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On August 25 2011 03:45 Truedot wrote:Show nested quote +On August 25 2011 03:42 blade55555 wrote:On August 25 2011 03:21 Truedot wrote:On August 24 2011 10:46 blade55555 wrote:On August 24 2011 10:41 Truedot wrote:On August 02 2011 11:31 RaLakedaimon wrote: I like the idea of removing some units that just suck such as the corrupter, seeing all those useless things floating around if a P tech switches is a huge waste since they have to sack them anyways. Reapers are ok but I think they need to tweak that idea a bit as well. If they bring back something similar to Lurkers I am totally race switching to Z though, that would be so sweet to have a siege style unit to hold ground with. are you kidding? corruptors are great for tons of things. It shuts down a tech path for P and forces a specific one from T. Not only that, but have you SEEN what happens when thors get corrupted? I make a single corruptor per thor if there ISNT any terran air on the field. And they can clean up medivacs during a push while your ground units tangle with the marines. 300 health and 2 base armor just makes them so good for forcing marines to not shoot at them. they tank so well that you're left with the decision to either spend a lot of time killing these corruptors that are killing your VERY IMPORTANT medivacs, or shoot the ground units. And if there happens to be NO further use for corruptor, morph it into a BL and go on a rampage. Corruption against key units such as thor, corruption en masse vs stalkers or mass tanks for helping your army down them faster, there's literally limitless options for their use when you tech them. its just that people are stupid and haven't experimented with them like myself. lol the reason people don't make a corruptor a thor (pro's) is because there is a lot of better things to use the gas on. That is such a huge waste of gas because if you are making 3 corruptors for 3 thors thats 300 gas that could be used on muta's/infestors (especially if he's going mech you want infestors). Thats just a huge waste of gas. Zerg is already gas starved and wasting 100 gas on a corruptor for "corrupt" on 1 thor is just a huge waste, because again zerg is always starving for gas unless you don't make enough drones. not really. if you're making corruptors anyway, there are uses for them BESIDES the simple ones that everyone can see. Ever corrupt a line of 10 stalkers trying to meatshield for colossi and watch them insta-disappear? Its great for you, bad for the colossi who just lost the meat buffer. Ever go against a terran who's abusing the good old stim and run away through a spread of tanks? Hi medivacs, meet corruptor. Dead medivac, marines that have double stimmed and wasted the stim power, and now are at half health when your army catches up and squishes them. On August 24 2011 10:58 Zato-1 wrote:On August 24 2011 10:41 Truedot wrote:On August 02 2011 11:31 RaLakedaimon wrote: I like the idea of removing some units that just suck such as the corrupter, seeing all those useless things floating around if a P tech switches is a huge waste since they have to sack them anyways. Reapers are ok but I think they need to tweak that idea a bit as well. If they bring back something similar to Lurkers I am totally race switching to Z though, that would be so sweet to have a siege style unit to hold ground with. are you kidding? corruptors are great for tons of things. It shuts down a tech path for P and forces a specific one from T. Not only that, but have you SEEN what happens when thors get corrupted? I make a single corruptor per thor if there ISNT any terran air on the field. And they can clean up medivacs during a push while your ground units tangle with the marines. 300 health and 2 base armor just makes them so good for forcing marines to not shoot at them. they tank so well that you're left with the decision to either spend a lot of time killing these corruptors that are killing your VERY IMPORTANT medivacs, or shoot the ground units. And if there happens to be NO further use for corruptor, morph it into a BL and go on a rampage. Corruption against key units such as thor, corruption en masse vs stalkers or mass tanks for helping your army down them faster, there's literally limitless options for their use when you tech them. its just that people are stupid and haven't experimented with them like myself. Was it necessary to resurrect a 20-day old thread to post this? I read the title and thought there was new HotS info out... whats wrong with you? A mod necro'd a years old thread about the memphis 3 because there was a relevant update to the story. this is only 20 days old? Exactly. Its not even old at all. its still relevant. Not just that, but what I posted was on topic with the thread. what you posted was not, and is useless. Sorry if you played at a higher level of play you would see just how much more you need gas. Making corruptors just to corrupt thors just isn't worth the gas when again, you are already gas starved. You are using it so that you can do 20% more damage to 1 unit then its completely useless. That is not worth 150 minerals/ 100 gas, especially the gas as again you are already gas starved to where you don't want to waste it on a corruptor just so you can do a 20% more damage to a unit. And you sound like you make more then one so the players you are playing are probably not that good as you are delaying your upgrades, less banelings (vs terran), less infestors/roaches (vs protoss or zerg). If you are making corruptors anyway of course you want to use the corrupt ability never said not to. But if you are just making corruptors to do 20% more damage to thors that is such a huge waste of gas lol. As for the killing medivacs, yeah I use muta to kill medivacs if a terran abandons them what zerg doesn't? I would rather have that extra muta then a useless corruptor that can do 1 corrupt every 45 seconds. +20% damage on a thor. a roach dies, morph corruptor into BL. Stop your theorycraft, its obvious you don't actually play at high level. mutas and corruptors cost the same gas. corruptors can actually fight in a ball, and have higher dps than mutae.
