Z/P has ultra/carrier. Ultra are awful except against other zergs (lol roaches) and carriers are too expensive to mass in pro games if protoss opponent doesn't turtle for 40 minutes.
Buffing unused units? - Page 7
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SafeAsCheese
United States4924 Posts
Z/P has ultra/carrier. Ultra are awful except against other zergs (lol roaches) and carriers are too expensive to mass in pro games if protoss opponent doesn't turtle for 40 minutes. | ||
SovSov
United States755 Posts
On August 13 2011 23:13 graNite wrote: I think the raven is underused because it has light armor. Why is it this gas heavy unit not armored like a bc? The ultra needs no buff imo, it can tank so much damage and that is what it is designed for. I think we could see ultra hydra infestor in the future of zvz. Why does your whole post smell of Bronze? Also, this thread is a pain to read through. This isn't about a balance discussion as to what units need buffed or not.. it's about WHY a unit WOULD be buffed. | ||
sm0b
United States157 Posts
On August 13 2011 23:07 Jombozeus wrote: Just because an unit is unused doesn't mean its bad, more like just undiscovered. . This couldn't be more right. Remember in beta when the Hellion was "useless"? | ||
koppik
United States676 Posts
I'd like to see seeker missile revamped on ravens. Neglecting the mothership, It's the most expensive spell on the most expensive caster (gas-wise), but it's only really good if the opponent stacks his air units and neglects to run away (or has battlecruisers/carriers, which can't). | ||
turdburgler
England6749 Posts
On August 14 2011 05:09 SafeAsCheese wrote: Only terran has units it doesn't bother to use. Z/P has ultra/carrier. Ultra are awful except against other zergs (lol roaches) and carriers are too expensive to mass in pro games if protoss opponent doesn't turtle for 40 minutes. ah ok when a terran doesnt make a battle cruiser its because hes lazy when a protoss doesnt make a carrier its because they are bad units sure thing buddy. the problem with protoss and terran heavy fliers are 2 fold. their lack or armor means they get destroyed by fast attack units such as the hydra and marine, units they should in theory be used to fight. giving them 1-2 more base armor, or make their armor upgrades easier to get to (as ground units will probably be +3 before the heavy ship comes out). secondly carriers and battle cruisers both require air control in the traditional game play, and taking 60 seconds at a tech labbed starport is cutting your production of the units actually giving you air control (vikings) by 4-5 times, possibly giving up air control to the other guy they arent bad units, they are just badly designed ; / | ||
zala2023
United States228 Posts
On August 14 2011 05:09 SafeAsCheese wrote: Only terran has units it doesn't bother to use. Z/P has ultra/carrier. Ultra are awful except against other zergs (lol roaches) and carriers are too expensive to mass in pro games if protoss opponent doesn't turtle for 40 minutes. have you see the recent DRG games where he go for a ling bling infestor ultra composition late game in zvp? it works alright I guess. As for carriers, lol. Its not that its that bad of a unit, but its just that when compared to the lower tier protoss air unit (voidray), the carrier isnt much stronger at all considering the investment you have to put in to get carriers. | ||
gosuMalicE
Canada676 Posts
On August 14 2011 04:26 Eknoid4 wrote: Just because you don't use a unit a lot doesn't mean it doesn't get used or doesn't have a use. Infestors weren't used for a long time even after their most recent buff. They are still underused and most p/t players think they're quite powerful. lol? I literally cannot remember the last time I played a zerg that did not use infestors as a major if not main unit in their composition, it was before the patch to be sure. | ||
Bleak
Turkey3059 Posts
Reduce the cost (150/150), and make them available from reactor starports. Change all of its abilities to be in line with the above so it doesn't become imbalanced. Remove HSM, or make it move faster as time goes on. In either case, it's really terrible. PDD is great, might think about reducing its energy cost. Auto-turrets aren't that useful, either reduce energy cost/buff their damage and armor, or remove them entirely. | ||
Soulish
Canada1403 Posts
