Serious Balance Changes Suggestions Topic - Page 9
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HestkE
Sweden68 Posts
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PissPoorMicro
United States79 Posts
Changing a unit like the Dark Archon won't do a thing, 9/10 times a friggin HT will handle more jobs more effectively than a DA will/can. Why use Maelstrom vs. muta/hydras/lings/lurkers when a storm just absolutely sodomizes them more than just stunning them for a few moments? I'll give you Maelstrom is more effective when a mass amount of ultras are coming straight at you, or feedback is a nice vs. casters like queens. Overall though an HT is just better, and unless you're willing to give new abilities to a DA it's going to stay that way. Hallucination is fine, if it was with Terrans or Zerg sure, give it a cost reduction. But why in the hell would you reduce it when it produces two units of the race with the overall toughest units? As if microing against a mass of zealots wasn't fun enough, let's give them tons of extra damage taking copies for us to play with YAY. As for nukes being used effectively, why in the world would ANYONE risk going to the highest tech level for terrans for a one shot deal? Can they work well, sure, but the fact is making them is just one big damn risk...no matter how you "fix" it. Nukes aren't meant to be used "mainstream" they are for surprises. It's like walking to your door and the mail man handing you a package bomb. If you know it's coming you don't answer the door sheesh. Tanks are fine, unsieged they have concussion type damage don't they? Doesn't that reduce vs. nearly every armor type save shields? And if you were talking about sieged tanks, why are you running guys into them and not dropping on top of them in the first place? Your Carrier change is also pointless, sure the change for interceptors is a promotion for people to make valkyries more, but come on who's going to risk that firing problem when a group of goliaths and/or wraiths properly micro'd does the job BETTER and lets you attack ground units? I think Queens have been proven beyond a shadow of a doubt not to suck, any change to their mana regen or snare costs is just asking for trouble. The points I'm making is this game IS "balanced" sure it could use more tweaks to become perfect, but unless you're willing to rework the entire inner workings of the game you need to just stop complaining about "underpowered" and "underused" units because your ass can't use them well. | ||
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Liquid`Jinro
Sweden33719 Posts
On July 08 2004 15:49 HestkE wrote: ~~~~~~~~~~~~~~~~~~~~ Wow what an awesome post you made there HestkE :D | ||
Breeze
Bulgaria989 Posts
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PissPoorMicro
United States79 Posts
50% to small 75% to medium, so he mustive been talking about sieged. ![]() | ||
WtF.Dondy
46 Posts
by the way, please gimme just one link :I | ||
RuGbUg
United States2347 Posts
On July 08 2004 00:28 tfeign wrote: they are proof of non-storm strategies. and no, you don't need reavers or storm late game if you have enough units in a good mix.Saying that protoss players do not need storm to beat zerg is complete ignorance. WTF does sair + reavers strat has anything to do with it? So what? There's a lot of different strategies, but the problem is that some strategies are inferior to others, like dark archons / queens. Well no shit, sherlock. How come my mass firebat/medic rush vs toss doesn't work as good as metal? it shouldn't be inferior! let's buff up firebats! Buffing them to make them a viable strategy nothing out of reach. And why the hell would muta rush be ineffective when maelstrom costs less? It'll be as effective, if not less effective, than 2 high templars with storm, which costs roughly the same. Even an archon which doesn't need any research costs will be as effective. And what are you talking about that zerg cant go hydra when maelstrom costs as much as storm? That's like saying a zerg can't go 3 hatch hydra by risk of losing every single micro battle to high templar storms. Seriously, how long have you played Starcraft RuGbUg? Jesus christ, do you not understand that a muta can easily run away from an archon, or dodge a storm. How the fuck are you going to dodge a maelstrom? here's a build order for you, if you think maelstrom is fucking shitty: Go 10 gate tech, then get core, citadel, temp archives. get your 2nd gate during the citadel. research leg upgrade, and get 2 temps right out of the 2 gates as the archives finishes. after that, get 2 dts and research maelstrom (it's only 100/100, much cheaper than storm). once you have 1 archon, 1 da, and 4-6~ zealots, move out. use this time to expo with cannon. there is NOTHING at this time that zerg can use to beat your army. Yes, it will beat 3 hatch hydra, and it will beat ANY muta build. If you've played against any half-assed quality zerg, you'll understand how much hydra micro will rape your so-called storm. there is nothing a zerg can do once you've maelstromed 5 hydras and run in with speed zeals. early game, da is still VERY good. i'm not saying its invincible, but you obviously don't play enough/have enough imagination to realize build orders. | ||
PissPoorMicro
United States79 Posts
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RuGbUg
United States2347 Posts
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PissPoorMicro
United States79 Posts
![]() Kinda odd explaining to a teacher at school, that I'm ignoring his lectures because I'm not in his class and just there to post on a forum. | ||