Ehem, mutas actually have higher dps than corruptors unless you are fighting a massive unit (which in most cases only counts for the colossus in zerg matchups). I think you believe damage pr shot equals dps, which it doesnt. And the main point of the corruptor is that its purerly a unit you make to counter specific types of units... it doesnt bring anything to the table itself, you cant make any cool tactics with it.
Personally I am very glad they are taking a good look at both the corruptor and the overseer. Those two units have been my biggest gripe with zerg since beta.
Other units I think need tweeks are: Ultralisk (there are so few cases which this unit can excel cost effectively... 90% of units in the game even kill it cost effectively if microed... whats its role? A broodlord is nearly always better)... Hydralisk (This isnt as bad as the Corruptor but its also a "I build this to counter that" type of unit since it has nearly no aggressive potential, and its way too expensive for a pure dps unit with no special ability. A pack of 20 stimmed marines do about 460 dps, while 7-8 hydras, the equvivalent in cost, do about 160-170 dps, they are slower, have less health combined.... I dont see any plus side to the hydra other than the ability to shoot up. A high cost generic unit like that needs to be microable at least, but alas it is so slow... Lastly the baneling is a problem. The better people get at the game, the less valuable they become. We already see that terrans can cost effectively kill banelings with marines, even if the zerg is microing banelings well, and it will only become worse.)
I just hope every race gets more refined with HoTS. But I somewhat agree with Browder. Terran is a more "finished" race than the other races... very well designed race, with lots of syngergy between different types of units. I still hope they get some smaller cool tweaks, but in a lesser degree than Z and P.
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On August 25 2011 04:27 Mentymion wrote: It seems I was right with my opinion about David Kim.
He clearly doesn't have any clue how to balance that game. In fact, Dustin has spoken about most of all the problems we currently have and which is possibly the best way to fix this but somehow I always read bullshit in the upcoming patches.
Instead I must hear his awkward opinions of the game:"Units such as the Mothership are only for casual players". Season 3 maps were just the icing of the cake....
I could puke everytime I see this fucking interview
I'am glad that Dustin Browder is the Lead Designer of Starcraft 2 cuz he is the reason why this game isn't totally rubbish in terms of Game Design/Balance.
He's responsible for units such as
Colossus Marauder Roach Current Hydra Corrupter Immortal
So he sure as hell isn't free from any fault, sorry.
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Dustin Browder answering questions like a baws! On a serious note it is comforting to see that he personally knows a lot about how the game feels.
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On August 24 2011 13:52 acrimoneyius wrote:Show nested quote +On August 24 2011 13:30 Doodsmack wrote:What they don't realize is that Blizzard is trying to cater to a wide range of players Every time I hear this argument I face palm. If you make it a priority to balance the game for the highest level of play (limited ways to do this), and then add coolness factor (SEVERAL ways to do this), you generally get a better end result.
Lol I'll take your word for it. You certainly explained your argument well.
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Some of you just need to play SC2BW and leave it at that. You want Brood War in the SC2 engine, and guess what, you can have it, to your hearts content!
