1. Nerf Thor range and cut down splash damage. This makes Mutas much more viable.
2. Cut down the Hellion Pre-Igniter upgrades damage bonus to Light.
3. Drop the energy requirement for Fungal Growth slightly.
gg
Forum Index > SC2 General |
Nohtanhoj
Canada15 Posts
1. Nerf Thor range and cut down splash damage. This makes Mutas much more viable. 2. Cut down the Hellion Pre-Igniter upgrades damage bonus to Light. 3. Drop the energy requirement for Fungal Growth slightly. gg | ||
Sentient
United States437 Posts
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Avril_Lavigne
United States446 Posts
People say that Terran is not imbalanced? Most of terrans units either have a splash, good dps, or an area of effect. Planetary Fortress > Splash Tanks > Splash Thors > Air Splash Nuke > Splash EMP > Area of effect Hellion > Area of effect/Splash Raven seeker missile > Splash Battlecruisers > they attack so fast they can kill like 4 units at a time Non splash, single fire units Marine, marauder, viking, banshee, reaper But seriously in TvZ, how often are these units used in the main army against zerg? It's like every terran picks the overpowered units to win cos all the units listed above pretty much has a splash damage against zerg. Why do terrans have building upgrades? +2 armor for buildings? increased turret range? increase bunker slots? Terran has infinite income? no scvs but infinite mules? Zerg units need to be cheaper, or their tech timing need to be shortened some how, and their units need to cost less supply! the roaches need to be back to 1 supply, however nerfed appropriately for balancing! Infestors are too fragile! neural parasite is useless. Not only that but they nerfed it to permanent infestation to 15 seconds? what was the point of that? infestors practically get one shotted after using a NP.. uselesss wasted 150 gas. even with better positioning, no matter what, they'll always get focus fired. Terran is just way to OP atm, Zealot bombs dont work anymore, every unit completely owns whatever unit it's meant to counter. | ||
Thrasymachus725
Canada527 Posts
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MatthewTB
Canada6 Posts
I am going to just practice custom games and stay away from ladder for a while. | ||
DreXxiN
United States494 Posts
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nttea
Sweden4353 Posts
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Thrasymachus725
Canada527 Posts
On August 15 2010 16:28 DreXxiN wrote: I know this is a very "easy way out" and unorthodox strategy for balance, but why not alter unit stats slightly depending on what matchup spawns? I know that's more of a band-aid solution and not professional AT ALL, but wouldn't it technically be a fix? lol Wow... it takes every ounce of my willpower to not rip your head off ![]() This would wreck SC as we know it. | ||
crimsonsentinel
United States179 Posts
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DreXxiN
United States494 Posts
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rauk
United States2228 Posts
On August 15 2010 16:34 DreXxiN wrote: What about making Queens run the same speed on and off creep? It's not very huge, but does make creep spreading easier and I don't think other races will complain "OMG QUEEN IMBA RUNS AT SPEED OF PROBE" apparently blizzard didn't like mass queen rushes so they nerfed speed off creep. | ||
Thrasymachus725
Canada527 Posts
On August 15 2010 16:34 DreXxiN wrote: What about making Queens run the same speed on and off creep? It's not very huge, but does make creep spreading easier and I don't think other races will complain "OMG QUEEN IMBA RUNS AT SPEED OF PROBE" No it is not about the queen running at the speed of my worker. It is about an early Queen Roach push demolishing Protoss. Until you get Immortals, Queen/Roach would demolish Protoss painfully. This is why the queen speed is currently necessary. | ||
potatomash3r
Australia417 Posts
On August 15 2010 16:34 DreXxiN wrote: What about making Queens run the same speed on and off creep? It's not very huge, but does make creep spreading easier and I don't think other races will complain "OMG QUEEN IMBA RUNS AT SPEED OF PROBE" If I'm not mistaken that was a big problem on the Korean server with queen rushing or pushing (can't recall) despite it being slower off creep, hence the nerf to make it even slower.. | ||
purerythem
United States245 Posts
Also, this i'm sure is pointless to state, but it bugs me that P and T can rally their scv's or probes to a mineral patch and it instantly comes out of that side of the base. Zerg drones have to take the long rout all the way around the hatchery, and I'm sure if anyone has misplaced a spawning pool, that rout gets even longer. | ||
vyyye
Sweden3917 Posts
On August 15 2010 16:42 purerythem wrote: I favor the idea of giving the hatchery energy. Make it do something unique. Both P and T have unique bases that use energy. Zerg has to spend 150 minerals and remember to cast it, rebuild it, and micro it. You can fend off early harass with mules. Your logic is flawed but yeah, I agree that there should be something more to zerg than "spawn larvae eveyr 40 sec". | ||
DreXxiN
United States494 Posts
On August 15 2010 16:39 Zanez.smarty wrote: Show nested quote + On August 15 2010 16:34 DreXxiN wrote: What about making Queens run the same speed on and off creep? It's not very huge, but does make creep spreading easier and I don't think other races will complain "OMG QUEEN IMBA RUNS AT SPEED OF PROBE" No it is not about the queen running at the speed of my worker. It is about an early Queen Roach push demolishing Protoss. Until you get Immortals, Queen/Roach would demolish Protoss painfully. This is why the queen speed is currently necessary. Are you sure? Doing a timing push with roach and queen would not only cost extra money to get another queen at your main, but it's an economic disadvantage if it fails. The way I see it is it's not going to be effective by the time you need 2 queens, which will slow roaches because of the queen cost...AND you're not going to be using more than 3 larva per hatch if you run that first queen to dedicate to the push. Also roach costs 2 food now, as opposed to the past where it was 1. | ||
hopewellsmash
17 Posts
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Orange Goblin
218 Posts
On August 15 2010 16:38 rauk wrote: Show nested quote + On August 15 2010 16:34 DreXxiN wrote: What about making Queens run the same speed on and off creep? It's not very huge, but does make creep spreading easier and I don't think other races will complain "OMG QUEEN IMBA RUNS AT SPEED OF PROBE" apparently blizzard didn't like mass queen rushes so they nerfed speed off creep. Really, though, was it very hard to stop if scouted? I just don't get how Z could ever do any cheese at all, being that Z is so easy to scout. | ||
purerythem
United States245 Posts
On August 15 2010 16:44 hopewellsmash wrote: good post. and yes i am a zerg player. i just want to add one thing. terran and protoss both have a caster which can take away energy (i find this very useful). why can't zerg have a caster to take away energy from units. i know its not going to solve most of the problems but i think it would make muta/sling/bling a little more effective being able to cast it on medivacs so they can't heal, and ghosts can't snipe(though i haven't seen this much in my ZvT then again i am mid plat). plus in late game thor 500mm cannon cannot be used on ultras. just my opinion you could give the infestor some type of consume ability similar to the defiler. | ||
purerythem
United States245 Posts
On August 15 2010 16:44 vyyye wrote: Show nested quote + On August 15 2010 16:42 purerythem wrote: I favor the idea of giving the hatchery energy. Make it do something unique. Both P and T have unique bases that use energy. Zerg has to spend 150 minerals and remember to cast it, rebuild it, and micro it. You can fend off early harass with mules. Your logic is flawed but yeah, I agree that there should be something more to zerg than "spawn larvae eveyr 40 sec". not really. getting a queen is optional, although pretty much required. Mules are optional, but you also get scan, one of the two you will always be using, if not both. protoss also have the ability of a mandatory usage, free of charge. I'm not complaining about the queen, I just think giving the hatchery something unique might be interesting to think about. | ||
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