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New patch? - Page 9

Forum Index > SC2 General
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DarkOne
Profile Joined December 2009
Spain41 Posts
May 05 2010 23:10 GMT
#161
How about changing charge for classic zealot speed or keeping charge but with a slight normal speed increase?

Not that this hasnt been discussed but...
Dr.Frost
Profile Joined April 2009
United States389 Posts
May 05 2010 23:10 GMT
#162
On May 06 2010 08:06 Zeke50100 wrote:
Show nested quote +
On May 06 2010 08:06 Dr.Frost wrote:
what is the point of a burrowed ultra that doesn't need vision to see? Is there any other reason to burrow an ultra?


You try moving an Ultra around with a gajillion other ground units surrounding it.

oh ic.... I guess that makes sense. Not a lot of sense but it doesn't make some.
They are here to right our fall, they have heard someones troubled call???
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 05 2010 23:10 GMT
#163
On May 06 2010 08:09 kathode wrote:
Show nested quote +
On May 06 2010 07:54 MrLimeKing wrote:
On May 06 2010 07:51 apm66 wrote:
"You can Chrono Boost units to increase their movement speed, shield regeneration and energy regeneration. Zealots are able to catch up with Reapers that stop to kite but not Reapers that just escape."

This doesn't make sense at all. Zealots already have Charge ability, does that mean using CB on the would increase the movement speed, along with increasing Charge's speed?


You can Chrono Boost any unit. The Zealot was just an example, because it would be a decent change to counter Reaper cheese. Also, it would recharge shields, making the Nexus a psuedo-Shield Battery.


One stalker, one cannon, or a little bit of micro stops reaper cheese. Having shield battery capabilities may work in this game, but not making them move faster than normal. It throws off the balance of the game too much.


None of those things can even come close to stopping an 8 Rax proxy Reaper into Rauder Bunker rush.
Conris
Profile Joined April 2010
United States79 Posts
May 05 2010 23:11 GMT
#164
seems like charge has a range of 3~4, or even 5, it gets in marine/marauder's faces fast enough, i think it's been working just fine for me
Captain Peabody
Profile Blog Joined May 2009
United States3139 Posts
Last Edited: 2010-05-05 23:12:02
May 05 2010 23:11 GMT
#165
These proposed changes make me very, very glad that Blizzard is balancing the game, and not us.
Dies Irae venit. youtube.com/SnobbinsFilms
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-05-05 23:13:50
May 05 2010 23:12 GMT
#166
On May 06 2010 07:55 Dr.Frost wrote:
@HdStarcraft if forcefields were 60HP they would be WAAAY worse than they are now. I think either just increase the amount of energy they cost or make them liek 15-20 hp. Just a couple shots to kill it. Think about a huge fight where people have 10 sentries each with over 100 energy... How long is it going to take us to kill 20 forcefields with 60 hp....

bullshit
giving the Forcefields HP but not combat priority is and will always be a nerf. even if they had 1000 hp its a nerf to what they are right now. with HP its possible to attack one then run all units through the space and escape, right now they are invincible. if the HP is too much to break through, just dont target them and you are in the exact same spot that you are now. giving them any type of combat priority could possibly be a buff, but with his suggestion of making them neutral it isn't at all.

60 hp is waaay to little imo, thats like (assuming no bonus damage) 6 marauders to 1-shot it then FF becomes useless cause all their units can run out through that 1 gap
MrLimeKing
Profile Joined April 2010
Canada40 Posts
May 05 2010 23:12 GMT
#167
On May 06 2010 08:04 Zeke50100 wrote:
What I want to see:

Terran:

-Marauder: Damage decreased from 10 (+10 vs Armored) to 9 (+9 vs Armored). Stim Pack cost changed to 25 HP

-Siege Tank: Cost reduced from 150/125 to 150/100


Protoss:

-Hallucination no longer requires an upgrade

-Blink moved from Twilight Council to Cybernetics Core


On board there. Especially with the blink upgrade. The Viking move to the factory is not going to happen, Blizz already tried that pre-beta.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
May 05 2010 23:12 GMT
#168
On May 06 2010 08:10 Zeke50100 wrote:
Show nested quote +
On May 06 2010 08:09 kathode wrote:
On May 06 2010 07:54 MrLimeKing wrote:
On May 06 2010 07:51 apm66 wrote:
"You can Chrono Boost units to increase their movement speed, shield regeneration and energy regeneration. Zealots are able to catch up with Reapers that stop to kite but not Reapers that just escape."

This doesn't make sense at all. Zealots already have Charge ability, does that mean using CB on the would increase the movement speed, along with increasing Charge's speed?


You can Chrono Boost any unit. The Zealot was just an example, because it would be a decent change to counter Reaper cheese. Also, it would recharge shields, making the Nexus a psuedo-Shield Battery.