For those of us who actually want to play StarCraft 2, and not Brood War, most of what Browder is saying is good. Don't gut the game and remake Brood War. Flesh out Protoss and Zerg, maybe flesh out some lame units (I'd rather they FIX the lame units then get rid of them), and then move on to Legacy of the Void.
(If Blizzard gets rid of infestors, I'd be super sad, as they are my favorite unit. I doubt it happens though. If anything, they'll make fungal an upgrade like storm, and maybe get rid of pathogen glands.)
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On August 25 2011 04:32 Elefanto wrote:Show nested quote +On August 25 2011 04:27 Mentymion wrote: It seems I was right with my opinion about David Kim.
He clearly doesn't have any clue how to balance that game. In fact, Dustin has spoken about most of all the problems we currently have and which is possibly the best way to fix this but somehow I always read bullshit in the upcoming patches.
Instead I must hear his awkward opinions of the game:"Units such as the Mothership are only for casual players". Season 3 maps were just the icing of the cake....
I could puke everytime I see this fucking interview
I'am glad that Dustin Browder is the Lead Designer of Starcraft 2 cuz he is the reason why this game isn't totally rubbish in terms of Game Design/Balance.
He's responsible for units such as Colossus Marauder Roach Current Hydra Corrupter Immortal So he sure as hell isn't free from any fault, sorry.
The Design of the Colossus is awesome. They simply changed to much such as the diffrent Attack Animation. The Roach fits the Zerg Designwise but was simply ordered to be the Dragoon in disguise for the general counter to Armored Units. Even then, what do you want as the 1,5 Tier Unit for Zerg ? Hydras like in Bw ? Then Zerg would be utterly broken cuz Hellions would rip you apart. The Corrupter was kinda a fail and the Reaper , too. BUT HE ADMITS THAT! Also, in Game Design, not every unit will turn out to be a genuis Lurker or Reaver. Some units will work, other units won't.
Btw. The current Hydra is the ideal example why David Kim won't even try to fix something. So many people would like to see a Speed buff or general stats to be boosted..You see nothing!
Carriers ? Hey it's just a Casual unit!....I haven't seen a buff since the fucking Beta!!!???
Instead i see:
Patch1.1 Build time for Bunkers is now 40 secs. Patch1.2 Build time for Bunkers is now 45 secs. Patch1.3 Build time for Bunkers is now 40 secs. Patch1.4 Build time for Bunkers is now 45 secs.
Then FINALLY as aProtoss player I see LIGHTNING!!!!!! They will adress PvP!! Hell yessss!!! PRT: Zealot,Sentrys and Stalker get a 5sec. reduced build time for +20secs for Warpgates ! Cool..
well, what I get was Sentrys 5sec. earlier ..and +20secs for warpgates.....2 weeks later. Nothing had changed, in fact it became even worse. Last patch was Season 3 maps....meeeeeh -_-
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On August 25 2011 04:05 0neder wrote:Show nested quote +On August 25 2011 03:54 Joey Wheeler wrote: All I want is a unit that can actually fight marine tank. With proper marine control there's no way you'll ever get your banelings to kill enough marines so that your mutalisks don't end up dying. Zerg need a 1 supply unit like the hydra from BW. Whatever that is. I say roach or hydras and adjust stats accordingly.
Remember that roaches were a 1 supply unit, to fit within the framework of zerg being both the swarm race and having a strong tank screen. They fit this role far less, which is why zerg cant be viable on the ground against specific T or P combos, hence the deathballs. If roach was 1 supply again, it MIGHT be able to swarm a deathballa nd bring it down. If roach had its above ground regen bonus tech, it MIGHT be able to swarm a deathball and bring it down.
The games units were all designed around each other. roach was designed as a unit that would TANK through regen and through high HP and through their large size compared to their low supply cost (splash reasons).
WHen you half the number of roaches that can be fielded, they lose that role. When you take away the regen, you can lose that role.
Were roaches broken? Yes. But they nerfed it over and over, now that thats done, maybe we can get them back to one supply?
