What WoL units/mechanics are uninteresting? - Page 41
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Kuma1
4 Posts
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Velr
Switzerland10596 Posts
Remove Marauder ---> Rebalance/design the Reaper My toughts go kinda in this direction: Weaken the Reapers damage vs light a little, use it's "building"-attack against armored (also with rebalancing!)... Let it Stim but remove the Speed upgrade?... Something like that... Well, thats assuming the Roach (and to a lesser extend the Stalker) stay as they are. I don't know, but for me "Terran-Infantry" should be low HP, high DPS with good Healing capacities due to Medivacs and atm thats just not the case with Marauders? | ||
Tuczniak
1561 Posts
On June 07 2011 17:51 Drygioni wrote: Because corruptor is reactionary unit. Colossus basically dictate how PvP, PvT and PvZ works 90% of the time.Now I know everyone hates the colossus but really, how is that more lame than the corrupter? | ||
Wolfenight
Australia12 Posts
+ Show Spoiler + - Colossi for sure. They're too good not to make and because of that, the tactics that a Protoss player can actually use are very limited. Makes for predictability and dullness. - Warp prism. A flying umbrella made of paper. Give Protoss a reliable transport. - Hydralisk. No creep? Oh look, I'm an autoturret now. - What mechanics do you find needing tweaks? or badly designed. + Show Spoiler + -Unit clumping. It makes the AoE abilities so incredibly strong. Infestors, banelings, siege tanks, colossi, high templar and a couple of others less used. The vast majority of 'standard' strategies will use one of these en masse. And the reason is unit clumping. - Also, Autoturrets and PDDs are awesome but the HSM leaves a lot to be desired. - Inject lava is very unforgiving. For a suggestion maybe injection gives you an extra three faster instead of an extra 3 more? - What graphic/misc tweaks do you want to see? - I can't comment since I multiplayer on low ![]() - What type of new units/buildings would you like to see? + Show Spoiler + - Something for zerg to not be forced into the coin flip scenario that Idra currently has problems with. I think he's right, all I have to do is wall off and a zerg can't tell if I'm expanding or going 6-rax - I <3 Medic! - I guess I'm an old WC3 fan but I did always enjoy my hero unit. Just the same army with a different hero could really give an army a whole new something to it, which I've always enjoyed. | ||
supdubdup
United States916 Posts
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cilinder007
Slovenia7251 Posts
On June 07 2011 19:12 supdubdup wrote: LoL...Collosi has so much hate ![]() the point of the game shouldnt be to have cool looking units -.-, who are you dustin browder... | ||
Girondelle
France969 Posts
I wish Ultralisks could walk over small units, would compensate for their huge size. | ||
supdubdup
United States916 Posts
The only change that should happen definitely in HoTs is a zealot change. They are too tanky in every matchup -_-. | ||
FlaminGinjaNinja
United Kingdom879 Posts
2. Unit Movement Units in starcraft are extremely clever when it comes to movement. This looks great in some situations (mass of zerglings) but kind of lame in others (marine balls). It's been suggested on these forums that maybe units should return to broodwar mechanics, the advantage being armies would look grander, battles last longer, and a few other balance problems be solved (such as the efficiency of bio-balls, or protoss balls). I believe instead of one or the other units should just have behaviour, so in that idea: zergling will try to form groups of 6 and each group has the current flow mechanic, but groups themselves would try to avoid each other, marines try to avoid each other, marauders push marines, tanks and thors push marauders and marines, etc, protoss units flow with units of the same type, but avoid units that are different, etc. Basically, each race could have very different ai for unit movement, adding to the racial traits. On the topic of units and movement, massive ground (such as thors and ultralisk) units should have two collision boxes, one of the size of the current one that only interacts with other massive units and one the size of a roach that interacts with smaller (friendly) units. They should also be able to push any small units to the side (friendly or otherwise). I agree with the unit movement in the OP 100% In fact i agree with alot of what was said in the OP especially: >Zerg does need a space controlling unit >Spell casters need a change I just don't see Blizzard changing the unit movement though ![]() Is there a single unit in the game that people have not complained about and have at some point said they want changing? | ||
Snettik
Finland186 Posts
