On August 21 2011 23:10 EffectS wrote:
Zerg needs some real anti-air!
Zerg needs some real anti-air!
That's a good point but they could just make Hydras not terrible instead of adding a new unit.
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Ziktomini
United Kingdom377 Posts
On August 21 2011 23:10 EffectS wrote: Zerg needs some real anti-air! That's a good point but they could just make Hydras not terrible instead of adding a new unit. | ||
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SheffiTB
Canada223 Posts
-buff carriers/battlecruisers. The hard counter available for each race against them makes them absolutely useless and not worth the investment, no matter how cool they are. -give protoss a harassment unit. Everybody knows that protoss can't harass their opponents without a HUGE amount of investment (dts). Considering how gas intensive protoss is, you just can't squeeze in a harassment unit like that. -give zerg a space control unit. I played the sc2bw custom maps (on unlim select, automine, smartcast) and zerg just felt so much cooler. Hydralisks were already awesome, and you could turn them into the best unit blizz ever created; the lurker. Now, the actual lurker unit wouldn't make sense balance-wise for zerg, but some kind of space control unit for zerg is much needed. A zergtank? lol | ||
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butchji
Germany1531 Posts
On August 21 2011 21:31 laonda wrote: Hereby my whish list for christmas ![]() Zerg: - add an aircaster (and remove some abilities from the infestor) - add a luker type unit - change the roach/hydralisk combo (abilities too overlapping) - add a cliffhopper to tier1 weak but able to do good scouting Terran(seem to be quite complete allready): - change thor to a more goliath role(increase mech usage for more matchups) - change EMP in a single target mana drain and add another ability for AOE shield damage - update raven with a new spell(something like for example shooting spiders that detonate) Protoss: - Remove sentry and change stalker/zealot accordingly to handle early pressure - add a cliffhopper to tier1 weak but able to do good scouting - Revamp immortal (more range, faster, cheaper, ability to produce in mass, and less damage. Something in the lines of the maurader, but must be weak against lings and marines but strong to maurader and roach/hydralisk) - add harrash unit to stop in a warpprim - Add High Templar to twilight council and add forcefield to HT also increase movement speed - Remove DT shrine and add to templar archives (still has storm research), also abiltiy to morph into archons requires templar archives. - make carriers usefull - Add air caster - remove mothership and replace with abilities of the aircaster and with something you can learn at at the nexus for example that you can recall where you have pylon power but it cost full energy of a nexus. Overall a lot on the list and a lot are no really feable, he but someone can still hope ![]() Are you a protoss by any chance? | ||
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WhiteraCares
Sweden339 Posts
The collosus has to go for sure and add a reaver-esque unit which actually required some skill to use instead of a A-move unit. Add lurkers and the Dark Swarm ability, which makes for awesome gameplay combo. Add some kind of minelayer to the terran arsenal. Second: Remove/replace the marauder, remove/replace the overseer, remove/replace the corruptor, remove/replace the immortal, remove/replace the mothership, | ||
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Aiurr
Poland80 Posts
P: remove warp-gate tech, buff warp-prism, add reavers, nerf immortal shields T: remove reapers, remove seeker missile from raven, add golliaths and a mine-layer ability for any unit | ||
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harhar!
