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Remove the neural parasite all'infestor? That I would prefer the range 5, rather than all remove the spell. Infested terran cause damage to sc2 (see the nerf eggs), and you want to put them.
Wait, what?
I think infested terrans on infestors is a bad idea because it makes you want to mass up a spellcaster.
I like infested terrans for their versatility. I would prefer them on flying multi-purpose bw-queen like caster, able to harass and support. You can toss eggs not only to get some additional firepower and meat-shields but also you can throw tanks to make tanks splash onto eachother, or you can toss them to block movement of units etc. Of course moving it to flying caster would be good reason to greatly increase its energy cost and lower power of mass casters. Right now zerg have no casters which are not pure support. Queen => 100% defensive support, Infestor => Offensive support (you can weaken your opponent but you wont finish him off without other units), Guardian => Defensive/offensive support. With Vessels/HTs/Ghosts you can use them on their own. 2 Vessels + Irradiate in mineral line, Ghost nuking, HT drops. Even arbiter can do more alone than all zerg casters >.>. I really would love to see Zerg casters line up to look like this: Queen (obviously ground support)/ Flying harasser, semi-support/Ground, slow, fragile, true lategame powerful support caster.
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@Zerg casters
Zerg casters are fine at this point. Only the spells might need to be balanced a bit better. Danko you always argues about racial diversity. Now Zerg casters are the only casters that can NOT kill units via a direct method, which makes them unique. (The only difference being Queens in BW that could kill with spawn Broodlings.) Besides, I do not think Zerg casters need to do that since they have so many other units for harassment and sniping - mutalisks, lurkers, drops, nydus worms, baneling drops, broodlords spawn units upon impact, and all ground units move while burrowed. So I think Z has all the methods for good and versatile harassment/snipe. Also, Infestors with Neural parasite can indeed make units kill other units in a sophisticated way. (If that counts ^^ )
@New Protoss units
I am not adding anyone at this point. But I can share what I have in mind for the Stargate and for a potential new caster, since players ask me .
![[image loading]](http://i.imgur.com/PPbfx.jpg)
I have looked mainly at Void Ray and Scout since they are the most realistic options for the Stargate. The Void ray would need the most rework to be able to function well in the current Starbow context. The Scout however, is not the most amazing or mind blowing unit. But I do think it can play a role in Starbow, mainly due to two things:
- It allows Protoos a strong anti-air snipe unit. The most powerful casters in the game are now flying. Scouts will be able to engage such casters and snipe them much much better than a Void ray or a Corsair can. It will also be needed when dealing with late game flyers like Carriers and BC. Especially Carriers sees a lot of play in PvP and the only counter is mass Stalkers.
- It will interact nicely with Corsairs lift off ability. The Corsairs disables the target, the Scouts deal the DPS.
Right now Corsairs do both things. That causes severe problems. It is easy to lock the opponent. If 6-8 Corsairs moves out at around 8-9 minutes, they can catch both Z and T off guard. If they hover above the factories or the hatchers, it will be very hard for the enemy to get enough anti air units. As soon a 1 is completed, it gets lift offed and destroyed. That works well with Phoenixes in SC2 becuase there are many more units present on the battlefield. Terran often have lots of marines already or can get Thors out that can not be lift offed. Zerg has more production capability and can get out lots of Hydras if he so desire.
So I consider to nerf the dmg Corsairs deal to lifted units. Maybe they can deal 2 dmg per shot instead of 5. They will be able to kill workers and small targets, but not Hydras, tanks, goliaths, queens etc as easily. This will also enable Protoss to go for a nice mixture of Scouts and Corsairs, depending on how P prefers to play. (If Corsairs + Scouts is needed to "lock" the opponent, it requires much more resources from P since Scouts are more expensive and takes longer time to build. Hopefully it will be hard)
Besides all this, a swift unit like the Scout is more fun to control and allows for more micro and hit-and-run attacks, compared to the slow Void ray that deals dmg over time. Unless the Void ray is heavily reworked. But out of the two, the Scout is the better and easier pick, in my opinion.
