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Designated Balance Discussion Thread - Page 273

Forum Index > SC2 General
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Shiori
Profile Blog Joined July 2011
3815 Posts
July 16 2012 21:51 GMT
#5441
On July 17 2012 06:47 Big J wrote:
I know this does not really belong to the discussion from above or something, but I just thought about some ideas to make the roach more interesting and though they will not make it into the game and are just theorycraft (that's what this thread is for) I thought I would share them (exact numbers might have to be changed):

Number 1:
Roach - life from 145 to 125
"Tunneling Claws" changed:
-) Regeneration bonus removed (so roach only has the "standard rapid regeneration" of 5HP/sec)
-) Heal bonus added: anytime the roach burrows, it immidiatly regains 15HP
+ Show Spoiler +
The way burrow works, is that you it takes some time to burrow (0.55sec + a rnd number from 0.00 to 0.10sec for the roach)
and it takes some time to unburrow (0.44sec+ a rnd number from 0.00 to 0.10sec for the roach).
This means that burrowing and unburrowing takes 0.99-1.19sec for a roach.
If you do this perfectly, it means that the roach regenerates 15+(2 to 3 for the 0.44-0.54 time it takes to uburrow)=17 to 18HP everytime you do this.

To make roaches as efficient as they are right now, you have to burrow them at least once in a combat in a way, that it doesn't lose an attack. So statistically speaking, you really should try to make them burrow more than once.
Numbers are kind of arbitrary and would have to be balanced of course. (125HP roaches might be too bad before the upgrade and have too many problems against very high damage dealers, 15-20HP regeneration for some double clicking might be too much in certain situations etc) It will also depend on how well a good player can really micro them in the end - so how precise you can burrow single or few injured roaches without burrowing noninjured, how many shots you statistically lose etc...


Number 2:
(Queen buff reverted)
Preroach (this name is not discussable! :D )
Requires: Spawning Pool
Cost: 150-50, proably longer build time than the normal roach (so maybe like 35-40 instead of 27)
Stats: Those of the Roach right now or slightly lower and slower

Roach (replaces Preroach)
Requires: Roach Warren (Lairtech!)
Cost: 75-25
Stats: Those of the Roach right now

Preroaches and Roaches start with burrow or burrow now only requires a spawning pool (though I think in this variant the preroach is too expensive and should be like 125-50 or 150-25).
+ Show Spoiler +
weakens/removes early roach allins, because they are not affordable anymore. Gives the Zerg the opportunity to get very few preroaches for defensive measures out or to maybe micro down a bunker or a canon with them.
As a comparison:
7RR costs (150 Warren+50drone+7*75roaches+7*25gas roaches = ) 725/175
4 Preroach rush costs: 600/200

And I mean, who would not love to see the single preroach running across the map when a Protoss goes for a gateway expand, and the Protoss desperatly trying to snipe or block it, so that it can't block the Nexus


1 major flaw in an otherwise decent idea is that Protoss would be pigeonholed even more into going Robo first due to the faster Burrow. I mean, Stargate and Twilight openers would be completely non-viable. Not that they're great right now, or anything, but they'd be even worse.
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
July 16 2012 21:51 GMT
#5442
On July 17 2012 06:47 Big J wrote:
I know this does not really belong to the discussion from above or something, but I just thought about some ideas to make the roach more interesting and though they will not make it into the game and are just theorycraft (that's what this thread is for) I thought I would share them (exact numbers might have to be changed):

Number 1:
Roach - life from 145 to 125
"Tunneling Claws" changed:
-) Regeneration bonus removed (so roach only has the "standard rapid regeneration" of 5HP/sec)
-) Heal bonus added: anytime the roach burrows, it immidiatly regains 15HP
+ Show Spoiler +
The way burrow works, is that you it takes some time to burrow (0.55sec + a rnd number from 0.00 to 0.10sec for the roach)
and it takes some time to unburrow (0.44sec+ a rnd number from 0.00 to 0.10sec for the roach).
This means that burrowing and unburrowing takes 0.99-1.19sec for a roach.
If you do this perfectly, it means that the roach regenerates 15+(2 to 3 for the 0.44-0.54 time it takes to uburrow)=17 to 18HP everytime you do this.

