|
I dont know if any of you remember the old sc1 patches but back in those days the scv's were balanced in a 1v1 fight against a probe or drone.
Nowadays the scv wins against any probe or drone in a 1v1.
The probes and drones have a little little range. But that didnt balance it well since you need a hell of a micro (and possibly lan/hamachi) to use that range in ur favor, while the scv can just attack+click.
Another issue would be that scv's can be killed while building stuff, while probes just build and move, and drones are automatically mutated.
However you lose the drone, you don't get it back. So the only way it can be considered a little balanced is probe vs scv.
Anyways lets remember that protoss needs psi energy around to build, while scv's can just build wherever they want.
I just think scv >> probes and drones. If they just had 40 hp i would be happy.
Of course don't forget that scv's+marines can be very powerful early game, specially vs zerg. And it's not like the zerg has more workers than the terran.
What do you guys think?
|
you lose drones but the cost of most zerg buildings are significantly less because of the fact that you lose drones. edit: and the scvs have more life because A they do not regenerate and B they would die a lot more easily while working on buildings. protoss and zerg do not need so much life because they arent killed in that process (obviously). worker balance so to speak isnt very good because scv always wins worker fights... however, how often are you going to be worker fighting anyway? its not a main part of the game. the workers are balanced as they should be relative to their races imo
|
Cayman Islands24199 Posts
the units' attacking powers are only a factor in some esoteric builds, like scv rush, that are not 'imba' strategies. so this is not a big problem.
the building, affects two things. early game opportunity cost decisions, (worker can't mine while building, worker is lost in case of zerg) which favors protoss, then terran, then zerg, in that sequence, although zerg and terran to a extent are less reliant on buildings. since specific build orders are pretty much balanced given teh current configuration, this part is ok. another thing is, building macro. here we are talking about primarily terran and protoss, toss has some advantage, but again, a trivial one at most levels of gameplay.
the thing about scv being vulnurable is a fair point, but again, not something game breaking or altering. it is just annoying sometimes. chances are, if you lose your scv building that expo cc, you would have lost a drone or your incompleted nexus too.
the most serious effect here is scv's health. since econ harass is a mainstream task, both as something around which certain popular builds are organized, and a tactical manuver employed in flowing, macro games. scvs are more resistant to harass, but then again, terrans have different base defense schemes. the vulture is more of an edge than scv hp in harass war against the protoss, i would think.
anyway, i dont think this is that big of an issue.
|
Russian Federation4235 Posts
Probe > SCV ez.
The only worker imbalance I see is that a probe dies from one tank shot which is somewhat too fast.
|
goon micro the scvs and it wont matter.
|
drones have more range, micro carefully, if your drone is losing health, simply build an extractor, cancel and you have full health drone again. for probes, just need to dance around alot
|
Valhalla18444 Posts
Reminder:
1) This is the StarCraft 2 forum, not the 'bitch about things you think are imbalanced in StarCraft' forum.
2) There are currently no imbalances in StarCraft that warrant a thread.
|
In PvT there are no medics to heal SCV and it doesnt matter because protoss has splash raid units that kill them in 1 hit anyways.
in ZvT however there are no units that kill in 1 hit. and terrans usually have medics to heal their scv up.
I actually think it is very slightly imbalanced because lurkers have to hit 3 or even 4 times (vs armor). 55hp would be best imo.
If you don't finish off the SCV with protoss its ok they wont be healed and they will die easier later.
Vs Zerg though if you don't finish them off (and its usually like less than 5 hp too) they get fully healed.
Steve, They have to rethink everything for SC2 and this is perfectly legit thread imo.
Maybe all zerg needs is an more effective splash ranged/spell unit. Which I really really hope they get something like the bugs in SST that either shoot flames out all over or plasma from their asses.
|
Snet
United States3573 Posts
I think its perfectly balanced as it is. SCV's don't regenerate life or have rechargeable shields, they need a second SCV to spend your resources to repair. That's why they have more life.
|
You are wrong. No patch in SC or BW ever changed the stats of workers. Ever.