On August 25 2011 04:31 Ravnemesteren wrote:Show nested quote +On August 25 2011 03:45 Truedot wrote:On August 25 2011 03:42 blade55555 wrote:On August 25 2011 03:21 Truedot wrote:On August 24 2011 10:46 blade55555 wrote:On August 24 2011 10:41 Truedot wrote:On August 02 2011 11:31 RaLakedaimon wrote: I like the idea of removing some units that just suck such as the corrupter, seeing all those useless things floating around if a P tech switches is a huge waste since they have to sack them anyways. Reapers are ok but I think they need to tweak that idea a bit as well. If they bring back something similar to Lurkers I am totally race switching to Z though, that would be so sweet to have a siege style unit to hold ground with. are you kidding? corruptors are great for tons of things. It shuts down a tech path for P and forces a specific one from T. Not only that, but have you SEEN what happens when thors get corrupted? I make a single corruptor per thor if there ISNT any terran air on the field. And they can clean up medivacs during a push while your ground units tangle with the marines. 300 health and 2 base armor just makes them so good for forcing marines to not shoot at them. they tank so well that you're left with the decision to either spend a lot of time killing these corruptors that are killing your VERY IMPORTANT medivacs, or shoot the ground units. And if there happens to be NO further use for corruptor, morph it into a BL and go on a rampage. Corruption against key units such as thor, corruption en masse vs stalkers or mass tanks for helping your army down them faster, there's literally limitless options for their use when you tech them. its just that people are stupid and haven't experimented with them like myself. lol the reason people don't make a corruptor a thor (pro's) is because there is a lot of better things to use the gas on. That is such a huge waste of gas because if you are making 3 corruptors for 3 thors thats 300 gas that could be used on muta's/infestors (especially if he's going mech you want infestors). Thats just a huge waste of gas. Zerg is already gas starved and wasting 100 gas on a corruptor for "corrupt" on 1 thor is just a huge waste, because again zerg is always starving for gas unless you don't make enough drones. not really. if you're making corruptors anyway, there are uses for them BESIDES the simple ones that everyone can see. Ever corrupt a line of 10 stalkers trying to meatshield for colossi and watch them insta-disappear? Its great for you, bad for the colossi who just lost the meat buffer. Ever go against a terran who's abusing the good old stim and run away through a spread of tanks? Hi medivacs, meet corruptor. Dead medivac, marines that have double stimmed and wasted the stim power, and now are at half health when your army catches up and squishes them. On August 24 2011 10:58 Zato-1 wrote:On August 24 2011 10:41 Truedot wrote:On August 02 2011 11:31 RaLakedaimon wrote: I like the idea of removing some units that just suck such as the corrupter, seeing all those useless things floating around if a P tech switches is a huge waste since they have to sack them anyways. Reapers are ok but I think they need to tweak that idea a bit as well. If they bring back something similar to Lurkers I am totally race switching to Z though, that would be so sweet to have a siege style unit to hold ground with. are you kidding? corruptors are great for tons of things. It shuts down a tech path for P and forces a specific one from T. Not only that, but have you SEEN what happens when thors get corrupted? I make a single corruptor per thor if there ISNT any terran air on the field. And they can clean up medivacs during a push while your ground units tangle with the marines. 300 health and 2 base armor just makes them so good for forcing marines to not shoot at them. they tank so well that you're left with the decision to either spend a lot of time killing these corruptors that are killing your VERY IMPORTANT medivacs, or shoot the ground units. And if there happens to be NO further use for corruptor, morph it into a BL and go on a rampage. Corruption against key units such as thor, corruption en masse vs stalkers or mass tanks for helping your army down them faster, there's literally limitless options for their use when you tech them. its just that people are stupid and haven't experimented with them like myself. Was it necessary to resurrect a 20-day old thread to post this? I read the title and thought there was new HotS info out... whats wrong with you? A mod necro'd a years old thread about the memphis 3 because there was a relevant update to the story. this is only 20 days old? Exactly. Its not even old at all. its still relevant. Not just that, but what I posted was on topic with the thread. what you posted was not, and is useless. Sorry if you played at a higher level of play you would see just how much more you need gas. Making corruptors just to corrupt thors just isn't worth the gas when again, you