One stalker, one cannon, or a little bit of micro stops reaper cheese. Having shield battery capabilities may work in this game, but not making them move faster than normal. It throws off the balance of the game too much.


None of those things can even come close to stopping an 8 Rax proxy Reaper into Rauder Bunker rush.


8 rax is sooooo easily defendable if you go straight for stalkers(and lets face it, why wouldn't you) and the only proxy reaper strategy that needs to be tweaked is 6 rax
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 05 2010 23:13 GMT
#169
Hehe, that's why I said it's what I WANTED to see ^_^

Although you've got to at least agree with the Force Field change, as well as Stim Pack cost >.>
Conris
Profile Joined April 2010
United States79 Posts
May 05 2010 23:14 GMT
#170
On May 06 2010 08:12 Chen wrote:
Show nested quote +
On May 06 2010 07:55 Dr.Frost wrote:
@HdStarcraft if forcefields were 60HP they would be WAAAY worse than they are now. I think either just increase the amount of energy they cost or make them liek 15-20 hp. Just a couple shots to kill it. Think about a huge fight where people have 10 sentries each with over 100 energy... How long is it going to take us to kill 20 forcefields with 60 hp....

bullshit
giving the Forcefields HP but not combat priority is and will always be a nerf. even if they had 1000 hp its a nerf to what they are right now. with HP its possible to attack one then run all units through the space and escape, right now they are invincible. if the HP is too much to break through, just dont target them and you are in the exact same spot that you are now. giving them any type of combat priority could possibly be a buff, but with his suggestion of making them neutral it isn't at all.

60 hp is waaay to little imo, thats like (assuming no bonus damage) 6 marauders to 1-shot it then FF becomes useless cause all their units can run out through that 1 gap


ohhh but wait, it'll be "psyonic armored" which has no point what so ever...ie(ghost (well biological and psyonic, and the archon). then they go around and take full damage.
HDstarcraft
Profile Blog Joined May 2009
United States577 Posts
Last Edited: 2010-05-05 23:19:39
May 05 2010 23:15 GMT
#171
On May 06 2010 07:51 GoodCat1 wrote:
Show nested quote +
On May 06 2010 07:49 HDstarcraft wrote:
I don't usually do this, but it sounds like fun to theorycraft some possible changes:

Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored.

Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it.

Broodlords: Broodlords now spawn with 150 energy, with 300 max. Every broodling takes 25 energy. Can be set to autocast. If a Broodlord has no energy, it can still attack normally, but attacks do not spawn broodlings.

Greater Spire: Added new upgrade "Expanded Capillaries." Broodlords spawn with an extra 75 energy.

Ultralisk: Granted the ability to walk "above" units, similar to the Collosus. Ultralisk can also walk above forcefields. Ultralisk now spawns with armor upgrade.

Ultralisk Cavern: Armor upgrade removed

Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored.

Siege Tank: Gas cost lowered from 125 to 100.




nice,HD

agree on everything!


Added some new changes to the list. I too also like the idea for Archons to "Pull units together." Going to add that to my dream list

General:
Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored.

Protoss:

Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it.

Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored.

Stalker: Blink moved to Cybernetics Core

Archon: "Archons draw units together with each attack. The area is wide, but the force is strongest near the middle. This causes units to clump more so than usual and is particularly useful against air" -Original idea by MrLimeKing

Terran:

Siege Tank: Gas cost lowered from 125 to 100.

Marauder: Hp lowered from 125 to 100.

Ghost: Snipe damage increased from 45 to 50.

Hellion: Attack delay slightly lowered.

Zerg:

Broodlords: Broodlords now spawn with 150 energy, with 300 max. Every broodling takes 25 energy. Can be set to autocast. If a Broodlord has no energy, it can still attack normally, but attacks do not spawn broodlings.

Greater Spire: Added new upgrade "Expanded Capillaries." Broodlords spawn with an extra 75 energy.

Ultralisk: Granted the ability to walk "above" units, similar to the Collosus. Ultralisk can also walk above forcefields. Ultralisk now spawns with armor upgrade.

Ultralisk Cavern:
Armor upgrade removed

Corruptor: This unit has had its attack changed. It's attack now has a range of 2, and it now has a tentacle attack animation. Once it attacks its target, it applies "corrosive acid" slowing the target's movement speed by 20%. Acceleration to attack has been slightly increased. "Corruption" removed.

Roach Warren:
Glial Reconstitution no longer requires Lair to research.
YouTube.com/HDstarcraft
Alou
Profile Blog Joined March 2010
United States3748 Posts
May 05 2010 23:15 GMT
#172
These suggestions are hilarious.
Life is Good.
sosn
Profile Joined April 2010
Canada31 Posts
May 05 2010 23:15 GMT
#173
Oh forcefields, some days I think they're fine, other days they drive me to drink (not really, but any excuse is a good one) .