As it has been said, this doesn't apply to SC2 at all. We would have to see the rest of the game first before we decide to tweak workers to change a matchup. Workers won't have an identical role in SC2 because every unit is balanced completely anew.
|
FFS, this is the 2nd stupid thread about the workers recently. They're all unique, fine and balance. You cant say something is imbalance because you're not good enough to play it correctly.
|
Workers not being balanced is a large part of the game, same as how zealts are not balanced against zerglings or marines.
They have different strengths, toss dont need to spend workers building structures so they will always have more overall to use, zerg has both low health workers and a trash build system taking away a ton of workertime but this is balanced vs their very strong earlygame units, terran got the strongest workers and average build system, but their earlygame is the weakest of all wich is why they need the stronger workers or you wouldnt ever even need to consider a terran rush.
|
TBH you probably could change the stats of the workers and as a result have a slightly better game on your hands, and we could argue and test this with SCBW, a finished game, but we can't do anything with it regarding SC2 right now...
|
what the heck are you talking about?? worker Bal?? i can kill a SCV on b.net with lag with a drone or probe any day.. probe and drone both have auto hp regen which scv's dont.. if u lose drone vs. scv or probe vs. scv.. consider your self chobo.
sc2 should stay the same with starting workers.. we know its balenced and it works~
|
Lz it won't necessarily be balanced in SC2. The balance is entirely new and even if they left the workers the same this wouldn't necessarily be ideal, because the damage and armor types are all new to these SC units and their stats will have to change as a result. Not to mention new units, new strategies, the new matchups may change how easy or hard or important it is to kill workers. Not to mention the maps. In short, we cannot assume workers must be the same in SC2 due to how they fit into SCBW.
|
In sc2, for ZvZ, drones should be able to kill zerglings easier, might make it a better matchup.
|
On October 01 2007 03:03 IaniAniaN wrote: In sc2, for ZvZ, drones should be able to kill zerglings easier, might make it a better matchup. Lings is a tricky one, since zerg dont have a good ranged unit vs them and cant block ramps like toss you have no ground counter vs them untill lurkers, but when you have lurks he has mutas wich hard counters both your lings and your lurks. Also you need to make some ground unit able to beat mutas.
To get this effect we could rework the hydra to do concussive like damage instead and add a morph to make it a heavy ranged wich is good vs larger targets and still hit air but is slower, kinda like sc1 goon.
|
On October 01 2007 03:03 IaniAniaN wrote: In sc2, for ZvZ, drones should be able to kill zerglings easier, might make it a better matchup.
Definitely something to think about.
I am still on the side of making SCVs a little easier to kill by the enemy units. 50 HP sounds good to me. And it would seem more reasonable to either be able to heal or repair SCVs, but not both. I just want to see some sort of downside to the SCV, which didn't ever really exist in BW.
|
On the flip side of weakening SCVs:
One thing I may not have posted before very clearly (and perhaps never thought about clearly), is that if the only way Blizzard would lower the SCV HPs is to make marines much more survivable early game... then we'd have a problem. In that case, I'd rather see SCVs and marines stay the same.
Why? B/c of the snowball effect of ranged units. If they survive more easily early, then you get more of those situations early where the melee units can't approach the ranged units without dying. Of course in SC2, dependingon how fast you get zeal and ling speed, maybe this won't be a big issue. But since medics exist, I think it'll still be a very critical part of the balance dynamics of the game.
|
On October 01 2007 05:07 Blacklizard wrote:Show nested quote +On October 01 2007 03:03 IaniAniaN wrote: In sc2, for ZvZ, drones should be able to kill zerglings easier, might make it a better matchup. Definitely something to think about. I am still on the side of making SCVs a little easier to kill by the enemy units. 50 HP sounds good to me. And it would seem more reasonable to either be able to heal or repair SCVs, but not both. I just want to see some sort of downside to the SCV, which didn't ever really exist in BW.
Maybe give drones more hp? since they do lose a fight vs probe and scv, and there tends to be less drones on a typical game in a ratio vs protoss or terran. And especially because when zerg is trying to FE they have to usually pull another worker to help the other one.
|
|
|
|