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On May 08 2010 02:43 gankthoven wrote: give the ultralisk an ability to temporary reduce range damage so they can get in the fight or give us the lurker. the immortal and the colossus don't have such a problem because they are the backbone of the toss army with lots of range. hydras also have a limited window of opportunity as far as their usefulness goes due to the colossus and templars. if i could turn them into heavy hitters tier 3 i wont feel like i wasted a ton on gas tier2 for a pile of ash. 12 second spore/spine crawlers is way too slow. force field should need to be researched. mauraders shouldn't get stim-pack. the phoenix moves way to fast. the attack move i dont mind but their move speed is abusive to overlords. queens should be able to do more dmg vs air or make hydras 1.5 and roaches tier 2 or make spore burrow faster. this is prolly very biased.
I like that idea. Give ultra a low energy bar.. that takes the damage first.. a shield really. Then we're golden. Make them smaller and give them charge... then we can use them against other units besides T1 units. i agree spines should build faster. and bring back 6 seconds 12 is ridiculous anyone vs proxy cannons will know this. make them walk faster at least if 12 seconds!! air rush isnt really that hard guys. just get a second queen asap.. spores are useless until the initial harass is over. marauders need just a slight nerf really. its getting boring . maybe less range would do it and then a range upgrade( that doesnt toake 1 millisecond and 0 money like the concossive shells)... doesnt really make sense currently.
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On May 08 2010 08:07 Denarius Jay wrote:
I see alot of people asking about hidden changes, here are some:
Dark Templars movement speed increased Motherships movement speed increased (when it reaches full acceleration) Carriers movement speed increased (when reaching full acceleration) Ultralist movement speed increased (on and off creep) Pheonix can move while casting spells as well (instead of complete stop) [/b]
I don't believe any of those except the last one.
Ultras still move as fast as Hydras on and off creep, so if Ultras' speed was buffed, so was Hydras'. And Roaches still move as fast as Hydras on and off creep, so if Hydras' speed was buffed, so was Roaches'.
Maybe someone tested on EU servers where everyone's speed has been buffed, but so have building times.
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Was thinking about this patch and I've got some ideas:
-Ultras need more changes - Even blizzard says so. It can't fulfill it's duty as tank and ppl have suggested a few ways to fix this (Cap maximum damage it gets from each source, like hardened shield; make it walk over smaller units; remove armored type of armor). Just a idea, remove the armored type of armor and replace it with "ultra-armored". A new type of armor that (for now) doesn't take extra damage from any source, yet it's still armored (ia real way...). -Corruptors need a (usefull) spell - I didn't liked this 20%+ damage thing, and I think the major issue with the corruptor right now is giving it a real role, and introducing a remarkable spell is the way to go without causing many combat balance issues. So I had this idea: replace the actual corrupt for a "spawn corruption colony" - costs xx energy/resources or has a set number per corruptor (like the vulture had mines), each use spawns a flying, static, mine that charges foward any flying nearby enemies and cause damage/slows downs or a mix of these effects. Would work nice with the new phoenix and create a new layer of strategy (like mines did in BW, creating defensive perimeters), adding some depth to the unit and solving it's boreness. -Infestor need a replacement for infested terran - never liked this spell anyway. It's just gross how x infested marines "pop up" from the ground. can't think of a nice solution tough.
And that's it, any comments?
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the concept of ultras is just useless in sc2, 4 roaches are cheaper and tank just as well as an ultra. roaches also move faster, have more range, and are available at tier 1 right after zerglings there is no point of teching all the way up to hive and wait for two more upgrades just to have a unit that is less effective than roaches they have to make ultras better than just roaches or there would be no point getting them
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I really like the flying vulture mine idea for corruptors.
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On May 13 2010 07:37 Scope wrote: I really like the flying vulture mine idea for corruptors. Surely that's not because you're a zerg player...
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On May 13 2010 07:44 selboN wrote:+ Show Spoiler +On May 13 2010 07:37 Scope wrote: I really like the flying vulture mine idea for corruptors. Surely that's not because you're a zerg player...
Yes, it's cool for Zerg players, but so it is the warp in for protoss, the terran wall in, etc, etc, etc. What makes this game cool is that each race has it's cool stuff and that's what matters, balance can be done in a number of ways later, for now what matters is what's fun, and the corruptor is just too plain as it is to be definitive.
Each race unique and balanced, thats SC way. If everything were to be equal and just we could play chess, but here style counts. Wish I could get a little more feedback on the "corruption mine", would be the case to open a thread? I'm new to this forum, I don't feel ok doing it... -__-''
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it just should be corrupting stuff alltogether,
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nerfed raven
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