On May 14 2012 12:53 jeffvip wrote:
Colossus, Marauder & Roach
Colossus, Marauder & Roach
This, but a good compromise would be to keep the roach but make it 1 supply again so zerg is more swarmy and battles feel bigger.
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0neder
United States3733 Posts
On May 14 2012 12:53 jeffvip wrote: Colossus, Marauder & Roach This, but a good compromise would be to keep the roach but make it 1 supply again so zerg is more swarmy and battles feel bigger. | ||
Froadac
United States6733 Posts
On May 14 2012 13:15 mMmSeizE wrote: ya take the colossus out and watch how many protoss win then ... lloll You'd have to compensate somehow of course, but I think mostly people highly dislike the unit design. | ||
Gyro_SC2
Canada540 Posts
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summerloud
Austria1201 Posts
i think it would be awesome to give back zerg their swarmy feeling | ||
Balgrog
United States1221 Posts
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Bayyne
United States1967 Posts
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Xyik
Canada728 Posts
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AxionSteel
United States7754 Posts
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bittman
Australia8759 Posts
On May 14 2012 14:53 GhandiEAGLE wrote: Show nested quote + On May 14 2012 14:48 bittman wrote: Man, people are so unimaginative when it comes to balance. Removing a unit provides no solution, it just leaves a hole that most likely needs to be filled with a similar unit. Why not simply (and I actually literally mean "simply") evolve the unit. The collosus has an interesting concept behind it as a cliff-walking AOE tier 3 unit, but it's never anything but a-move with occasional micro to make sure it doesn't derp into the opponent's army. Do the same thing I suggest doing with the hydra: evolve it. Give it some abilities or a secondary purpose. At the moment single-purpose ability-less units are useless in the game. Not "useless" as in "Better remove them so we can put in a useful unit", but more "Why don't they just make this have variety like other units?". I honestly wish no unit was removed, but rather that a lot more were added and that we had a huge mix of variety. Instead people think balance is practically the marine-zealot-zergling triangle and that the rest is almost superfluous. If the downside you see to having "many more units" is "hard to balance" then you're looking at this game wrong to begin with. If a unit is boring then it means something can definitely be changed. I wish sc2 had more unit variety, not less =( Exactly. This is why the Ghost used to be my favorite unit until Blizzard narrowed snipe to a specific usage (bad move there Blizz). So many things could be done with it in all matchups, it had interesting and fun spells that made the dynamic of the game change and kept things exciting. Oh yeah, it was also OP ![]() It was a little OP =P But again it's a common thing, it seems Blizzard struggles managing abilities in the game so generally they just nerf them to crap. I mean what goes through Blizzards heads at times? -> Thor Strike Canon = interesting, but powerful Blizz: "Oh, Thorzain looks OP with these. Should probably nerf them somewhat" -> No-one ever uses strike canon anymore Blizz: "Perfect, now we don't need to do anything more about the Thor" D=!!!! Basically, in my opinion, Blizzard are focusing so heavily on nerfing the powerful units of races without trying to raise the units that aren't viable. Name all the carrier and hydra buffs. I hate to say it, but I really prefer the League of Legends approach. There's a huge cluster of over powered abilities, heroes, etc but in the midst there's some semblance of balance. By also refreshing rosters and even balance every few weeks they keep the metagame fresh and encourage evolution. By contrast it feels like Blizzards approach to SC2 is to one day get to a point where they never need to patch it again...then abandon it. Probably not and maybe a bit extreme, but it's the difference in appearance of commitment to the balance. It's a shame, because I find SC2 so fun to watch, but it feels like they're playing with a dated balance model. Imagine starcraft as a fluid game that evolves at a constant rate to encourage and promote all strategies as viable whilst including new elements. It might just be my wish though that starcraft wasn't appearing to try to just hit a perfect balance point: because it doesn't exist. But back on topic (and tl;dr): add to the game, don't detract from it. If every unit that people thought of as boring was removed we'd probably only have tanks, phoenixes and zerglings as units. | ||
brokenLoL
United Kingdom419 Posts
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forsooth
United States3648 Posts
On May 14 2012 15:00 0neder wrote: This, but a good compromise would be to keep the roach but make it 1 supply again so zerg is more swarmy and battles feel bigger. 1 supply roaches would be insanely broken. We found this out during the beta. | ||
Tppz!
