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I'm glad to hear the lurker comment. In fact, I think scourge would make the game much more interesting too.
I am worried about the 'Protoss harass unit' comment though. What does he think he designed warp-in for? What does he think zealots, dts, and hts, were used for?
On the other hand though, the Reaver is a GREAT harass unit (cough cough) - Something the Colossus isn't.
Buff the Prism, replace the most boring unit 2nd tier unit in the game (Colossus) with the Reaver.
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I think Roach > Lurker is kind of boring (in terms of design).
That means a mainly Roach army (ground to ground) will be still be a ground to ground army once upgraded. A contrast is Corruptor(AA) to Brood Lord(Air to Ground siege unit) and Mutalisk (moderate against air and ground) to Guardian (Air to Ground) and Devourer (Air to Air). I like those since it completely changes the unit (making things a bit more interesting in variety).
Hydralisk > Lurker would mean a mix of Hydralisk and Lurker army would allow more variety.
What they should do is make Hydralisk Den require "Roach Warren *OR Lair" (allow you to get Hydralisk while still having a Hatchery) then give unlock Lurker tech (Lurker Den) on Lair. Unlock Seismic Spines (+3 range) upgrade on Hive.
*It's possible to have an "OR" in terms of tech tree requirements.
What this would all mean - Hydralisk would be usable earlier game and Lurkers can fit with Hydralisk in the game.
Finally they should give "Hold Position" and "Weapons Free" (From the Ghost which allows ghost to not attack) to Lurkers (to allow them to mimic BW).
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Imagine lurkers move-shotting underground. LOL.
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What I'm hoping for: An upgrade to the ultralisk where they can load up a baneling and catapult it into the enemy army!
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I really want to see the Sentry taken out and replaced by something that actually requires micro from both sides of the battle (but is still very strong). They're such an integral part of the Protoss army, but they're boring; you never hear "wow, he micro'd against those forcefields well"
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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.
lol'd at this. Such ridiculousness. "I want everything that is effective against zerg to be given the nerf bat to the face."
Back to reality: I'm actually curious to see whether the dev team will be creative or cave in and just use BW units. Either way is fine with me.
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Seems like they actually have a good grip on balancing, it's just way harder than the community makes it out to be.
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Right now, there's arcade where we overhaul our custom game interface to make it easier for players to search for custom mods, as well as filter searches so that it'll display the most popular, the most-played ones and new ones off the assembly line.
What does this mean? Is it our good ol' original lobby-custom game list system, with the categories on the side? That would be awesome :O
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thanks for making this thread, I was going to post something on the other one but instead of the mod asking for more material in the OP, he just closes it .
Anyways...
Terran doesn't really need much as Dustin has mentioned, they have pretty much all they need. However, I'd very much like to see Thors replaced with cheaper goliaths just because thors are basically BC's that can't fly and is a very boring unit. I'd love it if the science vessel came back and replaced the raven, I'd take irradiate over hunter seeker missile any day.
Zerg also seems decently well rounded but I suppose the lurker would be nice. If the lurker comes back then the infestor needs to be removed because the infestor is covering the lurkers function. I'd like to see a caster that really buffs zerg when they have a lot of units rather than a unit that can deal DPS by itself. The infestor is a unit you can mass and basically counter a lot of different types of units. The BW queen would be cool to see with spawn broodling on tanks or workers and the defiler would be sick with a modified dark swarm for sc2. Remove the corrupter and bring back the scourge, I think zerg would really benefit from a massable unit from an expensive tech structure. I also hope they don't remove the overseer because it's more than just a scout, it's also a harass unit. Contaminate is probably one of the best harass in the game because it can stop production pretty severely, it's especially good against armories, factories, robos, forges and hatcheries. Plus spawn changeling is pretty awesome and unique, changeling also feels very zergy.
I don't think protoss needs a dedicated harass unit. Protoss already has the phoenix, when you get 4 of them they are amazing in PvZ but I suppose they aren't particularly useful in PvP nor are they exceptional in PvT like they are in PvZ. But a harass unit? No they don't need it, they have warp gates and warp prisms for that. If anything, the warp prism needs to be better, I've heard of suggestions for increasing it's maximum HP or swapping it's shields with HP for better survivability. In any case, protoss doesn't need anything more than replacing the mothership with arbiters because the MS is basically a joke.
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Thanks for the interview! I don't necessarily know if lurkers would fit with the dynamic nature of zerg in Starcraft 2, but I definitely think that zerg needs something to fill that role. Also, a change to corruptors and overseers would be great!
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Give auto turrets flame attack and blue flame upgrade :D
I also think that some of us wouldn't mind seeing that giant muta that shoots little mutas from that cancelled pro-mod.
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As Terran, I would rather just see tweaks/replacements because i feel that we already have a versatile set of units. I honestly feel like the Pre-igniter upgrade should be replaced by somthing else like spidermines or just some other unique ability. Hellions are good enough without that upgrade IMO but thats probably just because I'm always on the receiving end >.>
Aside from that, it would be cool if reapers were made more viable to use all game long, possibly similar to how DTs can be used to scout and deny expos. Also, I want to see seeker missiles get enhanced!