My forcefield fixes : Duration reduced by 5 seconds, energy increased to 60. (so you can't just warp in a sentry and block your ramp.)

I personally don't want to see them targettable, as that removes a fair chunk of their utility.

The only other change I would see to sentries is a damage nerf if forcefields stay the same, as currently I find them more versatile and usable than High Templars which is not the way it should be... Could be because high temps and archon's used to be well worth the price.

Otherwise, I believe there's going to be less of a delay on helion's shots (as Blizzard said) soon, which will be one of the only changes to Terran... And the suggested ultralisks buffs would be nice.
I like chicken so much I eat it.
NzaR
Profile Joined May 2010
United States199 Posts
May 05 2010 23:16 GMT
#174
On May 06 2010 08:06 Dr.Frost wrote:
what is the point of a burrowed ultra that doesn't need vision to see? Is there any other reason to burrow an ultra?


Make path for units cause ultras block everything
Three
Profile Joined April 2010
Japan278 Posts
Last Edited: 2010-05-05 23:19:05
May 05 2010 23:17 GMT
#175
On May 06 2010 07:49 HDstarcraft wrote:
I don't usually do this, but it sounds like fun to theorycraft some possible changes:

General:
Buildings: No longer count as Armored, but rather given a new armor type: Structural Armored.

Protoss:

Forcefield: Forcefields now have 60 HP, but count as a neutral building. This means a player must force attack in order to destroy it.

Immortal: Damage changed from 20/+30 vs armored to 25/+15 vs armored. Damage upgrades changed from +2/+3 vs armored to +3/+1 vs armored.

Terran:

Siege Tank: Gas cost lowered from 125 to 100.

Marauder: Hp lowered from 125 to 100.

Zerg:

Broodlords: Broodlords now spawn with 150 energy, with 300 max. Every broodling takes 25 energy. Can be set to autocast. If a Broodlord has no energy, it can still attack normally, but attacks do not spawn broodlings.

Greater Spire: Added new upgrade "Expanded Capillaries." Broodlords spawn with an extra 75 energy.

Ultralisk: Granted the ability to walk "above" units, similar to the Collosus. Ultralisk can also walk above forcefields. Ultralisk now spawns with armor upgrade.

Ultralisk Cavern: Armor upgrade removed

Corruptor: This unit has had its attack changed. It's attack now has a range of 2, and it now has a tentacle attack animation. Once it attacks its target, it applies "corrosive acid" slowing the target's movement speed by 20%. Acceleration to attack has been slightly increased. "Corruption" removed.

Roach Warren: Glial Reconstitution no longer requires Lair to research.


All good changes except forcefield hp too low
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 05 2010 23:18 GMT
#176
On May 06 2010 08:16 NzaR wrote:
Show nested quote +
On May 06 2010 08:06 Dr.Frost wrote:
what is the point of a burrowed ultra that doesn't need vision to see? Is there any other reason to burrow an ultra?


Make path for units cause ultras block everything


I think it's the other way around: Make path for Ultralisk, because they're huge and a Zergling within 2 matrices of it will stop it from moving.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
May 05 2010 23:18 GMT
#177
can you guys put HD's post quote in a spoiler tag? the page is long....

is there and changes made on EU and azn sever?
Im daed. Follow me @TL_NB
Chriamon
Profile Joined April 2010
United States886 Posts
Last Edited: 2010-05-05 23:20:11
May 05 2010 23:19 GMT
#178
probably this:
Q: Do you think you will add any new units (or take any out) before release or is the current unit roster definite?
A: I doubt we will cut units but I expect that we will make some changes to current units. The Phoenix and Corruptor are currently being evaluated and may see some changes in the next few weeks.


and
Q. Do you plan to implement 3v3 and 4v4 match-ups at some point during the beta? If so, when?
A. We do intend to release 3v3 and 4v4 matchmaking in the beta around the middle of May. We will likely limit the number of maps because we still want players to primarily focus on 1v1 games to continue to help test balance.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Morayfire73
Profile Joined April 2010
United States298 Posts
May 05 2010 23:19 GMT
#179
Imo archons need an ability that lets them restore shields to other toss units like shield battery .
[Insert witty comment here]
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
May 05 2010 23:19 GMT
#180
On May 06 2010 08:19 Chriamon wrote:
probably this:
Show nested quote +
Q: Do you think you will add any new units (or take any out) before release or is the current unit roster definite?
A: I doubt we will cut units but I expect that we will make some changes to current units. The Phoenix and Corruptor are currently being evaluated and may see some changes in the next few weeks.


that was said what, 5 days ago? "next few weeks" nuff said
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