Underused upgrades suggestion - Page 3
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Fig
United States1324 Posts
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Whitewing
United States7483 Posts
Terran doesn't need better drops. Hi-Sec auto tracking is actually a great upgrade, it's underused because it's not needed unless the game goes long and the late game mass harass kicks in, but it's very strong, no reason to buff it. Terrans don't get it early on because any upgrades to static defense is less aggression, and protoss is generally the defender in the matchup. Once that aggression is forced to peter out, hi-sec auto tracking is actually a good upgrade. In TvZ it doesn't have much purpose that's true, nor does it in TvT. Buffing the widow-mines with it is pretty outrageous though, their range is quite deliberate to allow units to actually outrange it. Protoss shield upgrade doesn't need a buff. PvZ it's a great upgrade that's overlooked because it's slightly more expensive than armor, but it's highly undervalued. In PvT there's an issue of EMP just making shields obsolete, but it's almost always researched if the game goes that long. In PvP it is researched if players actually reach 3/3. Grooved spines doesn't need a buff either. Caduceous reactor is just a bad idea in the first place, medivacs don't need an upgrade of any kind to be great. | ||
LazyFailKid
Canada750 Posts
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Rhaven
Canada2 Posts
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Alakaslam
United States17324 Posts
Nice thread, interested in people's take. | ||
MoonCricket
222 Posts
On October 27 2012 14:59 Demurity wrote: But this makes no sense in terms of giving it to the medivac... It's a healing unit for bio, why give it DM for mech -.-t. Besides, it would take away from the supply of a solid mech mass because the medivacs would not deal damage in battle. Because it's not just a healing unit for Bio, that would be a Medic, it's also a drop ship for Mech. If the drop ship gained an additional role for Mech, i.e. Defense Matrix, then perhaps Hellion drops or Thor drops would be viable. The fact that the unit doesn't have a supporting role in a mech army, beyond that of a drop ship, is exactly why you need to give it one in order to encourage mech players to experiment with it as part of their general composition. | ||
ArcticRaven
France1406 Posts
On October 29 2012 15:06 Rhaven wrote: This isn't an actual upgrade just something I was thinking of the other day, but with Hellions/Hellbats being pushed as part of pure mech play, maybe there could be some kind of alternative upgrade to Infernal Pre-Igniter which swaps their bonus damage vs Light units to a bonus damage vs Mechanical units. They may lose a bit of effectiveness against Zealots and worker harass and such, but slightly more effective against Stalker heavy play or against Tank lines, and shouldnt be relevant/harmful to TvZ at all. Well, one of the counters to mech as zerg is mass roach overrun - and I think that would be hurt pretty badly. Then there wouldn't be any counter to mech. | ||
Ethoex
United States164 Posts
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xsnac
Barbados1365 Posts
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Henk
Netherlands578 Posts
On October 31 2012 23:00 ArcticRaven wrote: Well, one of the counters to mech as zerg is mass roach overrun - and I think that would be hurt pretty badly. Then there wouldn't be any counter to mech. He said mechanical units; roaches aren't mechanical units. However, removing the hellion bonus damage vs lings would be a bad idea. | ||
HeeroFX
United States2704 Posts
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Noocta
France12578 Posts
Been saying it should be for like 6 month ![]() | ||
theniceninja
United States30 Posts
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BadgerBadger8264
Netherlands409 Posts
On October 31 2012 23:55 theniceninja wrote: How about adding another underused upgrade? Protoss building plating. No matter what I upgrade all game long, my Protoss structures all stay at 0 armor. It could be something at the Robo Bay or the Forge. It would just be something for the late game. Seems reasonable since Protoss have the most expensive expansions that can't lift up or fight back. I wonder if it was ever in the game at some point, cause why would they even put the 0 next to the graphic if not? The upgrade level always displays on upgrades no matter if there's actually an upgrade available there, you can't upgrade zerg building armor or any worker attack damage yet there's an upgrade counter there as well. | ||
blackbrrd
Norway477 Posts
On October 31 2012 23:55 theniceninja wrote: How about adding another underused upgrade? Protoss building plating. No matter what I upgrade all game long, my Protoss structures all stay at 0 armor. It could be something at the Robo Bay or the Forge. It would just be something for the late game. Seems reasonable since Protoss have the most expensive expansions that can't lift up or fight back. I wonder if it was ever in the game at some point, cause why would they even put the 0 next to the graphic if not? You can upgrade Protoss Shields, which works for all Protoss units and buildings. http://wiki.teamliquid.net/starcraft2/Shields | ||
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nimdil
Poland3747 Posts
On October 27 2012 13:24 EienShinwa wrote: Remove that ability and give the thor a researchable ability of being able to make a mini blast cannon against a unit like the battlecruiser, so that it becomes like a grounded battlecruiser. That, or give it a cooldown ability that temporarily boosts its speed so it can keep up with the army.. Maybe we should stick with transformers mood and make Thor transform into infantry carraige vehicle - mobiel bunker of sorts ![]() | ||
Rhaven
Canada2 Posts
On October 31 2012 23:35 Henk wrote: He said mechanical units; roaches aren't mechanical units. However, removing the hellion bonus damage vs lings would be a bad idea. I meant this as an alternative, you could either go Infernal Pre-Igniter, or a more Mech damaging upgrade, but after more thought, having two upgrades (even if you can only use one in each game) might make Hellions a little too flexible and do more harm than good. And I had completely forgot more mass ling approach as I was more thinking on PvT matches, was a quick thought, but glad people are able to help figure out why could be good/bad when I forget something. | ||
Piousflea
United States259 Posts
IMO they should change the strike cannons back to their original design of a siege-range AoE attack (No stun), and get rid of the energy cost (change it back to a CD). This would give Thors the ability to threaten mineral lines from afar, or add their firepower to a tank vs tank duel, or even poke at deathballs from a safe distance. However, it would be much less damaging than A-Move in a close range fight, require the thor to stand still, and would not beat Immortals in a straight fight. | ||
avilo
United States4100 Posts
On October 27 2012 09:55 s3rp wrote: How about ![]() Most useless ability ingame ... only exists so Thors have energy and become useless in TvP. It does less damage than a Thor with i think +2 ( maybe even already +1 ) would do with autoattack in the same time. Not to mention the Thor cannot move while using strike cannon and can still be fedbacked while setting up . Suggestion IF they want to keep this ability . Lower cost to 100 (its 150 now ROFL ) lower the duration from 10 to 5 seconds and remove the setup time of 2 seconds. . At the rate blizzard is going with current changes... ![]() Thor now has the ability to transform into optimus prime. | ||
avilo
United States4100 Posts
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