[A] Starbow - Page 161
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Danko__
Poland429 Posts
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decemberscalm
United States1353 Posts
On November 19 2012 18:10 Danko__ wrote: Lol. New AA unit for zerg :d Clearly it is the answer for ZvZ muta matches! | ||
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Danko__
Poland429 Posts
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Doominator10
United States515 Posts
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decemberscalm
United States1353 Posts
EU stream | ||
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Canhanrah
35 Posts
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JohnnyZerg
Italy378 Posts
On November 20 2012 09:15 Canhanrah wrote: Kabel needs to rework everything again... 50 hp lings too good in 6 pool esq attacks. Spawning pool build time is 75 sec. @kabel proposals of balance vulture damage change in 20 vs light 15 vs all 10 vs armored hydralisk damage maybe 6 vs light 8 vs all 10 vs armored goliath change attributes from armored to light banshee change attributes from light to armored viking add 2 armor as bw valkyrie marine combat shield give +1 armor instead of 15 hp (optional, damage greater than 11 are reduced by 2) | ||
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Traceback
United States469 Posts
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therockmanxx
Peru1174 Posts
Remember that sometimes the game doesnt need a balance just a way to figure it out how to deal against something with creativity xD | ||
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Danko__
Poland429 Posts
vulture damage change in 20 vs light 15 vs all 10 vs armored Nah. They are strong enough. goliath change attributes from armored to light Nah. They need to be like this. They have to be raped by hydras, tanks and immortals. They should get back they bonus vs armored air and better atack speed vs ground so they can kill units like zergling bit better (something like: 12dmg/1.5cd and 8+6vs armored vs air). viking add 2 armor as bw valkyrie Yes. I agree. Im not sure how much hps do they have but 2 armor is great vs corsair/muta. But they should be armored. marine combat shield give +1 armor instead of 15 hp (optional, damage greater than 11 are reduced by 2) Imho, something more like: 25% reduction vs AoE or something, so they are able to barelly survive 50% aoe of upgraded reaver etc. Thats what i think. Also toss need better unit vs carrier and bc. Stalkers are too bad vs them right now. | ||
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asphyxia88
94 Posts
Imho, something more like: 25% reduction vs AoE or something, so they are able to barelly survive 50% aoe of upgraded reaver etc. I had the exact same idea (25% also) for the Combat Shield upgrade, so, I agree with this. Also toss need better unit vs carrier and bc. Stalkers are too bad vs them right now. Imo the Void Ray should serve that purpose, I'd like to see how the Void Ray would function as a rather fragile medium/long range siege ship designed to take out Capital ships, Structures and disrupt Siege Tank / Lurker lines. (with "medium/long range" I mean something like 8-9, which is around the range of an upgraded Goliath) | ||
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Danko__
Poland429 Posts
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asphyxia88
94 Posts
Void ray is too early tech unit to be antisiege unit. That's why I said it should be a anti-Capital ship. If it's too early tech unit you solve it easily by adding an upgrade to the Fleet Beacon which increases its range, there is a solution for everything. I'm just throwing out ideas, but sometimes I wish I didn't. | ||
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Danko__
Poland429 Posts
I'm just throwing out ideas, but sometimes I wish I didn't. What? Just complete your idea first. That's why I said it should be a anti-Capital ship. If it's too early tech unit you solve it easily by adding an upgrade to the Fleet Beacon which increases its range, there is a solution for everything. Right now void ray is not used at all. BCs can just use yamato vs them or probably just kill them in direct combat. Also, carriers dps is way too big. They could use some love. | ||
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decemberscalm
United States1353 Posts
Pretty much in exact agreement with Danko. What would be the reasoning for the hydralisk change? Stalkers already have trouble vs banshee just from the small pool of 1-1-1's we've seen. Stalkers do bonus vs armored right? | ||
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JohnnyZerg
Italy378 Posts
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SolidSMD
Belgium408 Posts
banshee with only 5 range makes it already easier to contain the econdamage and good blinkcontrol should be able to deal with marine/tank (in theory, like blinking a stalker into the marines for splashdmg, slowing down the push by roaming on map with blinkstalkers, forcing siege-ups). Give it time. | ||
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lodi
Canada30 Posts
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purakushi
United States3301 Posts
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Kabel
Sweden1746 Posts
All basic ranged units have -1 range. Marines range 4, stalkers range 4, hydras range 4 etc. Although each one has a range upgrade. The purpose of this is to make ranged units less effective in balls.. Flanking and getting a good concave is more importantn than attacking when army is in a deathball. Thats why I nerfed Banshee range to compensate for this. The same relative range different is the same between marines and banshees. @Balance As usual I take notes in my notebook. I write down bugs, design flaws, weird stuff and balance issues. I will maybe get a new patch up in the weeked. But I will be careful with it and it will only contain minor adjustments. | ||
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