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TvZ Balance Suggestions - Page 75

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CavyOMS
Profile Joined August 2010
New Zealand2 Posts
September 10 2010 02:26 GMT
#1481
IMO medivac drop ships are way too OP

Just load 3 ships with marines/maraduas and you can snipe out their base in a few secs. THAT IS WAY TOO OP
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
September 10 2010 02:58 GMT
#1482
Let Terran salvage all their buildings by unbuilding them with an SCV.

Give it a hotkey that Terran will keep hitting accidentally.

Problem solved.
My strategy is to fork people.
RyuChus
Profile Blog Joined August 2010
Canada442 Posts
September 10 2010 02:59 GMT
#1483
NO MORE DAMN BALANCE THREADS! Geez. We get that something's imbalanced, no need to make seven thousand threads about it.
I have an announcement to make, "Moo!" That is all.
Anxiety
Profile Blog Joined May 2010
United States650 Posts
September 10 2010 03:14 GMT
#1484
On September 10 2010 11:59 RyuChus wrote:
NO MORE DAMN BALANCE THREADS! Geez. We get that something's imbalanced, no need to make seven thousand threads about it.


this is acctually the older one. someone bumped it...
foo
Profile Joined June 2010
Australia109 Posts
Last Edited: 2010-09-10 03:26:00
September 10 2010 03:22 GMT
#1485
On August 27 2010 00:56 NihiloZero wrote:
Because the Terran and the Protoss can wall off much more efficiently... it is the Zerg who need a unit which can leap up cliffs to scout and harass. Basically, I'd give the Reaper to the Zerg and make it a melee unit.


Love this idea... however, perhaps this unit would just be overlapping use with mutas??

EDIT:

On September 10 2010 11:58 Severedevil wrote:
Let Terran salvage all their buildings by unbuilding them with an SCV.

Give it a hotkey that Terran will keep hitting accidentally.

Problem solved.



hehehe, +1
___ooo_(O,O)_ooo___
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
September 10 2010 04:40 GMT
#1486
On September 10 2010 11:59 RyuChus wrote:
NO MORE DAMN BALANCE THREADS! Geez. We get that something's imbalanced, no need to make seven thousand threads about it.

Lemme guess, T player?
https://twitter.com/#!/IrisAnother
Arakash
Profile Joined March 2009
Germany124 Posts
September 10 2010 11:35 GMT
#1487
I found that many Terran abilities would feel better on Zerg.
For example the Mule:
It would be such more zergish when your hatchery could boost mineral collection when creep is touching the Mineral field. That would also not allow the ridiculous "fly a CC to the Gold, spawn 4 Mules and get your 400 Minerals in 20s back" because you have to build your Hatchery there and wait until creep has spread.
DTown
Profile Blog Joined April 2010
United States428 Posts
Last Edited: 2010-09-10 12:10:58
September 10 2010 12:10 GMT
#1488
With regard to Terran dropships, instead of disabling drop and having a drop upgrade, what about making the unload slower and having the upgrade return drop speed to the current rate? I mean, have them unload one unit at a time, at a very slow pace giving you precious milliseconds to react to a drop in your base or kill the units 1 by 1 as they come out. Also this upgrade would enable the dropship to carry the Thor.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
September 10 2010 12:28 GMT
#1489
3 weeks ago medivac nerf suggestion was bashed down upon as the most stupid and unnecessary of the changes.

Love it when sentiments change.
dbddbddb
Profile Joined April 2010
Singapore969 Posts
September 10 2010 12:30 GMT
#1490
On September 10 2010 21:10 DTown wrote:
With regard to Terran dropships, instead of disabling drop and having a drop upgrade, what about making the unload slower and having the upgrade return drop speed to the current rate? I mean, have them unload one unit at a time, at a very slow pace giving you precious milliseconds to react to a drop in your base or kill the units 1 by 1 as they come out. Also this upgrade would enable the dropship to carry the Thor.


i think in terms of game mechanics it wouldnt make sense if warp prisms and overlords can load units at the same speed while medivacs do it slower.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 10 2010 12:38 GMT
#1491
I agree with terrans needing to research medivac load//unload ability. That would certainly nerf early drops on cliffs on LT and Kulas making those maps more balanced.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 10 2010 12:40 GMT
#1492
Medivacs are poorly designed units. It doesn't make sense how do they heal from the air, its like magic from WC3.

Bring back medics and dropships.
Its grack
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 10 2010 12:57 GMT
#1493
From reading some posts here: mule, marauder, reaper, viking, medivac, banshee, hellion, tank, thor, planetary fortress, missile turret ..... are considered OP. Is this not related more to a strategy forum if you are haveing so much trouble with every unit of a specific race?
Head Coach Park: "They should buff tanks!"
ALPINA
Profile Joined May 2010
3791 Posts
September 10 2010 13:00 GMT
#1494
On September 10 2010 20:35 Arakash wrote:
I found that many Terran abilities would feel better on Zerg.


Especially PDD. It's pretty much Dark Swarm from BW, but now it belongs to terran. And Zerg has the least ranged units so it is the most vulnerable to ranged attacks, so why give this ability to Terran...?

