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[Thoughts]Balance change - Page 12

Forum Index > BW General
Post a Reply
Prev 1 10 11 12 All
vaj
Profile Joined November 2004
Germany327 Posts
January 06 2005 03:30 GMT
#221
--- Nuked ---
thelucas
Profile Joined October 2004
Slovakia285 Posts
January 06 2005 04:19 GMT
#222
I am asking about this, you go normal strat, he goes 8 rax, u let him buil bunker, cancel hatch, goes as fast as possible lurkers, build ling and buil hatchery on the cliff.
I saw someone play this conter on Nada's 8 rax and he killed nada, but he scouted with 9 drone.
Can help zerg to scout with 5th drone? I used to scout with 5th scv on random players and it is very usefull.
this is possibility to show what is perfection
Bladox
Profile Joined February 2003
Canada763 Posts
Last Edited: 2005-01-06 04:56:21
January 06 2005 04:54 GMT
#223
One thing that bothered me for a long time and I ask this questions to terran players:
Do sometimes your medics runs out of mana healing your infantry?
Because for now medics seems to have infinite mana against zergs. As it is for now reduce medics healing effectivness or put infinite mana because for now there is no difference with 1mana/1hp and infinite mana.
Huh no sorry... this game isnt like counter-strike... You actually need skills to play broodwar!
IronMentality
Profile Joined July 2004
United States1129 Posts
January 06 2005 05:37 GMT
#224
On January 03 2005 18:57 Day[9] wrote:
So, alot of people have been saying terrans are a bit too powerful (such as yellow after his 0-3 to boxer)

i think this is a really simple balance change that one of my friends thought of:


Drop SCV health to 45


I think this is a great idea because, alot of times, bunker rushes are only really effective when a bunch of SCVs are brought along.

Also, Protoss could be a bit more intimidating to terrans early on since SCV's are alot weaker. with 45 health, dragoons could SCVs in one less shot (making for a slightly scarier dragoon rush) and terrans would have only a slightly more difficult job holding early expansions.


Overall, i think its a pretty brilliant change, since it allows for a SLIGHTLY weaker early game terran, but not alot

thoughts?

i like it


Day, as much as I love you for not smoking at WCG Chicago and choosing instead to get wired on Red Bull -- that is a horrrrible idea. SCV's need 60 hit points when they make buildings as they get harassed by Probes (and to a lesser extent Drones on occassion).

Plus, especially on LT on how the map plays out as far as expanding and such, Terran is generally held to a particular part of the map unless you have a unique style (e.g. Elky). Protoss especially can spit out probes and units and expand like no other, while Terran especially verse Zerg is kind of stuck at there main and natural for most of the game. We need our resistance to Reavers better. Plus what happens if Lurkers get +3 grades, then you'll be raping my shit in 2 shots ;P
Liberals idea of true patriotism is expanding the welfare state. Want to make a liberal angry? Defend the United States. Proud to be an American! Made in the USA, est. 1986.
TheGreenBeret
Profile Joined June 2004
United Kingdom548 Posts
January 06 2005 06:07 GMT
#225
On January 06 2005 13:54 Bladox wrote:
One thing that bothered me for a long time and I ask this questions to terran players:
Do sometimes your medics runs out of mana healing your infantry?
Because for now medics seems to have infinite mana against zergs. As it is for now reduce medics healing effectivness or put infinite mana because for now there is no difference with 1mana/1hp and infinite mana.


Yes medics do run out of mana, if u have too few of them healing too many rines.
Occasionally i'll watch a ZvsT pro rep and find 20 non-upgrade lings pwning say 14M&M and thinking wtf? But its because the meds cant heal, so its just like facing 12 rines back in vanilla.
Your idea is too radical and would discourage M&M in TvsP even more so.
SChasu
Profile Joined October 2003
United States1505 Posts
January 06 2005 06:14 GMT
#226
On January 06 2005 14:37 IronMentality wrote:
Show nested quote +
On January 03 2005 18:57 Day[9] wrote:
So, alot of people have been saying terrans are a bit too powerful (such as yellow after his 0-3 to boxer)

i think this is a really simple balance change that one of my friends thought of:


Drop SCV health to 45


I think this is a great idea because, alot of times, bunker rushes are only really effective when a bunch of SCVs are brought along.

Also, Protoss could be a bit more intimidating to terrans early on since SCV's are alot weaker. with 45 health, dragoons could SCVs in one less shot (making for a slightly scarier dragoon rush) and terrans would have only a slightly more difficult job holding early expansions.


Overall, i think its a pretty brilliant change, since it allows for a SLIGHTLY weaker early game terran, but not alot

thoughts?

i like it


Day, as much as I love you for not smoking at WCG Chicago and choosing instead to get wired on Red Bull -- that is a horrrrible idea. SCV's need 60 hit points when they make buildings as they get harassed by Probes (and to a lesser extent Drones on occassion).

Plus, especially on LT on how the map plays out as far as expanding and such, Terran is generally held to a particular part of the map unless you have a unique style (e.g. Elky). Protoss especially can spit out probes and units and expand like no other, while Terran especially verse Zerg is kind of stuck at there main and natural for most of the game. We need our resistance to Reavers better. Plus what happens if Lurkers get +3 grades, then you'll be raping my shit in 2 shots ;P

thats wut happen to toss -_-
totalbiscuit is awful at casting.
thelucas
Profile Joined October 2004
Slovakia285 Posts
January 06 2005 16:46 GMT
#227
Stimpack used by 10 marines needs 50 mana, and hit by lurker need 35 mana. Count it and dont say stupid things.
this is possibility to show what is perfection
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