Germany1449 Posts
also: reaper | ||
TTDZurahn
Canada6 Posts
That said, the unit I dislike the most in the game are dark templar. They're almost intrinsically built to be gambles. Catch your opponent without detection and it just ends the game. Get them and they have detection, and it's a waste for the most part. I suppose the archon aspect is what's intended to add the versatility to the unit beyond just that, but overall it's largely used as a build and pray unit. | ||
bubblegumbo
Taiwan1296 Posts
I play Terran and Marines + Marauders literally took away the most interesting part of being Terran back in BW: using spidermines intelligently and slow pushing as mech, instead we get stimmed bioball macro fests in every damn match-up. | ||
pzea469
United States1520 Posts
Collosus sucks really bad, mostly because of what it replaced. It will never be squat compared to the Reaver. The cool things about the Collosus is that it's huge, it can climb cliffs, and it can be hit by air attacks. Unique stuff, but no one uses it's cliff walking since it sucks at being by itself. It can walk over ground units which means that balls become more balls in sc2, and on top of that it covers up the units below it, and the worst part is that if you make them you can never really transition to air since zerg and terran will make anti-air units to deal with the Collossus in the first place, so a completely different tech path is gone because of this lame unit. Medivacs suck. Cool idea, but it's terrible. It means Terran will get them JUST for the healing ability since there is no alternative. If you made them not be able to transport units, Terran would still make them. What I hate about them, is that terran is going to always have them when they go bio, and then they have dropships without having to invest any minerals into drop tech. Mixing two different roles into one unit isn't good for this exact reason. This isn't a balance issue, it's just lame that getting dropships and getting medics is forced side by side. Not to make this into a bw chant, but in bw terrans would invest into getting multiple dropships. It was a real investment. Infestor sucks. All of it's abilities suck. Fungal growth was kind of interesting when it was briefly changed to a projectile instead of instant. It's unavoidable and just boring to watch. "Great fungals by player X!". Really? Like it's that hard to do. It's instant... Then we got the infested marines, that makes not sense at all. They just hatch marines wearing armor. Just so lame, and they have timed life. BW did infesting semi-right, and SC2 had an interesting way of infesting terran buildings early on, but the way it is now is very lame. And the mindcontroll ability is also lame. It's timed, and it has a huge tube coming out of it, and idk, it's just not that cool. And just like the collosus, this unit replaced a very cool unit. I would say one thing that's cool is that it can move while burrowed, but in hots it looks like all zerg units can pretty much do that lol. It certainly looks cool though, and the slime trail it leaves is alright. The infestor once had a sick ability called fungal infestation. What happened to that? I don't want SC2 to turn into bw, but seriously, it doesn't take a bw fanboy to realize that some units were replaced by much lamer units. And many of the SC2 units started a really sweet unit ideas but then they got worse and worse over time by nerfing/balancing and now we got this... What's crazy is that despite all that it's still a great game, so if it solved the whole lame units issue, it would be amazing. | ||
HaXXspetten
Sweden15718 Posts
I would also like to see some sort of creative remake for Marauders, as well as something that increases the skill cap for Mutalisk useage. | ||
Confuse
2238 Posts
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Bomsta
United States4 Posts
since it is a similar terran siege tank, but has none of the draw backs of a siege unit.. unlike the siege tank does not deal splash damage and can move but is susceptible to air which balances this out but this would realize some of the faults of the unit and be a start and rarely come into play anyway (a colossus at that height should not be able to fire laser beams in between it's feet in the first place!) most the time these ground units are kept away from colossus, so this would only make more sense and make it more balanced as a siege unit and comparable to the siege tank. | ||
caradoc
Canada3022 Posts
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CcCFlu
Switzerland68 Posts
seriously sentries are a pain in the ass for every zerg player =| | ||
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