To make roaches as efficient as they are right now, you have to burrow them at least once in a combat in a way, that it doesn't lose an attack. So statistically speaking, you really should try to make them burrow more than once.
Numbers are kind of arbitrary and would have to be balanced of course. (125HP roaches might be too bad before the upgrade and have too many problems against very high damage dealers, 15-20HP regeneration for some double clicking might be too much in certain situations etc) It will also depend on how well a good player can really micro them in the end - so how precise you can burrow single or few injured roaches without burrowing noninjured, how many shots you statistically lose etc...


Number 2:
(Queen buff reverted)
Preroach (this name is not discussable! :D )
Requires: Spawning Pool
Cost: 150-50, proably longer build time than the normal roach (so maybe like 35-40 instead of 27)
Stats: Those of the Roach right now or slightly lower and slower

Roach (replaces Preroach)
Requires: Roach Warren (Lairtech!)
Cost: 75-25
Stats: Those of the Roach right now

Preroaches and Roaches start with burrow or burrow now only requires a spawning pool (though I think in this variant the preroach is too expensive and should be like 125-50 or 150-25).
+ Show Spoiler +
weakens/removes early roach allins, because they are not affordable anymore. Gives the Zerg the opportunity to get very few preroaches for defensive measures out or to maybe micro down a bunker or a canon with them.
As a comparison:
7RR costs (150 Warren+50drone+7*75roaches+7*25gas roaches = ) 725/175
4 Preroach rush costs: 600/200

And I mean, who would not love to see the single preroach running across the map when a Protoss goes for a gateway expand, and the Protoss desperatly trying to snipe or block it, so that it can't block the Nexus


You cannot put gas on Queen.

No way no how.
You are no longer automatically breathing and blinking.
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-07-16 21:53:09
July 16 2012 21:52 GMT
#5443
On July 17 2012 06:51 ysnake wrote:
Show nested quote +
On July 17 2012 06:47 Big J wrote:
I know this does not really belong to the discussion from above or something, but I just thought about some ideas to make the roach more interesting and though they will not make it into the game and are just theorycraft (that's what this thread is for) I thought I would share them (exact numbers might have to be changed):

Number 1:
Roach - life from 145 to 125
"Tunneling Claws" changed:
-) Regeneration bonus removed (so roach only has the "standard rapid regeneration" of 5HP/sec)
-) Heal bonus added: anytime the roach burrows, it immidiatly regains 15HP
+ Show Spoiler +
The way burrow works, is that you it takes some time to burrow (0.55sec + a rnd number from 0.00 to 0.10sec for the roach)
and it takes some time to unburrow (0.44sec+ a rnd number from 0.00 to 0.10sec for the roach).
This means that burrowing and unburrowing takes 0.99-1.19sec for a roach.
If you do this perfectly, it means that the roach regenerates 15+(2 to 3 for the 0.44-0.54 time it takes to uburrow)=17 to 18HP everytime you do this.

To make roaches as efficient as they are right now, you have to burrow them at least once in a combat in a way, that it doesn't lose an attack. So statistically speaking, you really should try to make them burrow more than once.
Numbers are kind of arbitrary and would have to be balanced of course. (125HP roaches might be too bad before the upgrade and have too many problems against very high damage dealers, 15-20HP regeneration for some double clicking might be too much in certain situations etc) It will also depend on how well a good player can really micro them in the end - so how precise you can burrow single or few injured roaches without burrowing noninjured, how many shots you statistically lose etc...


Number 2:
(Queen buff reverted)
Preroach (this name is not discussable! :D )
Requires: Spawning Pool
Cost: 150-50, proably longer build time than the normal roach (so maybe like 35-40 instead of 27)
Stats: Those of the Roach right now or slightly lower and slower

Roach (replaces Preroach)
Requires: Roach Warren (Lairtech!)
Cost: 75-25
Stats: Those of the Roach right now

Preroaches and Roaches start with burrow or burrow now only requires a spawning pool (though I think in this variant the preroach is too expensive and should be like 125-50 or 150-25).
+ Show Spoiler +
weakens/removes early roach allins, because they are not affordable anymore. Gives the Zerg the opportunity to get very few preroaches for defensive measures out or to maybe micro down a bunker or a canon with them.
As a comparison:
7RR costs (150 Warren+50drone+7*75roaches+7*25gas roaches = ) 725/175
4 Preroach rush costs: 600/200

And I mean, who would not love to see the single preroach running across the map when a Protoss goes for a gateway expand, and the Protoss desperatly trying to snipe or block it, so that it can't block the Nexus


You cannot put gas on Queen.

