Archon Suggestion: Make them Massive - Page 3
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Dr.Frost
United States389 Posts
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CharlieMurphy
United States22895 Posts
On March 13 2010 03:57 Dr.Frost wrote: Its hilarious that people think that archons don't have splash. Lol. They do very much have splash damage. As a Zerg player I deal with it all the time. Their splash melts 3-4 lings in one hit. Especially once upgraded. Well, for starters the attack animation looks fucking retarded and you can't even tell it's splashing. Secondly, collosus destroy lines of lings so archon is still worse. Thirdly, the problem with the archon is that it does not hard counter muta anymore. Fuck it doesn't even soft counter them, because muta don't stack close together it hits maybe 1 or 2 mutas. Since lings are very close and small units (like 3 of them are the size of 1 muta) it's obvious that the splash radius needs to be increased or something needs to be changed. but anyways, BoT. So archons are psyonic bio units or what? And I'm pretty fucking sure I've had my ultras slowed by marauders, so I think you might be wrong. I don't see a problem with them being changed to massive, and I'm all for increasing their splash radius to even the size of a storm because the way units unstack automatically in this game is almost as abusive as how you could stack them in scbw. AND PLEASE BLIZZARD, GIVE THEM BACK THE BALL AT THE END OF LIGHTNING ANIMATION >.< ![]() Another option though, would be to give the phoenix back some kind of overdrive ability as an upgrade perhaps. But I can see why it was removed, if you just have 2-3 pheonix and attack with ur army plus collosus it's pretty unstoppable. So maybe make the ability only hit vs light air units? So things like corruptors/vikings can still counter collosus. | ||
GhostFall
United States830 Posts
Like if they gave him a ground based version of overload. Or maelstrom. They could probably put those abilities as upgrades at the dark tribunal, since that building serves no purpose other than dark templar. | ||
Rucky
United States717 Posts
maybe 2 infestors after using fungal growth a bunch of times could be merged together to make a unit with 400 health and 20 attack to single unit (= sc1 ultralisk) within a span short enough so that it can contribute to that very same battle. thoughts? | ||
CowGoMoo
United States428 Posts
On March 13 2010 03:37 Chill wrote: I don't get that position. It's saying two things to me: 1. Let's take a choice out of the game; 2. Templar aren't good enough alone so they need some followup. They should fix both units so these issues go away! That's just my guess. Also could have been nerfed for balance reasons/encourage players to use the other tech routes. | ||
Ryuu314
United States12679 Posts
I dont' see the point of making the massive other than so that they can't be lifted. I'm pretty damn sure Maruader slow works on all units...even massive. | ||
Sere
158 Posts
On March 12 2010 23:56 pheer wrote: Oh lol even after reading the entire OP, I thought he still meant make them HUGE visually. Give them "buff"! :p I would love to have Archons the size of a Thor. And give them an aura that damages anything near it every second. Also, make them pink. | ||
VTArlock
United States1763 Posts
Yeah, they dont have splash, no they arnt as good... but when your out of energy with 2/4 temps and your 3-4 zeals need some backup against a few muta when your pushing the expo and almost won the game, I dont think you'll be complaining about the high gas cost and bonus damage to bio... | ||
Karas
United States230 Posts
On March 13 2010 01:31 blahman3344 wrote: at this rate, archons in sc2 will become like the scouts of sc1 =( You mean the beta SC1 scouts, which had such a fast attack rate they were one of the strongest units in the game? ![]() | ||
WWJDD
India342 Posts
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rackdude
United States882 Posts
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Retsukage
United States1002 Posts
On March 13 2010 05:46 GhostFall wrote: Back when it was called the Twilight Archon, I thought they were going to give the archon some dark templar abilities on top of being the massive blue ball. Like if they gave him a ground based version of overload. Or maelstrom. They could probably put those abilities as upgrades at the dark tribunal, since that building serves no purpose other than dark templar. I like this idea | ||
VTArlock
United States1763 Posts
