On May 06 2010 08:46 Random() wrote:
Some of what I'd like to see:
Terran:
- Combat Shields renamed to Advanced Life Support Suits or whatever. All infantry units are now affected, marines get +10 hp, reapers get +15 hp, ghosts/marauders get +25 hp. Base hp of ghost and marauders decreased by 25 to compensate.
- Reapers can use stimpacks OR instead of anti-building grenades they get charges of remotely detonable explosives as additional upgrade (not popping up and running like spider mines, but static and manually detonable like banelings, also not as powerful). They don't last forever but expire in 2-3 minutes.
- Turret-turning animation on tanks and hellions changed to be 2x faster.
Reasoning:
1) Marauders are just a bit too strong in the early game (particularly in 2v2s combined with zealots or roaches).
2) Reaper is a cool unit, but has little use mid-late game because it is very easily countered by minimal in-base defence, which prevents possible harass, and is absolutely inefficient in direct combat. I'd like some upgrade to give them some utility mid-late game.
3) Excessively long turret animation makes for annoying situations when hellions and tanks will just take too long to fire.
Protoss:
- Forcefields energy requirement is unchanged, but forcefields are now destructible with 100-200 hp.
- Void ray damage to non-armored units decreased slightly.
- Phoenix slowdown when attacking decreased slightly.
Reasoning:
1) Forcefield spam makes for boring and luck-based games more often than not. Just one forcefield on ramp blocking units from coming out is too abusive.
2) All tosses do the void ray build now. It's easy to do, it's insta-win if the terran is not adequately prepared, but it's not insta-lose if the terran is prepared.
3) Just to make phoenix feel more responsive.
Zerg:
- Agreed with others on changes to ultralisks.
- Infestor neural parasite range decreased back to 6.
- Infestor can cast spells while burrowed (Why was this removed? Was such a unique trait for the unit).
Some of what I'd like to see:
Terran:
- Combat Shields renamed to Advanced Life Support Suits or whatever. All infantry units are now affected, marines get +10 hp, reapers get +15 hp, ghosts/marauders get +25 hp. Base hp of ghost and marauders decreased by 25 to compensate.
- Reapers can use stimpacks OR instead of anti-building grenades they get charges of remotely detonable explosives as additional upgrade (not popping up and running like spider mines, but static and manually detonable like banelings, also not as powerful). They don't last forever but expire in 2-3 minutes.
- Turret-turning animation on tanks and hellions changed to be 2x faster.
Reasoning:
1) Marauders are just a bit too strong in the early game (particularly in 2v2s combined with zealots or roaches).
2) Reaper is a cool unit, but has little use mid-late game because it is very easily countered by minimal in-base defence, which prevents possible harass, and is absolutely inefficient in direct combat. I'd like some upgrade to give them some utility mid-late game.
3) Excessively long turret animation makes for annoying situations when hellions and tanks will just take too long to fire.
Protoss:
- Forcefields energy requirement is unchanged, but forcefields are now destructible with 100-200 hp.
- Void ray damage to non-armored units decreased slightly.
- Phoenix slowdown when attacking decreased slightly.
Reasoning:
1) Forcefield spam makes for boring and luck-based games more often than not. Just one forcefield on ramp blocking units from coming out is too abusive.
2) All tosses do the void ray build now. It's easy to do, it's insta-win if the terran is not adequately prepared, but it's not insta-lose if the terran is prepared.
3) Just to make phoenix feel more responsive.
Zerg:
- Agreed with others on changes to ultralisks.
- Infestor neural parasite range decreased back to 6.
- Infestor can cast spells while burrowed (Why was this removed? Was such a unique trait for the unit).
as a terran player i must say
DOHOHO SO TERRAN FAVURD <3
