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Balance Suggestions - Page 4

Forum Index > SC2 General
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Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-12 04:18:55
August 12 2010 04:13 GMT
#61
I think the fact that mutalisks are the only air unit that gets in range of turrets is a much bigger issue. Turrets, spore crawlers, and cannons should have 8 range vs air by default. I never understood this from day 1 of beta.
As it turns out, marines don't actually cost any money -Jinro
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
August 12 2010 04:39 GMT
#62
On August 12 2010 12:57 MythicalMage wrote:
Show nested quote +
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)?

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.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
August 12 2010 04:41 GMT
#63
i think every single one of these have been suggested already, or sg really similar. Did you make a selection?
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-08-12 04:45:06
August 12 2010 04:44 GMT
#64
On August 12 2010 13:39 Peterblue wrote:
Show nested quote +
On August 12 2010 12:57 MythicalMage wrote:
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)?

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.


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).
vileEchoic -- clanvile.com
jax1492
Profile Joined November 2009
United States1632 Posts
August 12 2010 04:45 GMT
#65
On August 12 2010 07:18 ig0tfish wrote:
ITT: Nerf Terran to oblivion and buff zerg and protoss.


i agree
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
August 12 2010 05:18 GMT
#66
On August 12 2010 13:44 iEchoic wrote:
Show nested quote +
On August 12 2010 13:39 Peterblue wrote:
On August 12 2010 12:57 MythicalMage wrote:
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)?

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.


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.
We spend our youth attaining wealth, and our wealth attaining youth.
Vokasak
Profile Joined July 2010
United States388 Posts
August 12 2010 05:19 GMT
#67
At a certain point, you're going to have to stop trying to "improve" the game and start actually playing it the way it is. >:[
Practical wisdom is the combination of moral will and moral skill
epik640x
Profile Joined May 2010
United States1134 Posts
August 12 2010 05:22 GMT
#68
lol terran players are so cheap
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 12 2010 05:30 GMT
#69
Some of these are bad suggestions, the rest are horrid.
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.
Absence of evidence is not evidence of absence.
EnderCN
Profile Joined May 2010
United States499 Posts
August 12 2010 05:58 GMT
#70
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
Profile Blog Joined May 2010
United States1776 Posts
August 12 2010 06:13 GMT
#71
On August 12 2010 14:18 AssuredVacancy wrote:
Show nested quote +
On August 12 2010 13:44 iEchoic wrote:
On August 12 2010 13:39 Peterblue wrote:
On August 12 2010 12:57 MythicalMage wrote:
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)?

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.


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.


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.
vileEchoic -- clanvile.com
kidcrash
Profile Joined September 2009
United States623 Posts
Last Edited: 2010-08-12 06:32:55
August 12 2010 06:31 GMT
#72
I could of sworn someone posted the DPS for a missile turret recently and the results were absolutely ridiculous. Mutalisk harass against terran is an absolute joke and you are lying to yourself if you believe otherwise. Missile turrets need a 20% reduction in attack speed or possibly a 35% reduction with a 25 mineral decrease.

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
Profile Joined June 2010
Malta50 Posts
August 12 2010 21:30 GMT
#73
I play random diamond

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
Profile Joined July 2010
United States464 Posts
August 12 2010 21:42 GMT
#74
Really, the only thing I think needs to change is EMP, it's impossible to micro against and destroys the entire protoss army. Like everything. Maybe only take out half shields? Right now it takes out shields, energy and cloak...if you have ghosts, you beat protoss. It's as easy as that. Thoughts?

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...
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
phyre112
Profile Joined August 2009
United States3090 Posts
August 12 2010 22:00 GMT
#75
Very few of these suggestions are actually usable - but I'm sure after four pages of thread, you realize that.

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
Profile Joined May 2010
Slovakia1174 Posts
August 12 2010 22:09 GMT
#76
I really like the cool down for mules actually. Maybe not 30 seconds but up to 10 seconds would be great.
SpicyCrab
Profile Blog Joined March 2010
402 Posts
August 12 2010 22:10 GMT
#77
Only change I can get behind is thor nerf.

Why are they good against every zerg ground unit and then rip air up as well?
I'm such a baller in my dreams. - HiFriend
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
August 12 2010 22:11 GMT
#78
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.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
KenShi
Profile Joined August 2010
Korea (South)28 Posts
Last Edited: 2010-08-13 16:27:47
August 13 2010 16:11 GMT
#79
On August 13 2010 07:11 GodIsNotHere wrote:
Show nested quote +
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.

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
Profile Joined May 2010
United States395 Posts
August 13 2010 16:24 GMT
#80
what do you guys think of moving the emp to raven, and maybe toning down some bonus damage on the Terran
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