On March 13 2010 05:46 GhostFall wrote: Back when it was called the Twilight Archon, I thought they were going to give the archon some dark templar abilities on top of being the massive blue ball. Like if they gave him a ground based version of overload. Or maelstrom. They could probably put those abilities as upgrades at the dark tribunal, since that building serves no purpose other than dark templar. +1 for your idea doesn't it seem retarted that you need to make both the twilight council for just HT and the dark tribunal for just darks? | ||
Icx
Belgium853 Posts
On March 13 2010 08:11 WWJDD wrote: But with the way that units stack much closer than in SC1, won't that make them OP and imbalance the PvZ matchup?? It's actually the other way around. As far as I know, people want the archon closer to it's original form, and thus being mainly a mutalisk counter. In sc1 it had a bigger splash and muta's were basicly right on top of eachother. In sc1 it has a smaller splash and muta's are always spread out. It could help protoss out with the AA, but at the same time, archon splash + colossus may be a bit over the top, so I have mixed feelings about it | ||
iounas
409 Posts
Dark templar is more useful than archon already so it will be used if you cant get your 2 ht to safety to recharge but if that is the case it will die before it morphs.. Its a shame.. I think archon was one of the coolest units.. Q. It was previously mentioned that the balance team feels Archons were underused. Is this still the case? A. The Archon is intended to be a unit you can use when your High Templar run out of energy. It is not meant in StarCraft II to be a core counter to a variety of threats. Currently it is functioning reasonably well in that role but we are always looking for additional data that will prove our assumptions wrong. | ||
uhlyk
Slovakia36 Posts
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LF9
United States537 Posts
On March 13 2010 00:53 Gnaix wrote: actually you can form archons with dts, so they're not as gas intensive as you might think In this case you would have to follow a different tech route. This actually isn't much of a problem, though, because now Templars are just as gimpy as Archons are. It's probably honestly better to go DT and see what you can do, and once mass detection renders them useless, scrap them into Archons for the hell of it, I don't know. Protoss has a lot of issues to work out now that Warp Gates have been sorted and we are seeing people playing core Protoss instead of cheese WG rushes. Archons suck, High Templars don't do as much damage as they should, Phoenixes have trouble countering air, the list goes on. Not to say that Protoss is terribly weak, just that their units need attention and tweaking because right now you would be hard-pressed to name an actual counter to every Z and T unit - Blizzard didn't pay enough attention and forgot to give P counters to a few units on each side and now that Warp Gate rushes aren't unstoppable, we are seeing Protoss fighting on a level playing field and struggling. | ||
obesechicken13
United States10467 Posts
On March 13 2010 08:28 FictionJV wrote: It's actually the other way around. As far as I know, people want the archon closer to it's original form, and thus being mainly a mutalisk counter. In sc1 it had a bigger splash and muta's were basicly right on top of eachother. In sc It could help protoss out with the AA, but at the same time, archon splash + colossus may be a bit over the top, so I have mixed feelings about it edit: fix? | ||
-orb-
United States5770 Posts
On March 13 2010 00:50 Slunk wrote: Splash is pretty useless now, I think. Even in BW the splash only really worked against mutalisks. Without muta stack it seems much less significant to have splash. So in this regard, archons still are good as damage dealers against zerglings and zealots. The problem is, the archon's tasks are not a threat anymore -- zerglings are rarely used because they suck and PvP does not go this far. You obviously cannot give them enough splash to rape spread out mutalisks. Have you not played PvZ at all? Zerglings are used all the time. Speedlings are used heavily in tons of my PvZ matches. In BW archons were a huge part of playing protoss versus a zerg going ultra/ling. I don't see why you think it only works against mutas... archons demolished zerglings. | ||
-orb-
United States5770 Posts
On March 13 2010 05:46 GhostFall wrote: Back when it was called the Twilight Archon, I thought they were going to give the archon some dark templar abilities on top of being the massive blue ball. Like if they gave him a ground based version of overload. Or maelstrom. They could probably put those abilities as upgrades at the dark tribunal, since that building serves no purpose other than dark templar. If they left the damage/splash/health/etc where they are and gave archons maelstrom I think I would jizz my pants and play SC2 for like 24 hours straight | ||
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