are already gas starved. You are using it so that you can do 20% more damage to 1 unit then its completely useless. That is not worth 150 minerals/ 100 gas, especially the gas as again you are already gas starved to where you don't want to waste it on a corruptor just so you can do a 20% more damage to a unit. And you sound like you make more then one so the players you are playing are probably not that good as you are delaying your upgrades, less banelings (vs terran), less infestors/roaches (vs protoss or zerg). If you are making corruptors anyway of course you want to use the corrupt ability never said not to. But if you are just making corruptors to do 20% more damage to thors that is such a huge waste of gas lol. As for the killing medivacs, yeah I use muta to kill medivacs if a terran abandons them what zerg doesn't? I would rather have that extra muta then a useless corruptor that can do 1 corrupt every 45 seconds. +20% damage on a thor. a roach dies, morph corruptor into BL. Stop your theorycraft, its obvious you don't actually play at high level. mutas and corruptors cost the same gas. corruptors can actually fight in a ball, and have higher dps than mutae. Ehem, mutas actually have higher dps than corruptors unless you are fighting a massive unit (which in most cases only counts for the colossus in zerg matchups). I think you believe damage pr shot equals dps, which it doesnt. And the main point of the corruptor is that its purerly a unit you make to counter specific types of units... it doesnt bring anything to the table itself, you cant make any cool tactics with it. Personally I am very glad they are taking a good look at both the corruptor and the overseer. Those two units have been my biggest gripe with zerg since beta. Other units I think need tweeks are: Ultralisk (there are so few cases which this unit can excel cost effectively... 90% of units in the game even kill it cost effectively if microed... whats its role? A broodlord is nearly always better)... Hydralisk (This isnt as bad as the Corruptor but its also a "I build this to counter that" type of unit since it has nearly no aggressive potential, and its way too expensive for a pure dps unit with no special ability. A pack of 20 stimmed marines do about 460 dps, while 7-8 hydras, the equvivalent in cost, do about 160-170 dps, they are slower, have less health combined.... I dont see any plus side to the hydra other than the ability to shoot up. A high cost generic unit like that needs to be microable at least, but alas it is so slow... Lastly the baneling is a problem. The better people get at the game, the less valuable they become. We already see that terrans can cost effectively kill banelings with marines, even if the zerg is microing banelings well, and it will only become worse.) I just hope every race gets more refined with HoTS. But I somewhat agree with Browder. Terran is a more "finished" race than the other races... very well designed race, with lots of syngergy between different types of units. I still hope they get some smaller cool tweaks, but in a lesser degree than Z and P.
mutas are 5.92 DPS. Corruptors without their bonus damage are 7.36. i think you believe damage per shot equals dps. isnt that what you said? Even though the formula is damage/time. lol.
On August 25 2011 04:32 Elefanto wrote:Show nested quote +On August 25 2011 04:27 Mentymion wrote: It seems I was right with my opinion about David Kim.
He clearly doesn't have any clue how to balance that game. In fact, Dustin has spoken about most of all the problems we currently have and which is possibly the best way to fix this but somehow I always read bullshit in the upcoming patches.
Instead I must hear his awkward opinions of the game:"Units such as the Mothership are only for casual players". Season 3 maps were just the icing of the cake....
I could puke everytime I see this fucking interview
I'am glad that Dustin Browder is the Lead Designer of Starcraft 2 cuz he is the reason why this game isn't totally rubbish in terms of Game Design/Balance.
He's responsible for units such as Colossus Marauder Roach Current Hydra Corrupter Immortal So he sure as hell isn't free from any fault, sorry.
back to roaches, he states (after the fact, obviously, not before he created them) taht some units are by design meant to have a choice such as moving in between shots or not. Additionally, Protoss QQ over cloak being useless after 6 minutes can still use dts to harass places where detection isnt, and DTs do a lot of damage anyway, and so can be used to snipe down tech buildings and such. Meanwhile, the one ability that gives zerg cloak is called burrow, and to use it offensively makes it just as useless, while setting up traps with a bunch of burrowed units is MUCH harder than being able to move around some permacloaks and wait.
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I'm happy if they give Protoss a good harass unit and maybe rework some of the older units (immortal, colossus e.g.)