RuGbUg
United States2347 Posts
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STIMEY d okgm fish
Canada6140 Posts
mineral costs (as of 1.11b) 15: scarab 25: scourge, ghost, interceptor, observer 50: zergling, drone, defiler, lurker, guardian, spore colony, sunken colony, extractor, marine, scv, firebat, medic, comsat station, control tower, covert ops, physics lab, machine shop, probe, high templar, observatory, 75: hydralisk, evolution chamber, creep colony, vulture, missile turret 100: infested terran, overlord, mutalisk, queen, hydralisk den, defiler mound, greater spire, goliath, science vessel, dropship, supply depot, refinery, science facility, armory, bunker, nuclear silo, arbiter, zealot, pylon, assimilator, shield battery, level 1 attacks, metabolic boost, level 1 infantry upgrades, level 1 vehicle upgrades, level 1 ship weapons, ion thrusters, ocular implants, charon booster, level 1 armor (protoss), level 1 ground/air weapons (protoss), apial sensors, carrier capacity, argus jewel, burrowing, spawn broodling, plague, ensnare, stim packs, spider mines, yamato gun, personnel cloaking, restoration, optical flare, feedback, maelstrom 125: engineering bay, dark templar, dragoon 150: devourer, lair, nydus, queen's nest, ultralisk cavern, siege tank, wraith, barracks, academy, starport, corsair, gateway, photon cannon, citadel of adun, templar archives, forge, stargate, robotics support bay, level 1 carapaces, level 2 attacks, antennae, pneumatized carapace, muscular augments, grooved spines, gamete meiosis, metasynaptic node, chitinous plating, level 1 ship plating, level 2 ship weapons, u-238 shells, titan reactor, moebius reactor, colossus reactor, caduceus reactor, level 1 plating (protoss), level 2 ground weapons (protoss), singularity charge, leg enhancements, sensor array, gravitic boosters, khaydarin amulet, khaydarin core, argus talisman, siege mode, cloaking field, hallucination, recall, stasis field 175: level 2 flyer attack, level 2 infantry upgrades, level 2 vehicle upgrades, level 2 plating (protoss), 200: ultralisk, hive, spire, spawning pool, factory, shuttle, reaver, robotics facility, cybernetics core, arbiter tribunal, level 3 attacks ventral sacs, adrenal glands, anabolic synthesis, level 3 ship weapons, apollo reactor, level 3 ground weapons (protoss), level 1 plasma shields, scarab damage, reaver capacity, gravitic drive, gravitic thrusters, lurker aspect, lockdown, emp shockwave, irradiate, psionic storm, disruption web, mind control 225: level 2 carapaces, level 2 ship plating, level 2 plating (protoss) 250: valkyrie, level 3 flyer attack, level 3 infantry upgrades, level 3 vehicle upgrades, level 3 plating (protoss) 275: scout 300: hatchery, fleet beacon, level 3 carapaces, level 3 ship plating, level 3 plating (protoss), level 2 plasma shields 350: carrier 400: battlecruiser, command center, nexus, level 3 plasma shields | ||
RuGbUg
United States2347 Posts
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Liquid`Jinro
Sweden33719 Posts
On July 08 2004 16:19 WtF.Dondy wrote: frozenarbiter, city uses the queens only to show off, he took more than half of the map before getting them, i'd not call that effective ;P by the way, please gimme just one link :I It's not just one game ;o http://ygclan.vgaclub.co.kr/?m=replay Search )is(city or city -_- Sonic)Black uses them alot too~! | ||
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Liquid`Jinro
Sweden33719 Posts
On July 08 2004 16:27 RuGbUg wrote: they are proof of non-storm strategies. and no, you don't need reavers or storm late game if you have enough units in a good mix. Well no shit, sherlock. How come my mass firebat/medic rush vs toss doesn't work as good as metal? it shouldn't be inferior! let's buff up firebats! Jesus christ, do you not understand that a muta can easily run away from an archon, or dodge a storm. How the fuck are you going to dodge a maelstrom? here's a build order for you, if you think maelstrom is fucking shitty: Go 10 gate tech, then get core, citadel, temp archives. get your 2nd gate during the citadel. research leg upgrade, and get 2 temps right out of the 2 gates as the archives finishes. after that, get 2 dts and research maelstrom (it's only 100/100, much cheaper than storm). once you have 1 archon, 1 da, and 4-6~ zealots, move out. use this time to expo with cannon. there is NOTHING at this time that zerg can use to beat your army. Yes, it will beat 3 hatch hydra, and it will beat ANY muta build. If you've played against any half-assed quality zerg, you'll understand how much hydra micro will rape your so-called storm. there is nothing a zerg can do once you've maelstromed 5 hydras and run in with speed zeals. early game, da is still VERY good. i'm not saying its invincible, but you obviously don't play enough/have enough imagination to realize build orders. Yeah late game you can go like sair/dt, carrier/sair, DT archon zealot etc~ But you usually need it for middle game, or you will be overpowered : ) | ||
tfeign
United States2980 Posts