Germany190 Posts
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vOdToasT
Sweden2870 Posts
Terran will never have a melee unit, seige tanks would make it too hard to use and it doesnt fit with the Terran feel. I present to you, firebats. ![]() | ||
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Iroh
England48 Posts
On August 21 2011 23:25 Aiurr wrote: Z: remove banelings, add lurkers, remove creep speed bonus, give scourge P: remove warp-gate tech, buff warp-prism, add reavers, nerf immortal shields T: remove reapers, remove seeker missile from raven, add golliaths and a mine-layer ability for any unit Just no...they will not change it more into SC:BW. Think people know now that SC2 is different. Removing Warp-Gate tech now would ruin the game, I can not see banelings ever being removed or them adding the reaver with the collosus in. Think 3 new things that hasnt been seen would be so much better than just bringing in old units. Maybe even new builds changing up the tech paths. But either way they will take SC2 forward and not a step back. | ||
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pallad
Poland1958 Posts
Or maby if phenix will be can lifting borrow units .. dunno Protoss: I know prottos players gonna hate for for that post , but imo toss have it all now , like i write maby phenix that can lift borrow units , or void prims whit some kind of mini racall , but no new units . Terran : Terran in good to imo .. maby take back heal ability from medivacs .. and add medics .. but nothing more . | ||
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Aiurr
Poland80 Posts
On August 21 2011 23:33 Iroh wrote: Show nested quote + On August 21 2011 23:25 Aiurr wrote: Z: remove banelings, add lurkers, remove creep speed bonus, give scourge P: remove warp-gate tech, buff warp-prism, add reavers, nerf immortal shields T: remove reapers, remove seeker missile from raven, add golliaths and a mine-layer ability for any unit Just no...they will not change it more into SC:BW. Think people know now that SC2 is different. Removing Warp-Gate tech now would ruin the game, I can not see banelings ever being removed or them adding the reaver with the collosus in. Think 3 new things that hasnt been seen would be so much better than just bringing in old units. Maybe even new builds changing up the tech paths. But either way they will take SC2 forward and not a step back. If you remove warp-gate tech along with creep speed bonus and give scourge to the zerg, I think it would be a pretty balanced and smart step back imho. I think these mobility issues for protoss and zerg are keeping the game from being improved. If they won't change/remove it, then terran will always be a turtle race. edit: and if terran won't get better mobility nor zerg / protoss get their mobility nerfed then blizzard will never be able to nerf terran units. If you want to nerf terran you first need to give it some mobility or nerf warpgate and creep speed imho. | ||
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prOxi.Beater
Denmark626 Posts
For protoss - Remove DT and replace it with the reaper-dt. It's fast, it's invisible and it can jump cliffs without vision. It's the most infuriating harrassment unit Blizzard has ever made and it fits protoss perfectly. Zerg - Add lurker. It can move while burrowed and doesn't have splash damage, once again proving Blizzard completely missed the point about what made the unit great (setup time and splash) - Merge the corruptor and the overseer. Blizzard gets lazy and simply opts to combine two boring units in the hope that that might make them one exciting unit. - Speed upgrade for the hydra and ultra that makes them faster off creep. These are hive-tech upgrades. Terran - Speed upgrade for raven's hunter-seeker missile | ||
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Aiurr
Poland80 Posts
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Archerofaiur
United States4101 Posts
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entrust
Poland196 Posts
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The_Templar
your Country52797 Posts
PROTOSS: Ground artillery unit. Take out collosi. Create a ground unit that can not jump cliffs. This unit is slightly faster than the immortal and has about the same range as a roach. Maybe more? It does a similar attack as the collosus but only really affects light units (like 12(+5) damage or something). Immortal range has an upgrade to make it +1 to make it more of a siege type unit, which it sort of is damage-wise. ZERG: Air caster unit. No units removed. This unit is similar to the queen as it has no main attack, but could have a spell that affects mechanical units (irridiate for mech?), or a spell that is similar to disruption web, etc. Infestor loses 2 of the following: -Some life -Fungal growth damage -Neural parasite To make it less powerful in conjunction with the broodlord/to keep it from overlapping with the new spell caster. Changeling has a cast range of 5-6 and is automatically attacked by enemy units. This makes it a lot more exciting to cast changeling and gives it more opportunities. For instance, you can use it to draw tank fire, or more easily scout an opponent as long as you don't get near enemy units. TERRAN: Infantry type unit. Mech is complete. Air is complete. edit: argued with my firebat type unit idea. Face it, the vulture and hellion will not co-exist. The new unit is armored and can use stim packs. It does slightly more damage to light units and has a low range. (Firebat type unit maybe?) Reaper does extra damage to biological units instead of light units. | ||