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Roaches were nerfed over and over again huh? Changing the starting armor from 2 to 1 was their only nerf besides the supply increase. An already dirt cheap one supply unit that can kill like... 3 marines or a zealot by itself.... plz no
The corruptor is definitely one of the most worthless units
Corruptors have 200 health, not 300, so I'm wondering how well you know your own favorite unit... Corruptors to kill medivacs.. please tell me in what world the mutalisks can not accomplish the exact same thing, can CHASE THEM, and then..actually shoot things on the ground instead of sitting there. Corruptors to kill medivacs sounds like a battle you would have already won anyways, and if you lose it, you better gtfo with those corruptors and you sure wont be able to defend with them very well if the terran decides to push. You suggest it shuts down a tech path for protoss, why dont you just say the protoss tech path forces a specific one from zerg? What tech path does it force for terran? Vikings? You're mistaken, thats broodlords (or the threat of them). I will let you fly around with all the corruptors you want while I stim into your base. Also give me a shout when idra makes 10 corruptors instead of 10 mutas when his spire pops k?
Maybe im wrong though and mass corruptor is the future style of zerg
TL:DR, Corruptors are a one dimensional unit with an afterthough ability and very few roles that cant be filled by mutas, a unit that can actually hit the ground. I hear broodlords are pretty good though.
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On August 25 2011 06:03 Truedot wrote:
mutas are 5.92 DPS. Corruptors without their bonus damage are 7.36. i think you believe damage per shot equals dps. isnt that what you said? Even though the formula is damage/time. lol.
I think hes counting in bounce. Mutas with all bounces have a 5.9 + 2 + 0.7 = 8.6 DPS
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The point of Corruptors is to kill Colossus and morph to broodlords, that's about it. Occasionally I will pump them as anti-VR, but rarely. They are indeed a pretty lame one dimensional unit.
(That said, I'd rather see them fixed than removed. Since Overseers seem like they are going to go the way of the dodo, maybe give Corruptors the Contaminate ability, make them a harras-capable unit like the Phoenix).
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On August 25 2011 06:03 Truedot wrote:
mutas are 5.92 DPS. Corruptors without their bonus damage are 7.36. i think you believe damage per shot equals dps. isnt that what you said? Even though the formula is damage/time. lol.
No muta dps is 8,55 dps vs unarmoured units. But that is with the glaivebounce. First hit is 9, second 3, third 1. So with 13 damage and attackspeed of 1,52 its a total of 8,55 dps.
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I feel I have to agree (even as a terran player) I feel zerg are pretty vulnerable in static defenses. So either make spine crawlers morph faster or bring in the lurker. I think faster morphing of spine crawler is a good move to make. But if they do that they gotta be careful as to how fast as it could then counterbalance and we'd have a new type of spine crawler rush hehe. I feel that to fix infestors as they did with High Templar I feel the energy upgrade should be removed to stop them being able to fungal as soon as they morph with it. It's so dumb as it's the same situation as with the High Templar but of course not on as high a scale as High Templar were ridiculous hehe. But Infestors shouldn't be able to pop fungal if High Templar can't. You know what that's called? Balance
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On August 25 2011 06:44 Togana wrote:I feel I have to agree (even as a terran player) I feel zerg are pretty vulnerable in static defenses. So either make spine crawlers morph faster or bring in the lurker. I think faster morphing of spine crawler is a good move to make. But if they do that they gotta be careful as to how fast as it could then counterbalance and we'd have a new type of spine crawler rush hehe. I feel that to fix infestors as they did with High Templar I feel the energy upgrade should be removed to stop them being able to fungal as soon as they morph with it. It's so dumb as it's the same situation as with the High Templar but of course not on as high a scale as High Templar were ridiculous hehe. But Infestors shouldn't be able to pop fungal if High Templar can't. You know what that's called? Balance
They can't fungal as soon as they morph unless you get Pathogen Glands first. That said, even as a Zerg player, I wouldn't mind seeing them have to research Fungal, or maybe take out the glands. HT got that treatment and they are still very strong, and even without Fungal, Infestors are nasty with Burrow (burrow puking Infested Terran is very strong in a lot of situations).