No way no how.


Firstly, he didn't, and secondly, you sure could put gas on Queen. It would stop these ludicrous gasless third builds and 6 Queen openers.
StarcraftGuy4U
Profile Joined May 2010
United States74 Posts
Last Edited: 2012-07-16 21:57:07
July 16 2012 21:56 GMT
#5444
Maybe Protoss should get a second detection unit? I know that sort of goes against the idea of each race having one detection unit, one detection structure, but the reason that Protoss have to open Robo is that the air units are too gimmicky compared to a powerhouse unit like the Collosus that you can base your whole army around.... And then on top of that you don't get detection so you are very vulnerable to some sort of cheesey play.
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-07-16 21:59:17
July 16 2012 21:57 GMT
#5445
On July 17 2012 06:56 StarcraftGuy4U wrote:
Maybe Protoss should get a second detection unit? I know that sort of goes against the idea of each race having one detection unit, one detection structure, but the reason that Protoss have to open Robo like every game is because if they don't they are gonna get cheesed.

That's not actually the reason anymore. The real reason we open Robo first is because any other opener straight up dies to Roach/Ling aggression in the midgame. Stargate openers are piss poor, and Blink openers are simply too weak and expensive to trade well against Roach/Ling while expanding. You have to either Immortal/Sentry expand, 2 base all-in, or hope to trick your opponent with a gimmicky Stargate opening. Stephano demonstrated several times this weekend alone (against the best PvZ players, no less) that anything other than an Immortal/Sentry expand to the third base is not secure.

Of course, this shows a fundamental imbalance in the matchup since Zerg gets a free third while Protoss can barely even get one up even against an economic Zerg, but for some reason people are still harping on about Queens and other such irrelevant nonsense.
Big J
Profile Joined March 2011
Austria16289 Posts
July 16 2012 21:58 GMT
#5446
On July 17 2012 06:51 ysnake wrote:
Show nested quote +
On July 17 2012 06:47 Big J wrote:
I know this does not really belong to the discussion from above or something, but I just thought about some ideas to make the roach more interesting and though they will not make it into the game and are just theorycraft (that's what this thread is for) I thought I would share them (exact numbers might have to be changed):

Number 1:
Roach - life from 145 to 125
"Tunneling Claws" changed:
-) Regeneration bonus removed (so roach only has the "standard rapid regeneration" of 5HP/sec)
-) Heal bonus added: anytime the roach burrows, it immidiatly regains 15HP
+ Show Spoiler +
The way burrow works, is that you it takes some time to burrow (0.55sec + a rnd number from 0.00 to 0.10sec for the roach)
and it takes some time to unburrow (0.44sec+ a rnd number from 0.00 to 0.10sec for the roach).
This means that burrowing and unburrowing takes 0.99-1.19sec for a roach.
If you do this perfectly, it means that the roach regenerates 15+(2 to 3 for the 0.44-0.54 time it takes to uburrow)=17 to 18HP everytime you do this.

To make roaches as efficient as they are right now, you have to burrow them at least once in a combat in a way, that it doesn't lose an attack. So statistically speaking, you really should try to make them burrow more than once.
Numbers are kind of arbitrary and would have to be balanced of course. (125HP roaches might be too bad before the upgrade and have too many problems against very high damage dealers, 15-20HP regeneration for some double clicking might be too much in certain situations etc) It will also depend on how well a good player can really micro them in the end - so how precise you can burrow single or few injured roaches without burrowing noninjured, how many shots you statistically lose etc...


Number 2:
(Queen buff reverted)
Preroach (this name is not discussable! :D )
Requires: Spawning Pool
Cost: 150-50, proably longer build time than the normal roach (so maybe like 35-40 instead of 27)
Stats: Those of the Roach right now or slightly lower and slower

Roach (replaces Preroach)
Requires: Roach Warren (Lairtech!)
Cost: 75-25
Stats: Those of the Roach right now

Preroaches and Roaches start with burrow or burrow now only requires a spawning pool (though I think in this variant the preroach is too expensive and should be like 125-50 or 150-25).
+ Show Spoiler +
weakens/removes early roach allins, because they are not affordable anymore. Gives the Zerg the opportunity to get very few preroaches for defensive measures out or to maybe micro down a bunker or a canon with them.
As a comparison:
7RR costs (150 Warren+50drone+7*75roaches+7*25gas roaches = ) 725/175
4 Preroach rush costs: 600/200

And I mean, who would not love to see the single preroach running across the map when a Protoss goes for a gateway expand, and the Protoss desperatly trying to snipe or block it, so that it can't block the Nexus


You cannot put gas on Queen.

