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My wishlist:
Zerg:
- Upgrades for the Hydralisk: Speed Upgrade, health upgrade. Would also like to see an added ability, like stalkers have blink and marines/marauders have stim, hydralisk should have an ability to make them worth it late game. Like every spine shot should create a big carnivorous plant that would swallow marines. Or maybe not.
- Map control unit: Of course the lurker come to mind, it could be a nice addition, but I am not into this BW nostalgia. I really wish Blizzzard use their creativity to come up with something new and nice.
- Spore-crawler on top of an ultralisk:This is somewhat silly, but I would like to see an ability for ultralisk to "mount" spore crawlers on them to attack air and have detection. How badass would that be.
- Blairling: An air version of the banelings ? How cute would banelings look with little wings on their side, ahhhh. Seriously, it would be nice to see them exploding in the air and the falling acid could hurt what is underneath.
I'll think about the other races and post it later.
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Lurkers and reavers please! It'll be almost as BW 2.
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- Blairling: An air version of the banelings ? How cute would banelings look with little wings on their side, ahhhh. Seriously, it would be nice to see them exploding in the air and the falling acid could hurt what is underneath.
We call dem scourges round these parts! :p
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Players are giving us their money... we have to give them something cool
Uh oh
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On August 02 2011 22:00 Anachromy wrote: I'm sure someone has mentioned this before, I would just personally love to see the unit supply cap get raised, even if it was just to 250/250.
with terran army units so versatile, it's sometimes tough to build a comparable and diverse force when you need at least 4-5 different units just to deal with a goddamn MMM bio ball...
also I feel with a higher supply cap, harassment would become more viable as protoss. as maintaining that late game critical mass of units would be easier to manage, as well as keep a few supply on the side for harassment.
I still feel that zerg has it the worst, how many times have you just simply maxed on roach/ling/bling to stay alive, only to have some some tech switch from terran/protoss completely screw you over?
tl;dr Raise supply cap! I would really like to see Blizzard at least experiment with a higher unit supply cap. It's a change that obviously has the potential to completely unbalance lategame, so I'm not sure if it's possible without being compensated for in other ways, but playing SC2 I always feel like my army caps out a bit too early.
It would be really cool if such a change worked well from a balance standpoint and did in fact allow for more lategame harassment as toss. The question is whether you can get a supply cap at which lategame armies start to suffer from diminishing returns sufficiently that having an extra 20 supply in a fight doesn't mean an autowin. Otherwise you're just increasing the size of the Protoss deathball by 7 Colossi O.o
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On August 02 2011 22:27 AmericanUmlaut wrote: It would be really cool if such a change worked well from a balance standpoint and did in fact allow for more lategame harassment as toss. The question is whether you can get a supply cap at which lategame armies start to suffer from diminishing returns sufficiently that having an extra 20 supply in a fight doesn't mean an autowin. Otherwise you're just increasing the size of the Protoss deathball by 7 Colossi O.o
See the important thing is that (I'm assuming we're talking about ZvP) it takes longer for the Protoss to reach the max army, and also for the Zerg, so if a Z player is better he can still have a supply lead for longer.
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Anyone remember when the colossus had high damage high cooldown? If they aren't going to take it out, at least change it back to that. Then you could actually get something out of microing them. At the moment the only thing to do is a-move.
As a protoss, colossi are incredibly boring to use, but because they made this change so long ago I doubt they will give us reavers since reavers are an even more extreme version of this mechanic. Tons of damage extremely long cooldown. I don't know why blizzard doesn't like that but it would make the unit microable, something all protosses would welcome.
TLDR: give us reavers or change colossus back to high damage high cooldown
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I'd be happy if protoss get's a proper harass unit.
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I totally agree with the decision to give Protoss a harass unit, though I am a Terran/Zerg player. Terran has, as he said, a huge amount of harass options: reaper, marine drop, BF hellion, banshee, vikings, auto-turrets, and maybe could include bunker rush vs. zerg. All of these require relatively little micro. Zerg have ling run-bys, baneling drops, nydus worms, mutas of course, infestors(burrowed, dropped, cliff-abusing, you name it), and more. Also require relatively low micro (depending on how fancy you want to get of course)
Protoss early harass unit is the Phoenix, which requires a conscious action per worker, and is completely shut down by any static defense (unlike these other methods that can deal with small amounts of static D no problemo) Also, the DT. Warp Prism/Immortal harass is interesting and perhaps a bit unexplored, but with the fragility of the WP and expense of Protoss units, it's unlikely that it will ever be more than a gimmick. I wouldn't call void rays a harassment unit. You invest so much in a single one, and while they do huge damage output, it takes a while to get there, and they suck at killing workers.
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I don't think late game harass is a problem for any race. DTs and zealots do incredible DPS in small numbers. Zerg has mutas, burrowed infestors, and lings.
The problem is early game harass--Terran has banshees, hellions, reapers. The other two races just...sit in their base. Since zerg's tech tree is the slowest, it might be nice for them to have a cliff jumping T1 unit. Maybe let Toss build the warp prism from their nexus so they can get it out earlier? Would that be too much?
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Hopefully the Toss harass unit isn't based on the reaver, but worse because they are trying to be different instead of just re-implementing something that isn't broken. Just like they replaced the lurker with inferior banelings.
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As a random player, I'm looking forward to a Protoss harass unit!