On August 14 2011 05:24 Bleak wrote: Raven needs a buff, definitely: Reduce the cost (150/150), and make them available from reactor starports. Change all of its abilities to be in line with the above so it doesn't become imbalanced. Remove HSM, or make it move faster as time goes on. In either case, it's really terrible. PDD is great, might think about reducing its energy cost. Auto-turrets aren't that useful, either reduce energy cost/buff their damage and armor, or remove them entirely. not sure if trolling or bronze. | ||
Tyree
1508 Posts
I think some units are so volatile that either they are near useless or borderline "op", many people within the community said the Reaper was that kind of unit, either it will suck and barely ever get made or it will be abused to no end. That is one of the units they cant buff or nerf without severe changes in gameplay so i hope they remove that unit. The one unit i think could really gain from a simple buff is the Carrier, we barely see them and just a slight increase in damage or decrease in cost might make them more viable. | ||
Severedevil
United States4830 Posts
Restrict Neural Parasite to ground units -- now BCs can be used against Zerg. Adjust the Corruptor to be weaker at soloing massive air and better at everything else. (Remove +massive, increase Corruption to +40-50% damage.) Let Ultras walk over Broodlings and Zerglings. Give the Fleet Beacon a faster impact on the game. Right now, it unlocks +2 air for your existing air units, and two very slow-building units that will take a long time to matter. (My favorite solution is to make the Mothership spawn with at least 100 mana.) Switch Reaper from Biological Light to Biological. This has no effect on early Reaper play but gives them a potential place fighting ling/baneling, and renders them viable against hellions. | ||
partisan
United States783 Posts
I think if the fleet beacon cost the same as a robo bay, you might see it used more often. | ||
Severedevil
United States4830 Posts
On August 14 2011 05:31 partisan wrote: I think they could make carriers and bcs slightly more viable by making the tech cost similar to other trees. I think if the fleet beacon cost the same as a robo bay, you might see it used more often. Carrier and BC tech costs are already similar to other trees. Fleet Beacon + Graviton Catapult costs 450/350, compared to 400/400 for Robotics Bay and Extended Thermal Lances. Templar Archives + Psionic Storm, and Fusion Core + Yamato + Tech Lab have a similar price. (I'm not counting Factory/Starport or Core/Twilight/Starport/Robo in the tech costs.) The Fusion Core and the Fleet Beacon just don't have very attractive unlocks overall. | ||
Bleak
Turkey3059 Posts
Care to elaborate instead of spitting out pointless words? I'm a diamond terran and I'm not trolling. Read the second line (the one with change it to be in-line with the above change). Read it again. Read it aloud. If you don't understand, I'm going to assume your comment above for you. | ||
PopcornColonel
United States769 Posts
I would, though, like to see a change to the battlecruiser. I don't think it has its role as a powerful capital ship that it should... Like the carrier. | ||
SafeAsCheese
United States4924 Posts
On August 14 2011 05:40 Severedevil wrote: Carrier and BC tech costs are already similar to other trees. Fleet Beacon + Graviton Catapult costs 450/350, compared to 400/400 for Robotics Bay and Extended Thermal Lances. Templar Archives + Psionic Storm, and Fusion Core + Yamato + Tech Lab have a similar price. (I'm not counting Factory/Starport or Core/Twilight/Starport/Robo in the tech costs.) The Fusion Core and the Fleet Beacon just don't have very attractive unlocks overall. Carriers are not good unmassed as well. 6 colossus is scary as shit 6 carriers? Not that scary, especially against corruptors/vikings. Colossus to mass splash DPS to kill ground units. Without them, the stalker ball cannot kill a roach/ling army very fast so the zerg can make thoe 15 corruptors to own the carriers without many qualms. | ||
NotSorry
United States6722 Posts
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obesechicken13
United States10467 Posts
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Jacko11
China146 Posts
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Reborn8u
United States1761 Posts
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