I don't think the solution to that is having an AI which controlls your units a lot (like spreading them) because it would be harder to controll them manually. I think this problem could be solved by having more expensive units with more HP allowing more time for micro in longer battles. When you fight with smaller numbers, splash is less effective. Also when you have a maxed army of units you can't pull individual units back when they are dying in a super tightly packed large army so less units would allow more micro. Highly microintensive battles are nice and exciting to watch. Of course this would require balancing like hell. Also switching hydra and roach would make any air play against zerg unviable because hydra + queen + spore. One thing i don't like is that in SC2 you can just throw away units like hell and be fine. In WC3 there is allways a battle going on and it's nice to watch action filled games. I'm not saying they should add hero system or something, but i'm saying they should punish for loosing units harder. Perhaps making it possible to turn kill counts into caster energy (and add more castres)? Just throwing that out there, not a serious suggestion. They should also reward somehow from constantly engaging the enemy. When your units would have more HP, it wouldn't be impossible to constantly engage and not loose anything. To make it easier and more rewarding to save units there should be more and more effective healing options. Yeah... I mean they should take WC3 influences. But do you really think that having more micro in a game is bad? GOOFY and not so serious mechanic ideas - Zerg could utilize corpses somehow to either get resources or summon infested terrans or lings or something - Ultralisk corpse could be used as a bunker for hydras - When Brood Lords die they turn in an egg and if that egg isn't destroyed it ressurects - Changlelings could morph into banelings :D - Protoss will get some super slow deathball unit to replace colossus - mutalisk cloak :D okay maby not - roach morph into hydra morph into mutalisk morph into infestor morph into ultra | ||
thebole1
Serbia126 Posts
Spirit link would only help against Zerg, and even there only sometimes. What if a Zerg makes banelings and rushes into your army? Its no problem for the terran, MM can stim and run away. But for protoss? Lots are way slower than speedbanes. And in PvT, w/o FFs, you would be kited forever, and would never get to deal any damage. In PvT you have to trap T units with FFs, so you can catch onto them and kill them. With the current speed of toss units, you could not survive w/o FFs. Its as simple as that. i agree with some staff you said hire... but i think it would help vs Terran bio ball simply toss army would be a lot stronger then..... also they can combine Spirit link with guarding shild to difensive staf that would help toss army to survive longer....or spirit link to add 2 armor to unites and + guarding shild that add 2 armor = 4 armor...exemple... i think SPIRIT LINK insted of Force Fealds would bring beck MICRO intensive bettles for TOSS but it should be tested ... ![]() also i whont to add they could buff zealot speed then becous without Force fealds then zealots couldnt get in range to atc.... so that would help.... | ||
SergTom
United Kingdom9 Posts
immortal -> really think this is a unit that needs changing. i really wish they made it easier for us to make this unit or make more of them. | ||
Black Octopi
187 Posts
On June 05 2011 22:34 adwodon wrote: That would be really interesting.Raven: If spidermines on reapers is too much then ravens should be able to do it. Warp In: I like warp in as a defensive tool but it should be limited to within a relatively small area close to a nexus (ie in your base, and a small area around), either that or it should be much slower to produce than a standard gateway. That way you could build up, switch to warpgates, push out and if you think you can clinch it or need to put more pressure, or a key unit like a DT you can warp in, but otherwise you'd go back to gates, fall back and produce quicker. How about going Giving it the best of both words makes it too obnoxious and makes protoss too hard to deal with if you find yourself on the losing end of a fight. - remove warpin from pylons - give nexus a wapin range the size of sensor towers - warp prisms can still be used for warpins On June 07 2011 09:52 thebole1 wrote: Given how good blink stalkers are this spell may be too much. It would nulify the need for blink stalkers, and at the same time make just about every unit a perfect blink stalker for free.HEY PPL i find out what could be done to fix Force feald gameplay.... do you know spell from wc3 called spirit link .... wc3 spirit link reduce dps taken on one target to shere with others targets... that spell can be add insted of force fealds ... becous toss unites will be more alive and that would add AGEAN MICRO intensive bettles... SPIRIT LINK WC3 SPELL ..they can change name ofc but simply try to find if you dont know i think that speel would help insted of FORCE FEALDS.... gateway unites are 2 week.. so without force fealds they are easy killed but SPIRIT LINK speel would help toss unites to stay alive.... ppl i hope you understend what i am seying that would be great simply more micro intensive game will be in it ![]() I guess it could just be a shield ability (ie. affect only shields) but even then you have units like the colosus who have pretty big shield batteries, I'm afraid coupled with this spell they would just become even more obnoxious as