No way no how.

No, the Preroach does not replace the queen. The queen will simply go back to it's 3range status.
Big J
Profile Joined March 2011
Austria16289 Posts
July 16 2012 22:06 GMT
#5447
On July 17 2012 06:51 Shiori wrote:
Show nested quote +
On July 17 2012 06:47 Big J wrote:
I know this does not really belong to the discussion from above or something, but I just thought about some ideas to make the roach more interesting and though they will not make it into the game and are just theorycraft (that's what this thread is for) I thought I would share them (exact numbers might have to be changed):

Number 1:
Roach - life from 145 to 125
"Tunneling Claws" changed:
-) Regeneration bonus removed (so roach only has the "standard rapid regeneration" of 5HP/sec)
-) Heal bonus added: anytime the roach burrows, it immidiatly regains 15HP
+ Show Spoiler +
The way burrow works, is that you it takes some time to burrow (0.55sec + a rnd number from 0.00 to 0.10sec for the roach)
and it takes some time to unburrow (0.44sec+ a rnd number from 0.00 to 0.10sec for the roach).
This means that burrowing and unburrowing takes 0.99-1.19sec for a roach.
If you do this perfectly, it means that the roach regenerates 15+(2 to 3 for the 0.44-0.54 time it takes to uburrow)=17 to 18HP everytime you do this.

To make roaches as efficient as they are right now, you have to burrow them at least once in a combat in a way, that it doesn't lose an attack. So statistically speaking, you really should try to make them burrow more than once.
Numbers are kind of arbitrary and would have to be balanced of course. (125HP roaches might be too bad before the upgrade and have too many problems against very high damage dealers, 15-20HP regeneration for some double clicking might be too much in certain situations etc) It will also depend on how well a good player can really micro them in the end - so how precise you can burrow single or few injured roaches without burrowing noninjured, how many shots you statistically lose etc...


Number 2:
(Queen buff reverted)
Preroach (this name is not discussable! :D )
Requires: Spawning Pool
Cost: 150-50, proably longer build time than the normal roach (so maybe like 35-40 instead of 27)
Stats: Those of the Roach right now or slightly lower and slower

Roach (replaces Preroach)
Requires: Roach Warren (Lairtech!)
Cost: 75-25
Stats: Those of the Roach right now

Preroaches and Roaches start with burrow or burrow now only requires a spawning pool (though I think in this variant the preroach is too expensive and should be like 125-50 or 150-25).
+ Show Spoiler +
weakens/removes early roach allins, because they are not affordable anymore. Gives the Zerg the opportunity to get very few preroaches for defensive measures out or to maybe micro down a bunker or a canon with them.
As a comparison:
7RR costs (150 Warren+50drone+7*75roaches+7*25gas roaches = ) 725/175
4 Preroach rush costs: 600/200

And I mean, who would not love to see the single preroach running across the map when a Protoss goes for a gateway expand, and the Protoss desperatly trying to snipe or block it, so that it can't block the Nexus


1 major flaw in an otherwise decent idea is that Protoss would be pigeonholed even more into going Robo first due to the faster Burrow. I mean, Stargate and Twilight openers would be completely non-viable. Not that they're great right now, or anything, but they'd be even worse.


Hm, not quite sure about this, wether this might be fixable. I mean I see the problem, but you are not going to face huge amounts of preroaches (due to the cost), so you can kind of just overrun a zerg without detection if he doesn't have the lair+roach warren up.
And because the Roach Warren goes to lair, it means that you still need to wait for lair then start the warren then start the roaches, to really get the burrow going. Right now you build the warren, then the lair and then start burrow.

And I mean, we could also discuss the cost or build time of the roach warren (like make it 150/100) to adjust this situation
Shiori
Profile Blog Joined July 2011
3815 Posts
July 16 2012 22:06 GMT
#5448
Here are my suggestions for fixing the Zerg race (preferably I would have them all applied unless otherwise specified):

1) Reduce Larva spawned from Inject by 1

2) Larva cannot be stacked past 7 (willing to negotiate higher rates for Lair/Hive)

3) Creep recedes MUCH more quickly than it already does. The space covered by a single tumor should take no more than 10 seconds to recede.