You should never underestimate the predictability of stupidity
Penecks
Profile Joined August 2010
United States600 Posts
September 10 2010 13:02 GMT
#1495
I wouldn't mind if medivacs were left the way they are, if stimpack got a short cooldown of some kind, how many times have you seen a T with enough medivacs just running around perma-stimmed. Maybe that's why those low tier units are so effective, because they always have that ridiculous bonus on. Just my 2 cents.
straight poppin
DTown
Profile Blog Joined April 2010
United States428 Posts
Last Edited: 2010-09-10 13:31:20
September 10 2010 13:31 GMT
#1496
On September 10 2010 21:57 Sapphire.lux wrote:
From reading some posts here: mule, marauder, reaper, viking, medivac, banshee, hellion, tank, thor, planetary fortress, missile turret ..... are considered OP. Is this not related more to a strategy forum if you are haveing so much trouble with every unit of a specific race?

As has been stated many times in this thread and others (see also: http://www.teamliquid.net/forum/viewmessage.php?topic_id=151692), it is a cumulation of all the little things added together that make them so powerful. So that is why you see so many people suggesting changes to so many things, because there is so much that can be tweaked to tone down the race to be more on par with the other races. There is no one glaringly obvious unit or mechanic that is causing all the problems.
Zack1900
Profile Joined January 2010
United States211 Posts
September 10 2010 14:14 GMT
#1497
On September 10 2010 21:40 bokeevboke wrote:
Medivacs are poorly designed units. It doesn't make sense how do they heal from the air, its like magic from WC3.

Bring back medics and dropships.


Sufficiently advanced technology appears to be magic 'till your shown how it works.
sadyque
Profile Joined April 2010
Romania251 Posts
Last Edited: 2010-09-10 14:29:36
September 10 2010 14:28 GMT
#1498
Mules are just 5-6 extra scvs that can be dropped to mine every 90s.If you as a zerg or as a toss dont have 5 more probes/drones than the terran after second hatch/nexus then you must be doing something wrong. The fact that if the T player forgets to drop mules and he can spam all that accumulated energy at any time makes up for the 6 drones/probes that actually MINED all that time that the T forgot to use mule.

About medivacs...really? I mean all other units regenerate health or shields w/o any resource investment at any given time. No one has the resources to build 1 medivac/unit so you guys can whine that T units regenerate 13.5hp/s. Zerg pay 300/300 and get 10 dropships (overlords) at the price of 3 medivacs and with a lot more HP too.The protoss pays 200 Minerals (no gas!) for a dropship (warp prism) that can carry 4 zealots and any number of units ready for warp after un place it as a pylon.

A bunker servers no actual purpouse if its not housing any units. Any other building has uses except the bunker. Making spine crawlers then moving them to a better or forward location is like making a bunker, salvaging, then building it to another location. The photon cannon is actually the best stationary defense in the game. Can shoot air/ground, decent hp+auto-repaired shields and nice dps. The only defense building that should be improved or changed is the spore crawler. I must agree that the spore crawler is so crappy on so many levels that no1 makes them.

On another note ... I dont get why EVERYBODY asks for nerfs. The terran race is perfect! I cant disagree with that. There is a lot of room for improvement for zerg(tho i think there are a lot of tricks zergs can do that havent been yet discovered) but protoss is pretty balanced too. There is an old saying in my country that goes something like "I hope my neighbour's goat dies too!" (some meaning lost in translation :D).
SO stop envying your neighbours goat and pray for their downfall. Ask for a damn new shiny goat for yourself!
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-09-10 14:40:05
September 10 2010 14:38 GMT
#1499
On September 10 2010 23:28 sadyque wrote:
Mules are just 5-6 extra scvs that can be dropped to mine every 90s.If you as a zerg or as a toss dont have 5 more probes/drones than the terran after second hatch/nexus then you must be doing something wrong. The fact that if the T player forgets to drop mules and he can spam all that accumulated energy at any time makes up for the 6 drones/probes that actually MINED all that time that the T forgot to use mule.

About medivacs...really? I mean all other units regenerate health or shields w/o any resource investment at any given time. No one has the resources to build 1 medivac/unit so you guys can whine that T units regenerate 13.5hp/s. Zerg pay 300/300 and get 10 dropships (overlords) at the price of 3 medivacs and with a lot more HP too.The protoss pays 200 Minerals (no gas!) for a dropship (warp prism) that can carry 4 zealots and any number of units ready for warp after un place it as a pylon.

A bunker servers no actual purpouse if its not housing any units. Any other building has uses except the bunker. Making spine crawlers then moving them to a better or forward location is like making a bunker, salvaging, then building it to another location. The photon cannon is actually the best stationary defense in the game. Can shoot air/ground, decent hp+auto-repaired shields and nice dps. The only defense building that should be improved or changed is the spore crawler. I must agree that the spore crawler is so crappy on so many levels that no1 makes them.

On another note ... I dont get why EVERYBODY asks for nerfs. The terran race is perfect! I cant disagree with that. There is a lot of room for improvement for zerg(tho i think there are a lot of tricks zergs can do that havent been yet discovered) but protoss is pretty balanced too. There is an old saying in my country that goes something like "I hope my neighbour's goat dies too!" (some meaning lost in translation :D).
SO stop envying your neighbours goat and pray for their downfall. Ask for a damn new shiny goat for yourself!


Actually a bunker is like a bank. Shit I need 100 minerals? Lol SALVAGE.

Even with 1 HP remaining on a bunker you still get 100 minerals.

Oh and well I guess if you can't disagree with the fact that Terran is perfect then there's nothing left to discuss.
"We have unfinished business, I and he."
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
September 10 2010 14:41 GMT
#1500
You still got to spend 100 minerals on it first, delaying your production/saturation/teching. It's not 'free'....
England will fight to the last American
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