air would tickle them. What was it in WC3 4 targets? say it's a colosus and 3 stalkers, that means colosus would have now another 80 x 3 = 240 shields for a total of 390 shields. You also have to ask the question of what happens if the 3 stalkers are not in combat? (say they are in the back of your army) does that mean the colosus now has monster shield regenaration? On June 07 2011 19:30 FlaminGinjaNinja wrote: Of the top of my head.Is there a single unit in the game that people have not complained about and have at some point said they want changing? Marine Zergling Broodlords Broodlings Ghosts High Templar Dark Templar Tanks (for the most part) Drone/SCV/Probe Zealot Queen Changeling Battlecruisers/Carriers got the "we want to see them used more" (ie. easier to transition to) argument, but nobody directly complained about them being uninteresting or bad. Banshee/Vikings only get the "wraith was better" comments. Units mentioned rarely: benalings, pheonix | ||
zbedlam
Australia549 Posts
Colossus is #1 by a long shot, they make me dislike watching any PvX matchup due to the playstyle they promote. Thor, such a general unit that doesn't stand out at all. Also doesn't look like it fits into SC (same deal with mothership, but at least the mothership has some potential for interesting play.) Overseer, their ability sucks. - What mechanics do you find needing tweaks? or badly designed. Clump mechanics - I personally found broodwar was much more interesting to watch due to the back and forth fighting going on all over the map. Most sc2 games consist of light harassment and macro for about 10 mins then a large fight and its over. I feel this mechanic is the main reason for this. Macro mechanics - although I do like creep tumors and chronoboost, the others really add nothing to the game at all. - What type of new units/buildings would you like to see? Something to replace the lurker, i'm sorry the baneling is absolute shit in comparison. The lurker was a unit that could be used in a lot of different ways effectively and offered zerg a unit that could be used defensively and offensively. I would like to see protoss have something to replace the colossus, more in line of the reaver is what I would vision. But really blizzard would have to think pretty hard to replace the colossus with anything worse. | ||
Grapefruit
Germany439 Posts
Instead of patching the game now, changing the things you don't like you wait for the expansion that will change the meta-game anyways. That's bullshit! | ||
Roggay
Switzerland6320 Posts
On June 08 2011 00:14 Grapefruit wrote: Nice, Blizzard, really nice. Instead of patching the game now, changing the things you don't like you wait for the expansion that will change the meta-game anyways. That's bullshit! Luckely for us, you don't work for Blizzard. Ofc you can't make those changes now without completely destroying the competitive scene. | ||
goiflin
Canada1218 Posts
On June 07 2011 21:22 Black Octopi wrote: Of the top of my head. Marine Zergling Broodlords Broodlings Ghosts High Templar Dark Templar Tanks (for the most part) Drone/SCV/Probe Zealot Queen Changeling Battlecruisers/Carriers got the "we want to see them used more" (ie. easier to transition to) argument, but nobody directly complained about them being uninteresting or bad. Banshee/Vikings only get the "wraith was better" comments. Units mentioned rarely: benalings, pheonix Dude, what forums do you post on? I've seen people complain about marines, broodlords, ghosts, HT's, DT's, tanks, zealots AND queens. Either being OP or UP, and oftentimes, both. Please link me to this mythical land so that I may have less brain cancer. Edit; that's not to say TL is a bad place to post, it's just that there are alot of silly balance whines that happen (most get moderated), but just because they get banned, doesn't mean that it doesn't happen (or keep happening). | ||
Black Octopi
187 Posts
On June 08 2011 00:39 goiflin wrote: I took that question as referring to this thread only. Dude, what forums do you post on? I've seen people complain about marines, broodlords, ghosts, HT's, DT's, tanks, zealots AND queens. Either being OP or UP, and oftentimes, both. Please link me to this mythical land so that I may have less brain cancer. In this thread marines/benalings were maybe mentioned once or twice as side notes. I'm not really keeping count but it's very clearly only in posts like "mules blah-blah minerals blah-blah make marines too good" or "lurker would be better then benalings", etc. Concerning the others everyone seems to think they are pretty fun units and contribute to the game. I'm can't say with 100% certainty, but I don't think anyone ever complained about broodlords, ghosts, etc, saying anything like "ah ghosts are boring to watch" or "broodlords are stupid" etc. Guess that makes them interesting units. =) | ||
ScythedBlade
308 Posts
Collosus is way too at points and also suck too much at points. Mass Corruptors nullifies them, yet Mass Collossi kills like crazy. | ||
blubbdavid
Switzerland2412 Posts
And I've got a feeling that many make a new Acc just to post on this thread -.- | ||
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