@The new spellcaster
As I have said already, I would prefer a spellcaster in the robotic facility, to distribute the casters over the Protoss tech tree. Robotic caster = early/mid game caster High Templar = Midgame/lategame caster Arbiter = lategame/super lategame caster
I have created a few potential casters. But I will present the one that I think is most interesting. Unfortunatly I have no model for it so I can not show a picture TT
It would be a flying unit. Reason: + Show Spoiler +I want to add a unit that minimizes the need for a deathball. By flying it will be able to roam the map more freely and not tied to be protected by ground units, just as Dark Archons or the Nullifer would need to be. It will be able to get into better positions. If it flies it also interacts nicely with Z and T units. Infestors want to catch them with Neural parasite and Scourge them, T want to lockdown or get Vikings that chases them away. In PvP maybe Stargate units will see play to counter this unit.
It would be built from the robotics facility and probably require robotics support bay. (Depends on balance) Its cost should be somewhere between a high templar and a arbiter. Not too cheap and not too expensive.
The starting spell would be AoE-Feedback. (It drains all energy from one unit and deals that amount of dmg to the caster and all nearby units.)
Reason: + Show Spoiler +I like spells that forces seperation of units. Moving everything tightly clumped up is not always the most optimal formation. AoE-Feedback would turn every enemy spell caster into a potential bomb, so the enemy better think twice when they move their army over the battlefield.
It would allow P for some nice "Ha! I catched your Vessel hovering above the tanks!" and similar situations. Besides, P currently has no good way to deal with enemy spellcasters.
The second spell would be Void Shell, but in a reworked form. (Comeback time!) (It would make a few number of ground units recieve a buff that makes them not auto-attacked for a short amount of time. (10-12 seconds) They must be target fired and if they are dealt dmg, the buff is removed. If needed for balance, Void Shell will also slow movement speed for the units by maybe 25%.)
Reasons:+ Show Spoiler + The spell has mainly two dimensions, especially if its on a flying caster - it can be used to save units in combat and it can be used to assault the enemy. (I think there are lots of micro situations this spell can be useful in also) There is a high amount of counter play involved in the spell. IF the opponent is quick and reacts, the effect of Void Shell can be disabled. (Just in the same way as the opponent can move out of Nerve Jammer or Dark Swarm to minimize its effects)
Since it only affects ground units and lasts a short time now, I think the two major earlier flaws are overcomed. In the past, it could be used on Arbiters/Warp Prism and fly into the base DESPITE how many turrets/spine crawlers the enemy had invested in. It also lasted for like 40-60 seconds which made the Void Shelled units able to defeat an entire army before the effect vanished.
The spell would be unique for Protoss since it gives protection to their units. No other spell does that. In terms of gameplay, I think it can have good effects on the game. It allows a small group of units to inflict damage to a superior enemy army, which allows the underdog to claw back into the game. It is a way to close the gap between Protoss units and the enemy, which forces tanks, spider mines and lurkers to be more spread out. It will likely see most play in PvT. That matchup often consists of 30-60 minute games, with Arbiter + Stasis as the best way to break siege contains. Now P gets another method to fight vs Terran contains. Of course all of this comes down to balance. The spell shall not mean an auto-win vs Terran or vs anything. If it lasts short enough, it just saves the units from a couple of tank shots and some spider mines. Just as a Nerve Jammer can save some tanks from Zealots or Stalker dmg, if P is not careful.
The third and final spell is a combination between Maelstrom and Vortex. (Inspired by an idea by SmileZerg)
(It creates a small Vortex in an area. Probably half the size of a normal Vortex. Costs ca 125 energy. It lasts maybe 10-12 seconds and sucks in all units except armored and massive units. Maybe there will be a limit to the amount of units sucked in. When there is for example 16 units in it, other units can walk over it. )
Reason: + Show Spoiler +This spell has many dimensions and if its on a flying unit it can be casted in nice areas. This is a new approach to the old Maelstrom spell from BW. What units would it affect?
Vs T - Workers, Marines, Medics, Ghosts, Spider mines, Vultures, Vikings, Dropships. Vs Z - Workers, Zerglings, Hydras, Banelings, Infestors, Mutalisks, Scourges. Vs P - Workers, Zealots, HT, DT, Corsairs, Observers maybe Scouts
This would be a spell that disables many small units, compared to Stasis Field that is good vs strong tagets. It can be used to block ramps or chokes, it can be used on top of your own Stalkers/Archons and suck in enemy Zealots or Zerglings that engages them, it can be used to disable parts of the enemy army. It can be used in combination with Psi Storm. Instead of Reavers+ Corsair + Disruption web from BW we will see Reavers + Corsairs + Robo caster with Vortex ?
