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Balance Suggestions - Page 7

Forum Index > SC2 General
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Zack1900
Profile Joined January 2010
United States211 Posts
Last Edited: 2010-08-14 18:24:36
August 14 2010 17:49 GMT
#121
On August 12 2010 09:36 Jyvblamo wrote:
Since this is no longer beta, I'd like to see small, surgical balance changes such as the following, rather than large sweeping changes:

- Burrow automatically researched up reaching lair (similar to overlord generate creep)
- Reduce cost of lair from 150/100 to 100/100
- Reduce spine crawler build-time by 15 seconds
- Allow roach speed upgrade to be researched at hatchery tech level



I like this one. It shouldn't be huge, but will help zerg early game where they have the most problems.

I don't get the bunker change. If you want to use them to full effect they cost 300 minerals at the lowest. A bunker is nothing except shield for your units. If anything I would like to see them build faster (and maybe cost more to compensate) so they could realistically be used on the front line. (People are all about their buildings why shouldn't future people be?) I've been trying to find excuses for front line bunkers, but even with upgrades the don't seem to be worth wile.
EnderCN
Profile Joined May 2010
United States499 Posts
August 14 2010 18:04 GMT
#122
Bunkers already come at a cost in build time. In the time an SCV builds a bunker he could have harvested something like 25 minerals. I don't really think they need the extra drawback.

SlowBlink
Profile Joined August 2010
United States102 Posts
August 14 2010 18:10 GMT
#123
New zerg unit added: the crydralisk

50/50 cost
80 hp
2.2 speed

Spellcaster that spams the Teamliquid.net forums with threads about how to buff zerg.
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