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f13 is a pile of boulders..-_-
Why would T have to wall if they are so imba? fool...
What about the easiness for toss/zerg to take expos while terran have an extreme hard time protecting their expansions? This is why it makes TvP balanced, terran have low amounts of expos while protoss always have 1-2 more expansions to make it fair. Sure if you break it down to mineral resources yah vults are cost effective, but terran don't get as much income as toss.
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On October 17 2008 06:01 Djabanete wrote: ...This is a joke, right? Even one of your so-called "solutions" would seriously unbalance the game. This. While I actually kind of agree that T is too cost-effective (translation: I lose badly to terrans), it's obvious to anyone that the proposed 'solutions' would make terrans into the approximate equivalent of a race of Panda-Bear-Guy's, with the occasional Kakaru.
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It's either: 1) A serious argument 2) An argument by someone who got bashed by 18 terrans on USEast 3) A troll
Either way, I went LOL LOLOLOLOLOL LOLOLOOOL
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haha what?? maybe you should start playing some strategy game where every race feels the same. Or better yet start playing chess, but don't whine if you get black and can't make first move :/
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PS: He joined on april 1st 2008, and lives in the USA. He must be a fool.
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Wow, haha, I couldn't even get past vulture without laughing out loud. 125 minerals was it for me!
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On October 17 2008 06:41 arb wrote:LOL +1
im pretty sure this thread is only good for posting random things now...even the hilarity factor of the OP has somewhat died
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Solution: Make Tanks cost 3 Supply
This is something I have been thinking about myself. It would definately balance late game pvt. With this change, a 200/200 terran army would be equivalent to a 200/200 protoss army, instead of way more powerful.
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i wonder if op has played more than 10 games of starcraft
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This must be a joke.
He even has april 1st as his join date.
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your "solutions" are more flawed then the problems you submitted in your post. ill try to explain myself a little for each section. Vulture: 75 Minerals, Comes with 3 useful mines. Very Fast. Mines cost nothing to use, and can even serve as scouting tools. Vulture is very flexible unit, meaning they can be easily microed. They kill probes/drones in 2 shots while Dragoon needs 6 whooping hits to kill an SCV. Very ideal for harassing the mineral line, scouting units, and front line meatshields because they are so cheap.
Solution: The cost of Vulture must be raised to at least 125 minerals. Give just 1 mine per vulture OR put 1 supply cost for each spider mine planted.
+ Show Spoiler +Making spidermines 1 supply would single handidly annihilate the way we play TvP. Spidermines are used to handle many problems that protoss easily throws our way such as reavers, dark templar and every now and then the protoss flank =/ Tank: 150 Minerals 100 Gas 2 Supply, Longest Range, Very High damage and splash damage. Does something sound wrong here? How does something that does 70 damage with huge range only cost 2 supply? This is the reason why many players say 200/200 Terran army will beat a 200/200 Protoss army straight up. Because Tanks cost the same supply as a freaking Vulture or Dragoon. How is that not imbalanced?
Solution: Make Tanks cost 3 Supply + Show Spoiler +hmm im D noob but by the time i get 1 tank protoss already had 2 dragoons at my fucking cliff on python >:|, dammit all. SCV: 50 Minerals, 60 Life. Drones and Probes have 40 life total, but Terran SCV has 60…why? Because Drone and Probes have regenerating life? Yes, that is true, but regeneration takes very long time which makes it useless. Terran might not have that, but they have something better called repair. Its much faster and efficient. So what is the point of making Terran SCV 60 Life? Dragoons already need more than 2 hits to kill an SCV compared to Vulture’s type of damage that allows it to 2 hit probes/drones. Why increase the life of SCV to make it take 6 hits instead of 4 hits for Dragoon to kill it?