In terms of gameplay, this spell can be microed against in an other way, compared to the old Maelstrom. The enemy can split his army or move away from the Vortex. Enemy units can be lured into it. IF there is a limit, the enemy can even send in 16 Zerglings just to fill it so his hydras can walk over it. If P is not careful he can even walk his own Zealots into it.
Just to give an overview how all the Protoss spells would look like: + Show Spoiler + - Nexus... Starts with Chrono boost. Can upgrade Rift which allows 4 units to be teleported to the Nexus.
- Corsair lift off... Disable 1 single non-massive ground unit. Can be attacked by ranged units only.
- HT... Starts with Hallucination from BW. Can upgrade Psi Storm.
- Arbiter... Starts with cloaking field, Mass Recall and Stasis Field. Mass recall teleports up to 12 units. Stasis disables up to 8 units for 45 seconds. They are invulnerable and can not attack or do anything.
- Potential Robo caster - Start with AoE-Feedback. Can upgrade Void Shell and Maelstrom/Vortex. (Name suggestion?)
What would be the role of the new caster?
+ Show Spoiler +High Templar is the slow moving fragile caster that unleases high amounts of damage. It can create Hallucinations for extra meat shields or to lure the opponent. It is mostly kept inside the army for protection, but can be used as a harassment tool with Warp Prism.
The Arbiter serves two purposes: It works well flying over the army to cloak them. But having 2-3 Arbiters clumped up is a waste of cloaking area. It can also move out of the deathball in order to get good recalls of in the enemy base.
Flying robo caster would be more of a snipe unit and combat supporter. It disables enemy casters, can buff Ps units and can manipulate the terrain in a fight via the vortex/maelstrom. It can not harass though. The main reason to fly it out of the deathball would be to Feedback enemy casters OR in a fight move out a bit to find good spot to cast Vortex. Maybe to delay enemy reinforcements or to block ramps etc..
IF this unit shall be more of a pre-combat caster I can add a effect over time to Feedback. It drains 15 energy per second and deals 15 dmg per second. Its not as good to cast it directly in combat. Its better to use it before the combat begins.
Conclusion: This will NOT be added to the game now. This is just me sharing my thoughs so far. Maybe there are huge flaws in this that I have yet not realized. Its just the basic concept of a potential flying robotic spell caster. But it depends if I find a model or not. : /
Edit: I just re-read this. Hope it makes sense. Sorry for horrible grammar. I need to shape up my english
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It will interact nicely with Corsairs lift off ability. The Corsairs disables the target, the Scouts deal the DPS. That is what I want feel
Besides all this, a swift unit like the Scout is more fun to control and allows for more micro and hit-and-run attacks, compared to the slow Void ray that deals dmg over time. On the hots voidray not work that way, the damage does not vary with time and skill allows you to extend temporarily the damage.
Unless the Void ray is heavily reworked. But out of the two, the Scout is the better and easier pick, in my opinion. Scout is interesting
I have never been a fan for the void shell, launches them on the units and to-click or move. And who has not demassificator, must lose? The zerg has the obligation to take every base, 1 spore, 2 spinecravel, 2 lurker and 1 overseer. If it does not this is the base destroyed by a small group of zealot Fortunately that lasts 10-12 seconds
Melstrom/vortex by smilezerg Skill interesting but I did not understand if friendly units are sucked
feedback splash for the new caster is good
@Nullifier The Nullifier was a special caster, which use the full potential would endanger his own life. Not easy to use for beginners, it not is easy to counter by unsuspecting opponents (with tank must aim to Nullifier before they do it to you)
The base of the Nullifier are the special attack and the personal shield. Other skills could be found, had only to think as you did with the caster above. Nullifier unit useless for unsuspecting players. R.I.P.
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Zerg casters are fine at this point. Only the spells might need to be balanced a bit better. Danko you always argues about racial diversity. Now Zerg casters are the only casters that can NOT kill units via a direct method, which makes them unique. (The only difference being Queens in BW that could kill with spawn Broodlings.) Besides, I do not think Zerg casters need to do that since they have so many other units for harassment and sniping - mutalisks, lurkers, drops, nydus worms, baneling drops, broodlords spawn units upon impact, and all ground units move while burrowed. So I think Z has all the methods for good and versatile harassment/snipe. Also, Infestors with Neural parasite can indeed make units kill other units in a sophisticated way. (If that counts ^^ )
If you say so. I just still feel like i have much more options playing that "unfinished" toss than playing that "complete" zerg.
