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Hydralisk damage vs ultra-light Mutalisk unit type

Forum Index > BW General
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kenf4444
Profile Joined October 2016
26 Posts
Last Edited: 2017-04-09 10:54:53
April 09 2017 08:17 GMT
#1
Of course, you could always keep the existing game intact.

To target the following loophole,.

I posted this in the Bnet forums recently, as experts here what do you guys think?

To make the ZvZ MU a little more interesting in the future perhaps they could playtest this small change (in a distant future) that would follow a certain metric?

The outlying plan for Hydralisk damage vs the new Ultra Small/Light Mutalisk unit/armor-type (exclusive to Mutalisks) would follow a simple metric that could easily be researched, balanced, and followed that would not require further intervention in order to prevent ruining the existing balance of the game. Of course, the Hydralisk would have to be made with a special damage type to counter this new armor type as well, and the pre-existing explosive damage type from all other units would be kept the same.

This means that the Mutalisk still has all the characteristics of its original unit type and take original damage from existing damage types but now take a special normal damage from the Hydralisk unique hybrid damage type. The same goes for the Hydralisk, this may seem clunky but it actually becomes intuitive enough if you make the tooltip clear.

The Hydralisk's new damage type would still possess the full abilities of the explosive damage type coupled with the new unique damage vs Mutalisks.

I am no math/timing expert so please bear with me.

It may go as simple as something like this:

The Hydralisk dealing double damage vs. Mutalisks.

In the end, this means that since Hydras currently deal only half damage to Mutalisks because of their damage type they would deal the normal damage amount instead. I'm not sure if this will work but it's worth a playtest in the future after careful research and maybe the Mutalisk should be the only unit this upgrade should be directed against to keep it simple although technically it could be applied on the zergling and scourge as well.

I came up with this idea one day, and I've seen this idea on teamliquid net as well although I forgot where to find that page.

edited:

the bnet post: https://us.battle.net/forums/en/starcraft/topic/20753708339

An existing loophole in game design can only be fixed by addressing and targeting the loophole specifically without making across the board changes, such is the nature of the loophole.

Also, metrical guidelines are sort of how brood war balanced itself out in the end due to maps being created to fit around the game's mechanics, sometimes this is all you need and you don't necessarily need detailed changes (for instance, we all know not to create a 1v1 small map with a singular and sole chokepoint which would be heavily Terran favored). As we can tell, much of the game's balance relies on some guidelines.

Maybe, in the end all that's needed is just to make a small clerical change to the numbers that would amount to the same effect as everything described above (this would retain the charm of simplicity)?

responses: it seems like it would ruin the pre-existing simplistic charm of brood war although if u simply listed it in the tooltips it would still retain some intuitiveness and charm, what do u guys think?
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
Last Edited: 2017-04-09 08:26:51
April 09 2017 08:26 GMT
#2
hey assault, herbmon and i forgot who else was there, remember when we were talking 1 week ago about how i predict people trying to change zvz to make it better?
and people still dont listen to me....

NO WE DONT BALANCE CHANGE BROODWAR

/thread end
M2
Profile Joined December 2002
Bulgaria4116 Posts
April 09 2017 08:32 GMT
#3
I doubt there will be any balance changes in Broodwar soon, later or ever, especially, something so personalized as what you suggested, moreover, for a mirror match. Although someone mentioned before that TvZ could be patched in a way that will not impact the other match ups like reducing medics heal or faster lurkers' burrow time.
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4332 Posts
April 09 2017 08:36 GMT
#4
Still doesn't help the lack of mobility for hydra vs muta in zvz.Thats the main thing preventing it.
https://www.youtube.com/watch?v=e7PvoI6gvQs
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