Solution: Make Terran SCV 40 Life + Show Spoiler +I think the reason why scv's have more life is because, the scv unit, is supposed to be the builders of the front line. SCVs sit and build, not disappear into a 100+ hp building, or warp and leave to safety. Marine/Medic/Firebat: These units are so cost efficient that Terrans can make a huge group of them in time without an expo. This is the reason why Terran > Zerg in TvZ. If Zerg loses his Lurkerling/ Mutaling army, Zerg is pretty much screwed. Same for Terrans? Nah. By the time they die, another huge group of m&m is already built and ready-to-go. Very cheap cost that almost makes the game unfair. 6 Firebat in early game can make 30 Zerglings take huge casualties…all at the cost of…300 minerals and 150 gas?? But 30 lings cost 750 minerals…
Solution: Marines cost 75 minerals, Medic costs 75 minerals 25 gas, Firebat costs 75 minerals 50 gas. Stim is automatically available without researching. + Show Spoiler +lol giving marines instant stimpack? Thats silly, your just silly ^__^. I think if marines auto had stimpack, every game would probably be a bunker rush of some sort. And also why should marines be 75 mins when 2 zergling for 50 minerals can rape the marine without losing either zergling. Turrets: 20 Damage, Attack Air only, 75 Minerals Very cost efficient, compared to cannons and spore colonies. Spore does 15 damage, and costs 175 minerals (including drone) That’s more than twice the cost of Turret but does less attack damage than it. Yes, spores have more life than turrets but turrets are repairable. Cannon seems like a fair-deal because it costs double of Turrets at the reward of being able to attack ground as well but this is actually a bad thing. When Units from dropships get pounded by cannons, as soon as units start dropping, the cannon starts focusing on attacking the units dropped instead. That means that the dropship is safe and so are the other units in the dropship. Not to mention that turrets shoot faster than cannons as well.
One other thing cheap about turrets is that they can be build anywhere on the map unlike cannons or sunken/spores. Cannons need pylon and colonies need creep. Turrets can serve as anti dropship during large battles, while Protoss cannot do the same (pylon/cannon take too long to build, time-wise and cost-wise)
Solution: Make Turrets cost 100 minerals, make Turrets do 15 damage. + Show Spoiler +Because spore colony's do 15 Normal damage to turrets 20 explosive damage. Turrets just crumble against effective muta micro. It may seem a little imba that a 75 min building can do 20 damage but if you think about it its actually not Many of the units that actually get hit with the full 20 damage have ALOT of life. + Show Spoiler +Goliaths: Oh boy. The most promising ground to air unit has arrived. Initially it does 20 damage but with full upgrades, it can do 32 damage to air units per attack! Furthermore, they have long range, cheap 125 minerals 75 gas, and does decent damage to ground units as well.
Solution: Goliath cost should be turned up to 125 minerals and 125 gas. Raising the price of goliaths would just make them absolute compared to wraiths.
Terran Dropship: Not much problems here, except the fact that they are faster in speed than an unupgraded shuttle. Need to be the same speed as un upgraded Protoss shuttle to make things fair. + Show Spoiler +Ok so there slower then a upgraded shuttle but faster then a un ungraded shuttle.... whats the problem? 
well yup im done @_@. everybodys got there own opinions, to you sc seems a little terran favored but to me sc seems almost as balanced as its gonna get ^^.
lol btw sorry for big & confusing post
PS: wow by the time i wrote this post the thread went from 1 page to 4 TT
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What about balacing TvP on the lower levels? Because we all know it's even worse than the PvT imbalance on the higher levels, right?
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On October 17 2008 06:42 Mastermind wrote:This is something I have been thinking about myself. It would definately balance late game pvt. With this change, a 200/200 terran army would be equivalent to a 200/200 protoss army, instead of way more powerful.
Joke?
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On October 17 2008 06:42 Mastermind wrote:This is something I have been thinking about myself. It would definately balance late game pvt. With this change, a 200/200 terran army would be equivalent to a 200/200 protoss army, instead of way more powerful.
Yes because a late game pvt army is not equivalent to a late game tvp army.
I mean who cares about arbiters and storm? Tanks should still be 3 supply, they have vessles with emp which makes arbiters and templars worthless!
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This has to be incontrol trolling.
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Valhalla18444 Posts
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Probes have a ranged attack and a faster acceleration, making them invincible vs scv's in 1v1 combat. Imba.
Probes can create many buildings with just 1 probe.
Probes have shields that regenerate, making them the most effective early harassing scout.
Probes are imba.
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