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@Johnny
Maybe can the Void ray be brought back when HoTS is released since they seem to be doing quite a lot to it. At this point I am not convinced that the current Void Ray in HoTS would be better for Starbow than the simple Scout.
Nullifier might not be scrapped for good. The unit I presented above was just a suggestion of a potential flying caster. Since I have no model Im not sure it will make it into the game.
@Danko
What I mean is that Z seems to have many methods to use for great harassment, but some of them are not used often. Maybe because players are not aware of them or because they are too bad. (Like Nydus worm, burrow movement etc)
Exactly what is the problem with the casters? Yes, no one harasses workers/enemy base. Neither did in BW. Now of course everything must not be as in BW. If things can be improved, then it should be improved. But reworking the casters completely at this point feels very overkill. I know you have your own ideas how the Zerg casters should be, but I just do not agree with the suggestions you have presented for me earlier.
If players feel that Z lacks options and is not fun to play, then I will of course listen and something must be done. But I rather try to adjust the current spells than rework it all. Honestly, this can´t go on forever...
Ps. And if Z need more options there are currently two "emtpy" Zerg units in the game: Overseer and Coruptor.
Examples of how Z can get more harassment potential in their casters without a large remake:
- Fungal currently lasts 14 seconds and slow movement and attack with 50%. Make it deal 1 dmg per second so it can kill stuff together with Plague... Or if the Fungals stack, 3 can be casted on enemy workers to kill em... - Upgrade for Plague so it can kill Light units... - If a unit that has 1 HP left gets hit by another Plague, it dies... - Some form of Infested Terran added to Corruptor.. Corruptor moved to Lair tech... - Plague can be casted while burrowed - neural parasite not channeled. Cast it and run away.. - Overseers can detonate and releases Infested Terrans from its belly.. piñata for da children!!11!1
Now this was just right out of the hat and not brilliant by any means. The point is that things can be done with the material in the game without complete remakes. (Yes, I call it a complete remake to give Z a lair tech flying caster that can support and harass and a slow moving powerful ground Hive caster.)
Although I like that casters can´t kill. It creates more interesting combinations with units. Drop 2 Infestors and 4 Zerglings.. Plague the worker line and let the lings have a feast.. Z even has the new Infested Creep upg that increased dmg on Overlord creep by 20%.. use it over the enemy worker line and drop banelings or whatever etc.. now its not only about harassing workers and base but yeah..
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Maybe can the Void ray be brought back when HoTS is released since they seem to be doing quite a lot to it. At this point I am not convinced that the current Void Ray in HoTS would be better for Starbow than the simple Scout. Yeah, scout is the best choice for starbow.
Nullifier might not be scrapped for good. The unit I presented above was just a suggestion of a potential flying caster. Since I have no model Im not sure it will make it into the game. These words fill me with joy and happiness. thanks
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I say bring back the scout (for a reasonable price), but make sure zerg as the tools needed to deal with toss air at the same time, maybe the corrupter needs some rework in numbers (yes, I've said this before....)
I like the new caster. Can't say I find any faults at a glance. Good luck finding a model.
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The model looks promising Thanks!
Is it just me or is B.net weird now? I can´t join any chat channels and not the Starbow channel on EU
If anyone wanna join us tonight, join channel Heart of the Starbow instead.
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On December 17 2012 03:24 Kabel wrote:The model looks promising  Thanks!
Yeah that is cool huh Nice one
@scout idea
As an interested observer, I'm a little confused right now.
If you are looking to bring back and AtA unit for Toss - then why have you abandoned the Phoenix? Regardless ' of abilities, the Phoenix is a great looking model.
What it looks like to new players: you dumped the Phoenix, put Graviton Beam on another old BW unit, now you are reintroducing the air on another old BW unit.
This is just confusing at this point. Why not put the Phoenix back in the game as it is in WoL then?
Then put the new flying caster on the unit you are using for the Graviton Beam now... Corsair is it?
Sorry if I missed something here - I'm not up on all the details of every change, they're not all listed on the front page and I'm a spectator, not a player 
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New idea for Zerg
By bw to sc2, lair and hive does not have difference with hatchery, only to be able to develop new research and increase hp. What I'm proposing is to give some good reasons to create more of a lair / hive, and build it in an expansion.
