Oh no wait... i'm talking crap.
[Thoughts]Balance change - Page 4
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Promises
Netherlands1821 Posts
Oh no wait... i'm talking crap. | ||
Red_Dragon
Croatia2861 Posts
Becouse scv has 60 hp t player can with good micro find out what you are doing. I mean he can even find out about hidden tech and such. First I thought how it would be if dragoons does 15 damage to scv ( normal is 10). Scv would die with just 4 shoots from dragoon. That was not so good idea obviously. Scv would die too fast. But what if scv`s hp is 50, and dragoons damage stays at 10? I think it would be good. Dragoons will have to hit scv 5 times before it dies. It would lower time scv can stay in your base, and terran player couldn`t find out what you are doing that easy. IMO. This would also prevent scv`s from owning dragoons so badly. How many times were you in situation where your expensive dragoons are owning by scv`s? Do you remember Iloveoov vs Reach where Iloveoov defended with scv`s vs dragoons and won? Were you ever in situation where you attacked t player, curshed his defence line, and then you headed to his choke, and there you find 5+ scv`s and tank or two? That sux. You cannot kill scv`s fast enought, and tanks are owning your dragoons. So you have to retreat. This would be good for zergs too, becouse bunker rush wouldn`t be so good. Zerg could easily defend that rush. The only thing that would be imbalanced is zerg early 4-9 pool rush. But with scv`s on choke and marine it shouldn`t be problem T_T. To terran players remember how weak drones are, and how fast can few vultures kill all mining probes at protoss base . And how much they cost 75 minerals or so? I think that dragoons for its cost should be more effective against scv`s. Yes you can flame me. | ||
MPXMX
Canada4309 Posts
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ElegantSolution
191 Posts
PS Could someone write for me BO of Boxer vs YellOw bunker rush, cos I don't think I can see this VOD soon. Thx in advance. | ||
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Insane
United States4991 Posts
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LogaiN
Sweden1073 Posts
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Sadist
United States7183 Posts
Goon rushes are already hard enough to hold off if you go 2 fact vult and only make one tank, not to mention changing them just for bunker rushing and thereby totally fucking up tvp is retarded ;D | ||
ieatkids5
United States4628 Posts
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Mindcrime
United States6899 Posts
On January 04 2005 02:34 WickeD wrote: This is not a problem of balance. To change anything except underused units would destroy the very thing I play starcraft for - the very delicate balance that it achieved. What people need to understand is that during all the time starcraft is around, there always was something that people thought of as imbalance. Sometimes they were right but mostly the trouble was just to find the right counter. I think that this is such a situation. So stop whining and start practicing and experimenting. And yes, I am a terran player... You had 1.08, stfu. | ||
cacat
Korea (South)28 Posts
>>Dragoon's AI.. i dont think any protoss player can disagree with this -_- >>the fact that 4 goliaths can go into a dropship.. >>and... prob balance vultures a bit... considering their cost, they are far more effective than any other units. i mean.. a 75 mineral unit having same damage as dragoon(although they do less damage on dragoon's actual hp), and a longer range than a non-upgraded dragoon... but dragoons have longer range when upgraded... | ||
TeRRan`UseR
Canada692 Posts
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 ![]() 1. No SCV health should not be dropped to 45. -This will make it harder for scv's to repair walls when toss goon rush -It will make reaver, lurker, vult, tank, stimmed marines, hydra, and High temp drops the new fads -Terren will have a hard time scouting Toss and Zerg, making them have to "guess" their opponents build everygame because scouting scv will die too quick -Probe > SCV = No thx PS. Any direct quotes from Yellow crying about getting owned? | ||
EnDeR_
Spain2560 Posts
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infecteddna
Slovenia243 Posts
On January 04 2005 08:41 [G]Max_Power wrote: make scv mine 4 minerals Bullshit. Give scvs 200 hp, 5 armor and Gauss rifles and make them mine nothing. Oh, and make bunker cost 0. | ||
Luhh
Sweden2974 Posts
SCV cannot regenerate like zerg or protoss, and have to stay with the building and need slightly higher hitpoints. The problem is that mostly protoss and to some degree zerg lack basic fighting units to kill off SCVs in large numbers. Lowering hitpoints of SCV to 50 would mean that they'd be badly owned by reavers, but hen again reavers are kind of screwed up right now with extremely poor scarab ai. Making SCVs medium-sized would be good news for hydras and goons (would it affect dropship capacity?), but then like above, reavers would own them badly. Ideally I feel that SCVs could have 50 hitpoints, but the reaver makes it impossible imo. Hence leave it at 60. EDIT: Instead of focusing on balance changes, not that many units need tweaking (scout, infested terran), fixing ai for goons or scarabs would be nice, and most importantly: a map visible from start option (still with FOV of course). | ||
CuddlyCuteKitten
Sweden2525 Posts
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Cambium
United States16368 Posts
I'm willing to trade for that. | ||
Alpha
France1495 Posts
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worst.player
625 Posts
and the issue about muta/storm/reaver harass... zerg and toss also need to worry about that! why should terrans get that little extra bonus for more reaction time? terran tanks are already godly enough.. why can't the bunker time be increased? does it change anything? i think it wouldn't matter.. as the scvs will hold off the lings for such a long period of time. but i guess that would be of some help.. If you gonna make the SCVs health 45, make sieged Tanks hit stuff under Dark Swarm. I'm willing to trade for that. haha.. in your dreams! you'll never be able to hit my precious lurkers. ![]() | ||
Bladox
Canada763 Posts
On January 03 2005 19:35 radiaL wrote: of course terrans will bitch ![]() but not cause of those reasons I mean storm raids will be even more fucking devastating.. even if you do react its gotta be within 1 second reaction time (and this is with 60HP) cause leaving force behind is pretty useless if they drop 1/2 zeals before high temp. Obviously talkin about a good multitasker as a toss here i mean ![]() how fucked up will reavers be at the beggining? 2nd radius of splash will kill them in one shot too, right? 50% dmg? .. maybe 50HP? You've never played with toss/zerg or what? I mean with toss/zerg you have to deal against reaver and storms with peons that only have 40 hp..... Why terran should have a bonus of hp for there peons....it gives them more time to react/escape and it makes total nonsense... | ||
ProudCappi
United States366 Posts
On January 04 2005 19:02 Bladox wrote: You've never played with toss/zerg or what? I mean with toss/zerg you have to deal against reaver and storms with peons that only have 40 hp..... Why terran should have a bonus of hp for there peons....it gives them more time to react/escape and it makes total nonsense... Because that is not the source of the imbalance. If that is changed, terran becomes weaker. Anyways, terran usually has fewer bases with more scv at each base. If they die faster, terran would lose many more scvs than say zerg. | ||
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