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United Kingdom12010 Posts
On May 11 2020 07:44 Jealous wrote:Show nested quote +On May 11 2020 07:07 darktreb wrote: Hydralisks do bonus damage to Mutalisks. Whatever change it takes to make Hydras potentially viable in ZvZ.
In general would be fun to see mirror-specific changes to spice things up. Dark Templar can detect other Dark Templar? Siege Tanks can't fire upon other Siege Tanks while in Siege mode because of union statutes?
Jealous both of those things you suggested are awful and you should feel bad. Don't you dare ruin TvT. DON'T YOU DARE! D:<
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On May 11 2020 08:15 Qikz wrote:Show nested quote +On May 11 2020 07:44 Jealous wrote:On May 11 2020 07:07 darktreb wrote: Hydralisks do bonus damage to Mutalisks. Whatever change it takes to make Hydras potentially viable in ZvZ.
In general would be fun to see mirror-specific changes to spice things up. Dark Templar can detect other Dark Templar? Siege Tanks can't fire upon other Siege Tanks while in Siege mode because of union statutes? Jealous both of those things you suggested are awful and you should feel bad. Don't you dare ruin TvT. DON'T YOU DARE! D:<
Siege tanks should be able to fly: and fire while flying in siege mode also siege mode should be mobile
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United States9655 Posts
On May 10 2020 22:46 att wrote: mutas costing 125 minerals / 100 gaz (little bit too strong in all 3 matchups). hydralisks costing 70/25. ultralisk upgrades research faster (so more viable lategame to get them)
yeah.... no.
good luck protoss, those hydra busts are gonna come even harder now.
Good luck to zergs trying to ever 2h muta again with those mineral nerfs. 5 muta turn into 4 with that proposal. No chance.
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On May 11 2020 08:15 Qikz wrote:Show nested quote +On May 11 2020 07:44 Jealous wrote:On May 11 2020 07:07 darktreb wrote: Hydralisks do bonus damage to Mutalisks. Whatever change it takes to make Hydras potentially viable in ZvZ.
In general would be fun to see mirror-specific changes to spice things up. Dark Templar can detect other Dark Templar? Siege Tanks can't fire upon other Siege Tanks while in Siege mode because of union statutes? Jealous both of those things you suggested are awful and you should feel bad. Don't you dare ruin TvT. DON'T YOU DARE! D:< In TvT, Siege Tanks have to unsiege periodically in accordance to labor laws. The Tank powers down and cannot fire. This should help us with those Marginot lines that stall games out.
EDIT: Also, Turrets no longer spin, you have to decide which direction they can shoot in when you make them. OSHA cannot allow that dude to spin in there indefinitely, it's totally cruel and unusual punishment.
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konadora
Singapore66060 Posts
On May 11 2020 08:09 Last.Midnight wrote: Just keep making scouts a little bit cheaper until they start getting used. Don't make them so viable that they're an "every game" thing, but it'd be cool if they were at least a "sometimes" thing. honestly scouts' upgrades should just be part of the unit already, just come pre-upgraded.
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On May 11 2020 18:11 konadora wrote:Show nested quote +On May 11 2020 08:09 Last.Midnight wrote: Just keep making scouts a little bit cheaper until they start getting used. Don't make them so viable that they're an "every game" thing, but it'd be cool if they were at least a "sometimes" thing. honestly scouts' upgrades should just be part of the unit already, just come pre-upgraded. Yeah I see nothing wrong with a fully upgraded scout coming out of the stargate when Zerg is at 35 supply
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On May 11 2020 18:23 Ej_ wrote:Show nested quote +On May 11 2020 18:11 konadora wrote:On May 11 2020 08:09 Last.Midnight wrote: Just keep making scouts a little bit cheaper until they start getting used. Don't make them so viable that they're an "every game" thing, but it'd be cool if they were at least a "sometimes" thing. honestly scouts' upgrades should just be part of the unit already, just come pre-upgraded. Yeah I see nothing wrong with a fully upgraded scout coming out of the stargate when Zerg is at 35 supply It's only fair, because Hydralisks come out basically fully upgraded and dangerous at tier 1.5, and then get two stupidly overpowered upgrades on top of that anyway.
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If hydras did 8 normal damage it would have an interesting effect.
They would be better versus mutas and lings making them more viable in zvz.
They would be weaker versus cannons and dragoons but a bit better versus zealots which would shift their role in zvp.
They would be worse versus mech and wraiths but better versus bio in tvz.
I think it could have an interesting impact. Terrans would probably rely on bio mech or pure mech builds in TvZ and the goliath would become much stronger. Protoss would have less fear of hydra busts but might not be able to accomplish as much with midgame zealots. ZvZ might change, but it might also not be enough of a buff.
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United States9655 Posts
On May 11 2020 11:06 Jealous wrote:Show nested quote +On May 11 2020 08:15 Qikz wrote:On May 11 2020 07:44 Jealous wrote:On May 11 2020 07:07 darktreb wrote: Hydralisks do bonus damage to Mutalisks. Whatever change it takes to make Hydras potentially viable in ZvZ.
In general would be fun to see mirror-specific changes to spice things up. Dark Templar can detect other Dark Templar? Siege Tanks can't fire upon other Siege Tanks while in Siege mode because of union statutes? Jealous both of those things you suggested are awful and you should feel bad. Don't you dare ruin TvT. DON'T YOU DARE! D:< In TvT, Siege Tanks have to unsiege periodically in accordance to labor laws. The Tank powers down and cannot fire. This should help us with those Marginot lines that stall games out. EDIT: Also, Turrets no longer spin, you have to decide which direction they can shoot in when you make them. OSHA cannot allow that dude to spin in there indefinitely, it's totally cruel and unusual punishment. Turret direction is hilarious. Maybe you can spend another 25 minerals to change the orientation of the turret. Those muta holes in a terran base just got that much wider.