Lair accelerates the larvae rate from 20 to 18. With spawn larva from 12 to 10 Maximum accumulative larvae increased from 3 to 4 Lair armor increased from 1 to 2
Hive accelerates the larvae rate from 20 to 16. With spawn larva from 12 to 8 Maximum accumulative larvae increased from 3 to 5 Hive armor increased from 1 to 3.
I would like to see more lair/hive in a game. Serves in particular to foster a growing, making them less vulnerable to zea, marines drops and zerglings runby. Remember that a hive coast so many minerals and gas. These changes may justify their cost.
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@johnnyzerg
i think that is a good idea for the reasons you posted
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On December 17 2012 05:37 Von wrote:Yeah that is cool huh  Nice one @scout idea As an interested observer, I'm a little confused right now. If you are looking to bring back and AtA unit for Toss - then why have you abandoned the Phoenix? Regardless ' of abilities, the Phoenix is a great looking model. What it looks like to new players: you dumped the Phoenix, put Graviton Beam on another old BW unit, now you are reintroducing the air on another old BW unit. This is just confusing at this point. Why not put the Phoenix back in the game as it is in WoL then? Then put the new flying caster on the unit you are using for the Graviton Beam now... Corsair is it? Sorry if I missed something here - I'm not up on all the details of every change, they're not all listed on the front page and I'm a spectator, not a player 
I guess the only difference is that the scout can shoot ground. But exept from that, you do have a point...
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@Scouts/Corsair/Phoenix
One fundamental factor that makes air combat interesting is splash damage. That forces seperation and other formations of air units besides moving it all in a clump. A fight between Corsairs and Mutalisks is nice since there are many interactions in that fight for both players: Corsairs wanna target the biggest clump of mutas, the mutas want to seperate but not too far so they dont shoot at all. It is a scenario that truly channels the player vs player aspect into the game - Act and react to what the enemy does. So thats my main reason for bringing the Corsair into the game.
Generally I want units to have a broader form of usage in Starbow. That is actually one of the good things with SC2 - all flying anti air units can interact with something else in the game besides air units. Every unit must not be broad. Some can be narrow. But I think it would strengthen the use of Corsair in all match ups with Anti Gravity. So far it seems to be the case. Corsairs plays a role in PvP, PvT and mainly in PvZ.
Another interesting air unit is the Scourge. Some hate it. I love it because it creates huge excitement in a simple way. Will it catch the enemy Vessels, Corsairs, Warp Prism, Mutas etc? It had some nice relationships with other air units in BW. I have tried to capture and convert that into the Starbow context.
Here comes the trick with the Phoenix. It is a cool and good looking unit. But the way it works screws up the dynamic between units in Starbow. It can move and shoot - it is indeed one of its characteristic traits. That will not work with Scourges. Nor does it create as interesting air combats as Corsairs do. (I had Phoenix in the game a looong time ago) Furthermore, Phoenixes are not dedicated at dealing with high armor targets, like the Void Ray or Scout are. So the Corsair and Phoenix would overlap.
Of course I could add the Phoenix into the game and just remake it so it is an anti-armored air unit. Like the Scout. But it would force a collision between what people expect from a unit and what the unit actually does. I try to avoid that. If players are used to units working in a certain way in SC2 and BW, its very hard to adapt IF the unit all of a sudden is completely different in Starbow! I want players to feel familiar with Starbow when they try it. Units they recognize do what they are suppose to do. (If possible they shall even do something more)
The core concept of Protoss basic air units in both BW and SC2: One air unit can deal with light air units. One air unit can deal with heavy armored air units.
From the four realistic options available - Corsairs, Phoenix, Scout and Void ray, I do think that Corsairs with Anti Gravity and Scout is the way to go and would fit the best into the game at this point. I migh be wrong. I have been wrong before. But I do think that those two units are simple and even more dynamic now, compared to BW. Phoenix and Void ray have potential. But even Blizzard is reworking the Void Ray as we speak. I do not have time to dig into that unit and make something useful come out of it.
I am aware that the Scout is yet another BW unit. But I do not think that is necessarily bad, as long as old BW units becomes even more useful and fun in Starbow. The Scout will probably be useful in conjunction with Corsairs Anti gravity. Besides, there are more important air units for the Scout to fight vs now, compared to BW. Maybe will the old joke unit now become a true hero of the skies ^^
I hope this explanation satisfies you 
@Johnny
It is an interesting idea and it has been presented to me before. The two reasons why I will probably not change it:
- Its a fundamental thing in both SC2 and BW that Lair and Hive equals tech. Thats their primary function. The HP increase is a slight benefit that adds a local effect to the decision on where to morph it. But that is not of much significance.