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Um. That is a damn good interview. The corrupter is probably my most hated unit, except when it is on it's way to a broodloord (and even then it's massively expensive, almost the cost of a mothership). They attack to slow to be useful, get outranged by vikings, and one void can almost take down two corrupters all by itself... WTF?
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I want raven HSM replaced with the ability for it to plant spider mines. How cool would that be, have four or five ravens zooming around the map laying mines and turrets. Make the Spider Mines cost energy, instead of giving them a flat three maybe as well.
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Food for thought...the Frozen Throne. (Warcraft 3's expo for the nubs)
Rain of Chaos was a great game, but was plagued with difficulties. Wands of negation were game imba in the fact that they were the only means of mass dispel, so all races required them to play effectively. In comes frozen throne, and the whole concept was redesigned. All races started with a new means of dispel, and damage types and armor classes were revamped too to accommodate the spell casters new roll. It took a 'racially balanced' game and allowed for more balance and strategies 'within a race.'
I completely understand what DB is talking about. Its called balance within a race. After Frozen Throne, I also have utmost confidence in Blizzard's ability to start from scratch and redesign what is necessary to provide for a wealth of strategies.
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On August 02 2011 13:18 emc wrote:thanks for making this thread, I was going to post something on the other one but instead of the mod asking for more material in the OP, he just closes it . Anyways... Terran doesn't really need much as Dustin has mentioned, they have pretty much all they need. However, I'd very much like to see Thors replaced with cheaper goliaths just because thors are basically BC's that can't fly and is a very boring unit. I'd love it if the science vessel came back and replaced the raven, I'd take irradiate over hunter seeker missile any day. Zerg also seems decently well rounded but I suppose the lurker would be nice. If the lurker comes back then the infestor needs to be removed because the infestor is covering the lurkers function. I'd like to see a caster that really buffs zerg when they have a lot of units rather than a unit that can deal DPS by itself. The infestor is a unit you can mass and basically counter a lot of different types of units. The BW queen would be cool to see with spawn broodling on tanks or workers and the defiler would be sick with a modified dark swarm for sc2. Remove the corrupter and bring back the scourge, I think zerg would really benefit from a massable unit from an expensive tech structure. I also hope they don't remove the overseer because it's more than just a scout, it's also a harass unit. Contaminate is probably one of the best harass in the game because it can stop production pretty severely, it's especially good against armories, factories, robos, forges and hatcheries. Plus spawn changeling is pretty awesome and unique, changeling also feels very zergy. I don't think protoss needs a dedicated harass unit. Protoss already has the phoenix, when you get 4 of them they are amazing in PvZ but I suppose they aren't particularly useful in PvP nor are they exceptional in PvT like they are in PvZ. But a harass unit? No they don't need it, they have warp gates and warp prisms for that. If anything, the warp prism needs to be better, I've heard of suggestions for increasing it's maximum HP or swapping it's shields with HP for better survivability. In any case, protoss doesn't need anything more than replacing the mothership with arbiters because the MS is basically a joke.
Here's the thing. Protoss has no -reliable- harass. Pheonix's rely on lifts (once you get in, only a certain amount of damage - max 4 lifts per pheonix), and dts are suicidal (like banes, etc.), both 'limited' harass. There is nothing like mutas, banshees, hellions where damage is 'unlimited'. Warp prism drops is not the same type of harass as these, this was a role filled by reavers in BW, and protoss needs something to fill that niche now.
also, buff fucking warp prisms, its like throwing paper airplanes at your opponent...
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Zerg needs a better early game defense unit or something or a better way to scout in general.
Lets hope they fixed this
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If i was game designer this is what i'd do:
Buff hellion orange flame vs light, remove blue flame, add spider mine upgrade Decrease raven gas 25 Remove corruptor, broods come from mutalisks Change infestor fungal growth back to 4 seconds and make it similar to ensnare in bw instead of full freeze Lurkers morph from roaches Decrease infestor range neural parasite 1 Bring back valkyries
Buff carrier Bring back arbiter Enable archon toilets. Remove colossus/ Swap reaver, decrease support bay build time. New reaver moves as fast as thor
Edit: Allow overseers before lair.
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On August 02 2011 13:24 Icekommander wrote: I want raven HSM replaced with the ability for it to plant spider mines. How cool would that be, have four or five ravens zooming around the map laying mines and turrets. Make the Spider Mines cost energy, instead of giving them a flat three maybe as well.
One of the Raven's (or was it Nomad?[Nomad was an early version of the Raven]) abilities in alpha version was laying a turret that lays down 5 nearby mines and cloaks itself. When a mine went off, the main turret uncloaked and replenish any nearby mines.
HSM is a bit underwhelming atm due to most units being able to easily out run it (and if it was buffed to be fast, it'd be a boring generic splash nuke that deals damage).
I guess a buff could be to make HSM controllable (you can street HSM into whichever unit you want) that way it'd prevent the whole fire at one unit then said unit simply runs away issue.
I also kind of agree with replacing or redesigning the Thor. The Thor's Strike Cannon ability is kind of underwhelming too (it actually deals less DPS than a +1 weapons Thor if you take into account starting and finishing time of Strike Cannons).
As for SC2 Reaver? You can spot one in this video >.>: + Show Spoiler +
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That has the be the cutest reaver I have ever seen, I think I'm in love :o
Also what's up with the carrier's shield
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