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On August 02 2011 22:34 NASAmoose wrote: I totally agree with the decision to give Protoss a harass unit, though I am a Terran/Zerg player. Terran has, as he said, a huge amount of harass options: reaper, marine drop, BF hellion, banshee, vikings, auto-turrets, and maybe could include bunker rush vs. zerg. All of these require relatively little micro. Zerg have ling run-bys, baneling drops, nydus worms, mutas of course, infestors(burrowed, dropped, cliff-abusing, you name it), and more. Also require relatively low micro (depending on how fancy you want to get of course)
Protoss early harass unit is the Phoenix, which requires a conscious action per worker, and is completely shut down by any static defense (unlike these other methods that can deal with small amounts of static D no problemo) Also, the DT. Warp Prism/Immortal harass is interesting and perhaps a bit unexplored, but with the fragility of the WP and expense of Protoss units, it's unlikely that it will ever be more than a gimmick. I wouldn't call void rays a harassment unit. You invest so much in a single one, and while they do huge damage output, it takes a while to get there, and they suck at killing workers.
Don't mean to seem snide/whiney etc, But cmon man. If you are including bunker rush for terran include cannon for protoss (not used as much but still not uncommon).
Also BF hellions/banshee require lots of micro, vikings suck at harrass except verse overlords.
Ling run buys don't count as "harras". I would count them more as a counter attacking option. At no stage in the game is a protoss going to have a ling run by and be like WOW this zerg has good harrasment options. Banelingdrops/nydurs/mutas i agree with. Infestors are awesome on some maps (third on caverns anyone?).
Protoss have blink stalkers aswell. And the voidray usually is built to deny the zergs third! Which it does extremely well in some circumstances. so in that regard it is built as harrasment. Phoenix are harrasment units, i don't know why people do not consider them to be. They might not be as powerful verse terran though.
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I'm ok with Lurkers and a harass unit for protoss. However they MUST nerf the mule, terran can cheese way to easily with it.
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Zerg getting more units, horrah horrrah!!
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So happy that they're thinking about getting rid of corruptors and overseers. Very boring units that could be done much better.
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On August 02 2011 22:41 Sina92 wrote: I'm ok with Lurkers and a harass unit for protoss. However they MUST nerf the mule, terran can cheese way to easily with it. Wouldn't you consider a supply drop more powerful? Without mules terran can't keep up econmoically due to chronoboost/injects.
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Hopefully these new Z and P units will be T1 or T2. Since the first 10:00 is the portion of the game we have to watch and play through the most, it would be nice to have more variety added to it.
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As someone who plays random in masters, I feel I can be pretty unbiased on this sort of thing, and it makes me happy to see that blizzard are looking at almost everything that is currently a problem:
Protoss have no harass (yeah DTs can harass, yeah phoenix can harass, but take considerable tech and investment, which can be countered by building 1 or 2 cannons in your mineral line or spine+spore etc, you get the idea).
Zerg have no scary defence unit bar burrowed banelings, which, as a result of having no ranged attack and being "one off" become near useless with an obs, a few orbitals/raven or an overseer), so have no effective way of turtling like toss and (especially) terran whilst they get on their feet that doesn't sacrifice 10 drones in static defence, leaving them with little offence and little economy.
Terran is SO versatile. Nail on the head by dustin browder right there, the man is switched on. They arent unbalanced (or at least not by a lot if they are), but they can do everything so much more easily. Their natural army comps are already ridiculously good harass: If you go MMM then you have drops accessible at little sacrifice, if you go mech you have blue flame helions (which, whilst yes they have solutions, they are incredibly powerful if you react even a second too late cos youre microing and you can lose a whole probe/drone/scv line in 3-4 seconds). Anything anyone does can be easily countered by terran to a considerably greater extent than other races. If someone goes collossi, I go vikings (best counter in the game to collossi), if someone goes roaches, I go marauders (best early game response to roaches in the game), they naturally have anti air and detection within about 4 minutes of the game so shouldnt lose to cloak rushes or air rushes, they have EMP to nail all casters and (perhaps the only thing I have OP complaints about) absolutely ruin all things protoss requiring little skill. Mobile scan, recyclable bunkers allowing easy expand, not to mention tanks...they really dont need much attention in terms of help, they just need something to please the fans.
Blizzard you have my faith.
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On August 02 2011 12:24 ChoiBoi wrote: This is probably biased since I'm a Zerg, however:
They should implement scouts, dark archons, defilers, lurkers, vultures, goliaths, overlords with detection, shield batteries, hydra speed, and a super capital ship for zerg.
They should remove hellions, thors, planetary fortresses, phoenixes, double-usage dropship/medic (medivac reduced to two separate units), warpgates (reinforcement to any corner of the map instantly, really?), banelings (idc if they remove banelings as long as lurkers are back), and supply depot lowering.
They should fix: moving while using auto-repair along with max number of workers per unit (e.g 6 max per mech unit), mules being able to repair, forcefield SIZE (currently 3x3 hexagon, reduce to 2x2?), switch roach and hydra tech tiers (and reduce hydra damage, but increase roach damage), reduce marine range and put in range upgrade, banshee damage, this isn't specific, but the "armored but no armor," or "light but has armor," moving to attack enemy unit priority (especially of queens being baited out immediately after an inject), spine crawlers to sturdier defenses that can't unroot, but are definitely more defense oriented, ling surround ai (especially when marines are dropped into between a mineral patch, and when you actually take the time to micro some lings around, they actually go back all the way around to target that ONE marine in the front), and etc.
This seems more like rant, but meh, it should work out effectively.
You left out the science vessel, you are true zerg.
Actually, speaking of science vessels, it'd be nice if raven hunter seekers could be removed and irradiate put in. Irradiate's not a bad spell; it's not a coinflip spell like HSM and it wouldn't do as much damage as HSM on clumps of stuff because zerg gets time to split their units.
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