands if you gave reavers less splash damage.. that would allow zerg to be able to handle reaver more easily ...or the dev change that might add some new and interesting concepts to the game... like you could stop carrier/sair with less gas .. or if it cost less mineral to make a dev you could have more hydra to combat reaver.. im just not certain how large amounts of dev might be exploited.. i dont think large amounts of dev matter much too much but i could be wrong

if goons were medium size tanks would have a harder time against them.. then again vult would be able to attack them better... but sunk wouldnt last as well against them... lol that would be some major change... it would have to be tested a great deal ; ) it could really really mess up the game bad
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
February 17 2004 23:04 GMT
#56
Luhh if Turret ROF would be decreased then it would be really hard to protect islands in tvp or tvt.
medarine need to be downgraded? no way no way... if yes i will stop playing bw ;/
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
threshy
Profile Joined March 2003
Qatar550 Posts
February 17 2004 23:08 GMT
#57
why mess with a good thing?

any imbalances aren't major enough to merit risking completely fucking the game up.
CrazedZergling .
Profile Joined February 2004
United States13 Posts
February 17 2004 23:40 GMT
#58
On February 18 2004 08:04 Yarertz wrote:
Luhh if Turret ROF would be decreased then it would be really hard to protect islands in tvp or tvt.
medarine need to be downgraded? no way no way... if yes i will stop playing bw ;/


I think many Zerg players have said they will stop playing if pool cost went up (it did) and larvae were made slower (they were).

What makes you think that Terrans should enjoy their obvious advantages and shouldnt be tweaked but the Zerg players befroe are right to be nerfed?
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.
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
February 17 2004 23:44 GMT
#59
i got feeling
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
CrazedZergling .
Profile Joined February 2004
United States13 Posts
February 17 2004 23:51 GMT
#60
On February 18 2004 08:44 Yarertz wrote:
i got feeling


I got a feeling that Medics should cost 100 min and 50 gas, but that doesnt mean that it would be a good idea.
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.
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