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On August 25 2011 06:34 VassiliZaytsev wrote:Roaches were nerfed over and over again huh? Changing the starting armor from 2 to 1 was their only nerf besides the supply increase. An already dirt cheap one supply unit that can kill like... 3 marines or a zealot by itself.... plz no
Movement speed while burrowed. Health regen with the (hive?) upgrade was pretty sick. Roach was really op and yes it was nerfed over and over again until the range buff.
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Ah my apologies I forgot those ones, I retract said statement
opinion/ (although i do believe supply nerf was by far the most significant (in all matchups, 1v1 and team games, and both early and late game)) /opinion
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Canada11218 Posts
On August 25 2011 03:59 holynorth wrote: I just really want lurkers, or something that offers the same thing. Lurkers could be aggressive or defensive. A professional player could use lurkers to stall a push for nearly five minutes. A bad player would lose them in the first scan. You could go all-in and drop them, or use them to defend an early fourth. Love the unit.
Banelings are bad in design. As players get better, banelings get worse. They rely on imperfect play to a degree where it is actually possible to defeat banelings effectively.
While I disagree with Banelings being a poor design I do agree that Zerg could use something that fills the role of the lurker. You can already see their desire for such a unit. They're usually buying time to remax or tech switch their army and to do that they retreat, retreat, retreat, then finally engage after losing hatchery after hatchery. Or, there's been more Zerg players adding tons of spine crawlers to hold off attacks. In both cases, Zerg is trying to get their best to buy time and another unit that could fill that role would be awesome.
For Ultra's it's probably something more along the lines of some spell that stacks with their ability. The problem late game for melee is getting into the fray before getting gunned down by critical mass ranged units. Darkswarm, cloak, zealotbomb/tank overkill, and stasis were all methods of getting melee up into the ranged line. If there was some spell that allow Ultra's (and zerglings) to get up close, we'd see a lot more. (Maybe an area effect spell that punctures holes in the round, thereby allowing Zerg units upon reaching that area, would auto bury and and could move underground (either to hide or to travel undercover) and then pop up the other side. The punctured ground area of effect would wear off, auto unborrowing units. It kinda is like darkswarm, but graphically different. But perhaps invulnerable to all, but can't attack or be attacked under there? Or keep the melee only attack or be attack.)
Based on the interview, I at least have a little hope that some of the boring units will change.
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On August 25 2011 06:44 Togana wrote:I feel I have to agree (even as a terran player) I feel zerg are pretty vulnerable in static defenses. So either make spine crawlers morph faster or bring in the lurker. I think faster morphing of spine crawler is a good move to make. But if they do that they gotta be careful as to how fast as it could then counterbalance and we'd have a new type of spine crawler rush hehe. I feel that to fix infestors as they did with High Templar I feel the energy upgrade should be removed to stop them being able to fungal as soon as they morph with it. It's so dumb as it's the same situation as with the High Templar but of course not on as high a scale as High Templar were ridiculous hehe. But Infestors shouldn't be able to pop fungal if High Templar can't. You know what that's called? Balance
The difference is that you have to start making the infestor and wait for it to pop up at given hatchery. With warp in you could instantly warp in and storm when needed at any place you had a pylon. There is a BIG difference.
If you want to make comparisons to make balance, I would say that marines should become 2 supply. Some thought the roaches performed too well and zergs were making them througout the game, so they became 2 supply. The same goes for the marine. Its the most cost effective unit in the game and is always usefull, and to be honest it doesnt tax a terran enough when it comes to supply. Too cheap for an allround unit, very mobile, extremely high dps, high hp for its cost, easily mass produced. 2 supply marines... you know what thats called? Balance (yeah I know I am being sarcastic)
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how do you want to add units to toss and zerg and not terran AND keep the balance? i dont think thats possible, unless they buff terrans existing units in return.
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On August 25 2011 07:04 harhar! wrote: how do you want to add units to toss and zerg and not terran AND keep the balance? i dont think thats possible, unless they buff terrans existing units in return.
I doubt they will add nothing to terran, but terran will very likely get a niche, relatively inflexible unit, because they already such a flexible race. Z and P will more likely get a unit that fills a hole the race has.
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