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A Treatise on the Economy of SCII - Page 39

Forum Index > Legacy of the Void
761 CommentsPost a Reply
Prev 1 37 38 39 All
I have received requests on how to try the model out: Search "Double Harvesting (TeamLiquid)" by ZeromuS as an Extension Mod in HotS Custom Games to try it out.

Email your replays of your games on DH to: LegacyEconomyTest@gmail.com might have partnership with a replay website soon as well

In Game Group: Double Harvest
BlackLilium
Profile Joined April 2011
Poland426 Posts
August 25 2015 08:56 GMT
#761
On August 25 2015 17:03 phantomfive wrote:
I suggest instead of abduct (which looks weird because it violates physics or something), neural parasite should be buffed until it is usable.

That's in the plans in my mod. But only after grand-scale changes and balancing is complete.
[MOD]Economy - Hot Mineral Harvesting
AoiMizune
Profile Joined February 2016
1 Post
February 08 2016 12:02 GMT
#762
This probably means workers need to have double build time, mineral cost, supply cost and health buff considering how painful it would be to lose even a single worker... Even worker damage might be needed to keep up with rushes... and SCV repair strength... also...

Without the buffs and nerfs above, Worker Harrass would be so much stronger even in the early game as losing 1 means losing 2. If the build time is left unchanged, worker harrass would be too weak because workers are replaced much faster. Supply cost increase may be not necessary though but it is something that needs to be put in consideration. Doubling the health of workers mean they have double the health of Zerglings making Zergling run by a lot weaker as workers can now actually hold themselves against zerglings. Even marines would have a harder time killing them while also freeing up more surround space for more workers to attack a single unit for double the damage. Though their damage can be nerfed with balance, but it would be a big nerf against cannon rushes if the workers can no longer shut down a building pylon with 4 Hots Workers [2 workers in the new change]. workers generally gets so much stronger offensively but weaker defensively against some harassment units while stronger against others. This makes harassing harder as workers taking longer to kill, gives the defending player more time to reinforce while the workers are also powerful enough to hold off basic harrassments. This quality alone makes Reapers so much weaker as a harrassment unit and would ultimately fall to a just for scouting unit. Adepts would still work but their harrassing strength once again would fall off heavily. Almost all early game harrassing units gets so much weaker that the thing they would be best at would be disrupting mining for a short time unless the defending player is not paying attention and lose 2 HOTS workers.

The Zerg would now lost 2 HOTS drones for every building and Terran now stops 2 HOTS SCVs to build a single building while Protoss suffers none of those while at the same time, they have Chronoboost to speed up worker production. Early Game Economy Favors Protoss so much while late game Favors Zerg. Terran Mules will turn into a band-aid that needs to be stronger for terran to keep up... Terran might even need to spawn with Orbital command with this change...

There are several problems to this suggestion and I hope to know your thoughts~

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