- The simplicity of all hatcheries/lair/hive spawn larvas at the same rate. Inject is the only way to manipulate that value. There is a simple calculation that needs to be done - more hatches and more Queens equals more larva. By giving an extra spawn effect to Lair and Hive that equation becomes harder. There are suddenly four ways to get more larvas. Which one is the most cost efficent? When is one to prefer over the other?
Again, this must not be a bad thing, depending on what type of game one desires to create. But I don´t think the gameplay would be so much better if extra larvas are spawned from Lair and Hive at this point.
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@kabel + Show Spoiler +On December 17 2012 05:44 JohnnyZerg wrote: New idea for Zerg
By bw to sc2, lair and hive does not have difference with hatchery, only to be able to develop new research and increase hp. What I'm proposing is to give some good reasons to create more of a lair / hive, and build it in an expansion.
Lair accelerates the larvae rate from 20 to 18. With spawn larva from 12 to 10 Maximum accumulative larvae increased from 3 to 4 Lair armor increased from 1 to 2
Hive accelerates the larvae rate from 20 to 16. With spawn larva from 12 to 8 Maximum accumulative larvae increased from 3 to 5 Hive armor increased from 1 to 3.
I would like to see more lair/hive in a game. Serves in particular to foster a growing, making them less vulnerable to zea, marines drops and zerglings runby. Remember that a hive coast so many minerals and gas. These changes may justify their cost. This does not serve primarily to increase the rate of larvae, but serves to make it less vulnerable an expansion. I often see that 4 zea, drop marines, and zerglings, sniping a nursery in no time (10-15sec), and for zerg, the loss of an expansion means certain defeat. These armor bonus (and hp) can really make a difference. But this is not enough to justify their cost, and an increase in rate of larvae can justify the price.
Ps: if this is still little, you can add a light healing (passive ability) to lair/hive
Lair: health regeneration rate increased from 0.2734/sec to 2/sec Hive: health regeneration rate increased from 0.2734/sec to 4/sec
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On December 17 2012 07:00 Kabel wrote:@Scouts/Corsair/PhoenixI hope this explanation satisfies you 
Yes, absolutely. imo You - and some of the other regulars on this thread - have a high level understanding of the game and generally good judgement about what will work best.
Its one of the reasons I kept up with this mod and followed it after I stumbled on it somehow in another thread.
I suppose the only issue I have with the Scout after that explanation, is that (imo) - it's kind of an oldschool dooky looking little unit honestly. Another model - one as cool as the one someone found up above in the thread - would be awesome.
But that's more of a superficial thing, in the end it doesn't matter as much as the core of the design and functionality.
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If you're going to re-add the Void Shell spell, make it so units affected by it don't auto-attack. if they are given an attack command, the buff is removed. This will have the same exact effect, but make more sense from a viewer stand point. The unit whose AI changes should be the unit who was hit by the spell. Say you wanted to run Dragoons up to a line of tanks. With the old void shell, you just put the spell on your own dragoons, then A-move, and for some reason the tanks don't attack you. Doesn't make much sense. With the new version, you have to get your spellcaster close to the enemy (allowing them to counter it by placing anti-air near their tanks, etc), shut down their ability to auto-attack, and then move in with Dragoons.
Another idea is to make the spell do both things (not auto-attacked, and doesn't auto-attack unless they attack something). Which allows the spell to be used like before, but avoids the confusing "why aren't my units attacking back?" scenario, and makes the spell extremely versatile (and gives reasons to use on both your own units, and your opponents units)
For the Scout: maybe give it +dmg to psionic units? So it's good against high armor fliers, but especially good vs flying casters (and lifted queens, oh god. bisu build 2.0)
I don't like infested terrans. I like infested command centers, though.
for Hatchery/Lair/Hive Larva: I like the extra armor, and having a greater max larva, but not increased production. Increasing larva production should be the Queen's job, imo.
For the void ray, http://www.teamliquid.net/forum/viewmessage.php?topic_id=388155 has a great, unique void ray change: it basically becomes an Air-to-Ground area denial unit, something we don't really have in starbow.
something older, but I don't like the new Overlord goop upgrade. i'd like to see it changed into a +/- armor for friend/foe. Or %hp regen/degen (allowing overlord goop to destroy buildings, given enough time)
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