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On May 12 2020 02:48 FlaShFTW wrote:Show nested quote +On May 11 2020 11:06 Jealous wrote:On May 11 2020 08:15 Qikz wrote:On May 11 2020 07:44 Jealous wrote:On May 11 2020 07:07 darktreb wrote: Hydralisks do bonus damage to Mutalisks. Whatever change it takes to make Hydras potentially viable in ZvZ.
In general would be fun to see mirror-specific changes to spice things up. Dark Templar can detect other Dark Templar? Siege Tanks can't fire upon other Siege Tanks while in Siege mode because of union statutes? Jealous both of those things you suggested are awful and you should feel bad. Don't you dare ruin TvT. DON'T YOU DARE! D:< In TvT, Siege Tanks have to unsiege periodically in accordance to labor laws. The Tank powers down and cannot fire. This should help us with those Marginot lines that stall games out. EDIT: Also, Turrets no longer spin, you have to decide which direction they can shoot in when you make them. OSHA cannot allow that dude to spin in there indefinitely, it's totally cruel and unusual punishment. Turret direction is hilarious. Maybe you can spend another 25 minerals to change the orientation of the turret. Those muta holes in a terran base just got that much wider. You can research the tech "Scabs" from the Engineering Bay, wherein you can hire low wage workers to replace the current Turret operators who are more willing to be spun endlessly. This will have a base cost of 100 Minerals +10 Minerals for each Turret you own. Turrets will now function as they did before, and cost 10 Minerals less (because labor is cheaper), but because the operators are less experienced the Turrets will miss every 5th shot, with a 1/256 chance of the missiles damaging the Turret itself because it explodes before launch.
EDIT: For every Turret you own, the chance of getting caught by the Confederacy for violating union and labor laws increases by 1/256, and a die is rolled every minute that you operate your Turrets illegally. If you get caught, all of your Turrets stop working until you can pay the legal fees, which are 1000 Minerals.
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Terran vultures, goliaths and siege tanks now spawn with 200/200 energy. Zerg lurkers, guardians and ultralisks now spawn with 200/200 energy. Protoss archons now spawn with 200/200 energy. Protoss dark archons' feedback energy cost increased to 83.
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Germany1297 Posts
On May 09 2020 17:40 HaN- wrote: - When they spawn, have both Zerglings on your hotkeys (instead of just 1 right now) after you added the egg in your control groups.
- Add an option to ask your ladder opponent for a rematch when the game is over.
- Fix SD graphics so they look like they used to.
- Suggestion: A small feature that would be great for team play is the option to randomize the team’s players in the lobby.
instead of random it could be balanced, see here.
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+ Show Spoiler +Jealous Profile Blog PM Joined December 2011 8012 Posts Last Edited: 2020-05-11 14:33:43 9 hours ago #50 On May 12 2020 02:48 FlaShFTW wrote: Show nested quote +
Turret direction is hilarious. Maybe you can spend another 25 minerals to change the orientation of the turret. Those muta holes in a terran base just got that much wider.
You can research the tech "Scabs" from the Engineering Bay, wherein you can hire low wage workers to replace the current Turret operators who are more willing to be spun endlessly. This will have a base cost of 100 Minerals +10 Minerals for each Turret you own. Turrets will now function as they did before, and cost 10 Minerals less (because labor is cheaper), but because the operators are less experienced the Turrets will miss every 5th shot, with a 1/256 chance of the missiles damaging the Turret itself because it explodes before launch.
EDIT: For every Turret you own, the chance of getting caught by the Confederacy for violating union and labor laws increases by 1/256, and a die is rolled every minute that you operate your Turrets illegally. If you get caught, all of your Turrets stop working until you can pay the legal fees, which are 1000 Minerals. I for one am really enjoying Jealous' meticulous attention to Koprulu labor laws; he is truly a man of the people! I also liked the guy whose idea was lifting vultures up opponents' cliffs with supply depots, I wonder what the union president would say about that?
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new research for units to scale cliffs, like reapers in sc2. should break some turtle gamers (6th post in 18 years, must be a record)
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No, fuck all of that! This game is pure chess. Imagine you say let's let pawns walk diagonally or king to move more than one box. There's SC2 for that endless cycle of garbage changes.
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Weapon upgrade for static defense would be nice and it looks like it was intended to be in the game but was scrapped.
Also dark archons should have 50energy teleport so it could be used more and scouts should have the sight upgrade from the start abd lower production time
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On May 12 2020 06:16 skzlime wrote: Terran vultures, goliaths and siege tanks now spawn with 200/200 energy. Zerg lurkers, guardians and ultralisks now spawn with 200/200 energy. Protoss archons now spawn with 200/200 energy. Protoss dark archons' feedback energy cost increased to 83.
Holy shit, skzlime posting on TL! We need to reassemble sas and I demand regular skzlime twitch streams
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On May 09 2020 17:40 HaN- wrote: - When they spawn, have both Zerglings on your hotkeys (instead of just 1 right now) after you added the egg in your control groups.
This.
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France1916 Posts
Reduce the amount of ZvZ on ladder to a minimum.
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The only thing I never enjoyed on Brood War was the lenght of a ZvZ.
Personal preference, kinda got used to enjoy matches on the range of 30 minutes.
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