On July 08 2004 15:52 PissPoorMicro wrote: Changing a unit like the Dark Archon won't do a thing, 9/10 times a friggin HT will handle more jobs more effectively than a DA will/can. Why use Maelstrom vs. muta/hydras/lings/lurkers when a storm just absolutely sodomizes them more than just stunning them for a few moments? I'll give you Maelstrom is more effective when a mass amount of ultras are coming straight at you, or feedback is a nice vs. casters like queens. Overall though an HT is just better, and unless you're willing to give new abilities to a DA it's going to stay that way. EXACTLY. And why the HELL would you want an HT to handle more jobs effectively than a DA can 9/10? ESPECIALLY when a DA cost alot more and more time to make. An HT has changed the outcome of the game countless number of times. How many times has a DA changed the outcome of a game? You can't admit that the DA sucks and needs a buff so it will become more efficient so people can start using DAs in viable strategies? Hallucination is fine, if it was with Terrans or Zerg sure, give it a cost reduction. But why in the hell would you reduce it when it produces two units of the race with the overall toughest units? As if microing against a mass of zealots wasn't fun enough, let's give them tons of extra damage taking copies for us to play with YAY. How many times have you seen hallucination changed the outcome of a game? Give me more than 3 professional replays where hallucinations changed the outcome of a game. I can give you a thousand of professional replays where storm changed the outcome of a game. Why do you think hallucination is used so little? Maybe because its units doesn't absorb as much damage? Maybe because it costs too much energy? Maybe because it's nowhere as effective to the level that it should be? Maybe it needs a buff? As for nukes being used effectively, why in the world would ANYONE risk going to the highest tech level for terrans for a one shot deal? Can they work well, sure, but the fact is making them is just one big damn risk...no matter how you "fix" it. Nukes aren't meant to be used "mainstream" they are for surprises. It's like walking to your door and the mail man handing you a package bomb. If you know it's coming you don't answer the door sheesh. Errr..you answered it yourself? Why the fuck would anyone risk going to the highest tech level for terrans for a one shot deal? That's why nuke should cost less and/or be able to be achieved faster so that the risk isn't as high as it is now so that players can use it more without basically risking everything. Tanks are fine, unsieged they have concussion type damage don't they? Doesn't that reduce vs. nearly every armor type save shields? And if you were talking about sieged tanks, why are you running guys into them and not dropping on top of them in the first place? NO PROTOSS GROUND ARMY CAN BEAT UPGRADED MASS TANKS. A medium-sized protoss army can beat a medium-sized army of tanks. But in late game, a massive army of tanks can't be touched by a protoss ground army. http://ygclan.vgaclub.co.kr/?m=replay&board=gosureplay&assort=&search=nal_ra&searcht=player&page=1&rno=34179 http://www.yaoyuan.com/download.php?action=soft&id=27918 Not saying all, but most professional pvt games are a race between terran killing the protoss before protoss have powered up too many carriers. Your Carrier change is also pointless, sure the change for interceptors is a promotion for people to make valkyries more, but come on who's going to risk that firing problem when a group of goliaths and/or wraiths properly micro'd does the job BETTER and lets you attack ground units? Why exactly is adding a different viable strategy be a bad thing? I think Queens have been proven beyond a shadow of a doubt not to suck, any change to their mana regen or snare costs is just asking for trouble. Again, ask yourself how many times have you seen queens changed the outcome of a game vs a professsional player. You can dig up all the old replays, dig up the millions of them you can, you will probably find about 5-10 at most. As I said before, BILLIONS of starcraft games have been played, out of those billions, there STATISTICALLY HAS TO BE SOME GAMES where an underpowered unit makes a difference in a game. When it does, you go crazy all over yourself and say hahahaha look! queen rocks. Well, the truth lies in the statistics. I can dig up thousands of replays where defilers changed the outcome of a game. Why the hell do you think queens are so rarely made? Why do you think defilers are made all the time? If that's not imbalance to you then what the hell is? AND IF YOU WANT TO EXPERIMENT: Go to http://www.broodwar.co.yu and download about 30 random zerg replays. Then look to see how many times a defiler have been made in those 30 games. Then look to see how many times a queen have been used in those 30 games. Then ask yourself why do you think people dont use queen often? Do this same experiment with protoss dark archon and corsair or terran valkyrie if you wish. Why would you not want to add viable strategies to the game -- the way that these units were originally designed to be, is beyond me | ||
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Liquid`Jinro
Sweden33719 Posts
![]() Protoss ground armies can sure as hell beat mass upgraded tanks if you either a) use mass hallucination or b) arbiters (I think you should still count that as a ground army). Then again you could just get carriers, not sure what you are on about - terran is slightly stronger than toss on ground, what's wrong with that? ~ But a 3-3 terran has oftentimes outplayed the P.. | ||
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Liquid`Jinro
Sweden33719 Posts
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STIMEY d okgm fish
Canada6140 Posts
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tfeign
United States2980 Posts
On July 08 2004 17:56 FrozenArbiter wrote: Btw care to guess why the DA costs more and is less versatile? That's right, it's a specialist unit meant for support. Guess what a high templar or a defiler is. A specialist unit meant for support! | ||
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