Balance Suggestions - Page 4
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Jermstuddog
United States2231 Posts
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WarSame
Canada1950 Posts
On August 12 2010 12:57 MythicalMage wrote: The only unit that turrets can hit, really, is mutalisks. They offer some drop protection, but you can brute force drop your way in with enough overlords. And they still die to BL's. So, I think they're fine. That's what I meant, though. I feel that they may be too strong against Mutas, but that that is the only thing they are useful for. They feel designed specifically to shut down Mutas with the 12+(12 Light), which means that for like 400 minerals you can shut down a harass of like 600/600. | ||
Geo.Rion
7377 Posts
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iEchoic
United States1776 Posts
On August 12 2010 13:39 Peterblue wrote: That's what I meant, though. I feel that they may be too strong against Mutas, but that that is the only thing they are useful for. They feel designed specifically to shut down Mutas with the 12+(12 Light), which means that for like 400 minerals you can shut down a harass of like 600/600. 6 Mutas can kill a turret pretty easily. Zerg players have an irrational fear of anything that shoots their mutas. I will win games against good zerg players because packs of 10-15 mutas will run away from my army with one Thor in it and no other AA. For how much Zerg players complain, they still have a LOT of learning to do. Once you get enough mutas, it takes a lot of turrets to cover your base(s). | ||
jax1492
United States1632 Posts
On August 12 2010 07:18 ig0tfish wrote: ITT: Nerf Terran to oblivion and buff zerg and protoss. i agree | ||
AssuredVacancy
United States1167 Posts
On August 12 2010 13:44 iEchoic wrote: 6 Mutas can kill a turret pretty easily. Zerg players have an irrational fear of anything that shoots their mutas. I will win games against good zerg players because packs of 10-15 mutas will run away from my army with one Thor in it and no other AA. For how much Zerg players complain, they still have a LOT of learning to do. Once you get enough mutas, it takes a lot of turrets to cover your base(s). 6 Mutas kill a turret pretty easily, but will come out with pretty heavy losses against 2 turrets. Keep in mind that's 600/600 investment nullified by 200 minerals worth of defence. They should make turrets worse against mutas and slightly better against everything else. | ||
Vokasak
United States388 Posts
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epik640x
United States1134 Posts
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R0YAL
United States1768 Posts
The only thing I agree with is giving mules a cooldown and marauder concussive cooldown, but thats just because I thought that before I even read this thread. | ||
EnderCN
United States499 Posts
On August 12 2010 12:52 Peterblue wrote: Does anyone else think that currently turrets are too strong vs. Mutalisks, which could be causing the strength in Mech builds(allowing them to push out much earlier because 2-3 turrets/expo can handle all Mutas)? Having watched a good bit of korean zerg replays I think turrets need a buff if anything. US players are just terrible at using Mutalisks. | ||
iEchoic
United States1776 Posts
On August 12 2010 14:18 AssuredVacancy wrote: 6 Mutas kill a turret pretty easily, but will come out with pretty heavy losses against 2 turrets. Keep in mind that's 600/600 investment nullified by 200 minerals worth of defence. They should make turrets worse against mutas and slightly better against everything else. You need to cover your entire base for turrets to work. You can't just place two turrets and expect mutas to run into it. To cover your entire base with a set of two turrets, you'd need about 5 sets of 200 turrets for 1000 minerals. | ||
kidcrash
United States620 Posts
Then, I'm also thinking viking needs a range reduction of -2 with an upgrade giving them +2 range somewhere for 150/150 to force terran to commit to anti air. As far as thors go, the unit itself is fine, however the zerg counter for it, neural parasite, got nerfed into oblivion. Increase neural parasite duration to around 20- 24 seconds along with my 2 other balance suggestions and I strongly believe zvt would become balanced. The reason being is there really aren't very many timing windows where zerg can choose to be the aggressor and dictate the pace of the game. My suggestions would create a strong timing window where mutas will force terran to play defensively or pay the price for skimping on air defense. | ||
lol.Donkament
Malta50 Posts
Terran : Scan - can t see the hide units Mule - OP sugestion in the command center ( dont know in english ) the "add supply" from 50E to 25E Medivac - can heal one unit per one unit Marrauder - (i love OP sugestion) Steam pack - is T3 ability (or remove it, its problem when your opponent have 50% more army than you and you win because steam pack +medivac with absolute easy micro) , and need build some specific building. New upgrade in Ghost academy > ressearch EMP 200/200 EMP can't see hide units (well, zerg and protoss have 2 detection why terran have 4? so remove absurde detection by scan and emp, more viable for zerg to upgrade underground.) Tank - nerf attak speed, very little Protoss : Sentry - force field need research upgrade 50/50 in the core Charge speed - from 200/200 to 100/100 Archon - ( OP sugestion ) mothership - Teleportation units from 100E to 50 Zerg : Corruptor - add +1 attak Vs light air Overlord - add 10% move speed changeling - can be move by opponent Ultralisk - add +1 range Zergling - add +2 attak versus armored Queen - can move faster on non creep Baneling need buff Vs bio but dont know how modify the ZvZ match up | ||
silencesc
United States464 Posts
I know terran players will say spread out your forces, but the ghost is an INCREDIBLY good unit. it can emp the collosus and snipe the HT even if they are on opposite sides of the line, essentially nullifying any protoss army whatsoever... | ||
phyre112
United States3090 Posts
That said, there are a few things I would like to see from your post. Marauders having a cooldown on conc shells is a big one. EMP obviously should have a cast time (even though you didn't name that one). I'd like to see vikings with 7 range, then an upgrade (possibly 150/150, 110 seconds?) that gives an additional 2 range. Finally, I like the bunker change. Using a bunker or four to protect an FE and then removing them later on in the game for NO LOSS is a bit too much. Just a 25 mineral loss per bunker seems reasonable. Hydras are the only Zerg unit immedeiately coming to mind as needing a boost to off creep speed. Perhaps as an upgrade, like it was in brood war? I like the idea of corruption being AoE - sort of a reverse dark swarm. This is enough to bust a defensive position, you don't need a dark swarm-type spell in addition. This also gives the busting its own unique flavor, rather than reapeating SC1 zerg. Finally, I'd like to see 1.5 food roaches that spawn in two's as a hive tech upgrade. Spawning in twos makes the production capacity of roaches in the early game something that no other race could keep pace with. Late game however, 2 food roaches just take up too much army space, so this could keep them effective. Toss I don't see too much to change. If EMP had a cast time, possibly lower the range on feedback. If Corrupt was a LARGE area, possibly stronger cannons. As it is, toss has multiple viable strategies, while nothing being overly strong, providing that the opponent is prepared for it (having anti air for void rays?) | ||
Spidinko
Slovakia1174 Posts
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SpicyCrab
402 Posts
Why are they good against every zerg ground unit and then rip air up as well? | ||
GodIsNotHere
Canada395 Posts
On August 12 2010 07:18 ig0tfish wrote: ITT: Nerf Terran to oblivion and buff zerg and protoss. Pretty much, looks like he basically shortened that other guys post. | ||
KenShi
Korea (South)28 Posts
On August 13 2010 07:11 GodIsNotHere wrote: Pretty much, looks like he basically shortened that other guys post. Uh not really. If you read the post at all you would have noticed that~ I've been gone for the last 2 days so i couldnt read all of your posts, but if you give me an actual arguement against my changes i can actually explain my reasoning instead of just stupid posts like this. | ||
dbizzle
United States395 Posts
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