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tuho12345
4482 Posts
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laonda
Netherlands44 Posts
On August 21 2011 23:23 butchji wrote: Show nested quote + On August 21 2011 21:31 laonda wrote: Hereby my whish list for christmas ![]() Zerg: - add an aircaster (and remove some abilities from the infestor) - add a luker type unit - change the roach/hydralisk combo (abilities too overlapping) - add a cliffhopper to tier1 weak but able to do good scouting Terran(seem to be quite complete allready): - change thor to a more goliath role(increase mech usage for more matchups) - change EMP in a single target mana drain and add another ability for AOE shield damage - update raven with a new spell(something like for example shooting spiders that detonate) Protoss: - Remove sentry and change stalker/zealot accordingly to handle early pressure - add a cliffhopper to tier1 weak but able to do good scouting - Revamp immortal (more range, faster, cheaper, ability to produce in mass, and less damage. Something in the lines of the maurader, but must be weak against lings and marines but strong to maurader and roach/hydralisk) - add harrash unit to stop in a warpprim - Add High Templar to twilight council and add forcefield to HT also increase movement speed - Remove DT shrine and add to templar archives (still has storm research), also abiltiy to morph into archons requires templar archives. - make carriers usefull - Add air caster - remove mothership and replace with abilities of the aircaster and with something you can learn at at the nexus for example that you can recall where you have pylon power but it cost full energy of a nexus. Overall a lot on the list and a lot are no really feable, he but someone can still hope ![]() Are you a protoss by any chance? Offcourse and i am bias as hell, like mentioned it is a wish list What blizzard really going to do is probably add a harrash unit to protoss like they mentioned. Do some tweeking to terran and mostly focus on the zerg. | ||
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mikiao
United States161 Posts
Zerg will get a siege unit like a mini nydus worm, but instead of vomiting units, it vomits a spine crawler at the "head." Terran will get a transformer ability, that allows them to research certain combinations. Like 1 thor and 2 hellions "morph" into a thor with roller skates to boost speed! Or 2 reapers and 1 viking "morph" into a flying unit that shoots air and the reaper ground attack. Oh, it would be sweet. Ok...ignore the Terran bit...its probably a lie | ||
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weiliem
2071 Posts
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flowSthead
1065 Posts
As for what I want to see: Terran No new units. At the moment, all Terran units have viable uses. The only units that don't get much pro play relatively are the Raven, the Battlecruiser, and the reaper, and I've recently seen a bunch of TvTs where Battlecruisers and Ravens factor in. But I would like to see Reapers used more, so maybe I would like something like the way Medics and Firebats worked in BW. Once you build an engineering bay, you can build reapers, and then have the reapers be able to built two at a time from a Reactor. Maybe then you will be able to see Reaper drops? I don't know, I'm sure someone will be able to theorycraft better than I can on why that would be terrible. Make the Seeker Missile faster. Make EMP not detect invisible units. Protoss Protoss as well I feel is pretty good in terms of the units it has. I feel like they could use more tweaks, such as making the Colossus micro-able, maybe by having to aim its attack, I don't know. Carriers are pretty useless, so that should be fixed. Also, Motherships, how do they work? I think I would like to see sentries start out with hallucinate instead of guardian shield, and have them research guardian shield. Zerg Zerg needs something like the lurker. It doesn't have to be the lurker, but they have no cloakable units as is, and nothing that attack from underground. The lurker makes sense since it is a unit everyone is familiar with, but it can be called something new if Blizzard is bothered so much about the fact that they would be reusing a BW unit. I would also like to see the Hydralisks made beefier or faster. Something to make them a better choice than roaches. They can even be 3 supply if it makes them too powerful and it would still be better than how useless they seem now. I would also like to see Overlord Speed be a hatchery tech upgrade, but maybe make Overlords have less health, like 150 health but with 1 armor starting off. Less health, or give Zerg a dedicated dropping unit. I would also like to see the Ultralisk do bonus damage against buildings. I don't know if that's useful or not, but it just feels right. All of that is just a wishlist though, and the only real thing that the game needs is the lurker. That and EMP being unable to see invisible units. | ||
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