4) Either Roach HP reduced or gas increased to 50 (may not be necessary with Larva nerf, but we'll see).

5) Queen armour type changed to Armoured so that Void Rays are actually relevant again.

6) BL supply increased by 2 in order to prevent 30BL + 16 Infestor stupidity in the lategame.

Sounds harsh, but this would fix the game. Zerg players would be forced to take risks and try to make their opponents react rather than just sitting back and fending off all pressure with Roach/Ling, Queens, and standard play.

Even if these changes ended up making Zerg too weak (which is doubtful) they would improve the style of the game, which means that we could buff any T/P strategies that become too powerful. But a game in which Zerg is losing because its abilities to pressure don't have enough punch is something which we can fix, whereas the game we have right now shows a fundamental brokenness in the Zerg's very mechanics, and that's much more significant and cries out for change.

TL;DR: yes, the changes I propose are harsh, but they will improve the game. If the changes make Zerg too weak, then we can buff OTHER parts of the Zerg race while keeping the overall nerfs to the macro mechanics and basic units, because these are far too systemically imbalanced to keep.
BIZNESofKLLN
Profile Joined January 2012
1 Post
July 16 2012 22:06 GMT
#5449
I'm not sure why everybody is so overly concerned about balance at the moment. Z is without a doubt the best race in the game right now. It cannot be argued. All you have to do is look at recent tournament results to see the trend. However, none of that matters guys. Reason being is that none of you are playing in these top level tournaments. So, quit arguing for the time being and play Z if you want easy wins over T and P. Plus, you guys do realize that the release of HOTS will have a drastic impact on the way the entire community plays SC. So, just wait for the release of HOTS because there aren't going to be an monumental patches that will effect balance from here on out. Nuff said...peace
sieksdekciw
Profile Joined April 2012
240 Posts
Last Edited: 2012-07-16 22:10:27
July 16 2012 22:08 GMT
#5450
Problem:

Queen is an all purpose - macro mechanics, defend, map control unit. Queens are nowadays largely used in many zerg openings making zerg almost invulnerable to everything but all ins, and even all ins can fail against good microed queens (oxymoron or what). The zerg used to sack drones and minerals for spine crawlers or larvae for fighting units, but now, with queens, it can have safety, map control due to creep, and a mobile anti air turret that can heal everything zerg!

Solution:
Queen clearly has to be nerfed, heavily at that, but how? Maybe if zerg had to choose what to do with this swiss army knife, then things would be easier. Make creep tumor, inject and transfuse channeling abilities. Want to inject, cool, your queen will be occupied till larvae pops out. Want to defend with that queen? Now you have to choose whether to defend with it (stop the channeling) or continue in hope reinforcements will help further than the queen itself. Want to creep spread AND chase a squad of hellions away? Now you can creep spread 3-4 tumors at a time with 3-4 queens that can ALSO fight 7-8 hellions head on. All that while the creep is advancing. That is clearly ridiculous. If tumor was channeling ability, zerg would have to invest in either more queens to protect the other ones, or in some static or mobile defense e.g tumors/lings or roaches.

As for transfuse, I am not sure if it has to be channeling, but make it be and see how the changes go.

I believe my proposed changes will be beneficial for the balance as zerg will have to make a choice how to use them, rather using them for everything. Also, it might slightly force zergs to improve their micro which most zergs have completely neglected in chase of mad drone pumping. It will revive reaper openings, zealot pressures, all nice things that used to be viable, but now are completely shut down as soon as the first queen pops out.

Just my two cents.
TeamBreezy
Profile Joined July 2012
16 Posts
July 16 2012 22:17 GMT
#5451
I never understood why Queen's are the only unit that doesn't come from a larva... WHY?? someone explain that to me. Ultras/infestors/drones/lings/hydras all come from the larva.. why doesn't queens cost one??
s1ege
Profile Joined July 2012
Korea (South)123 Posts
July 16 2012 22:29 GMT
#5452
This is what Blizzard should do:

Terran:
-Give Terran Marine range upgrade back
-Let Ghosts and Reapers use Stim
-Give Ghosts Lockdown (against mech)
-Ghosts snipe damage from 25 to 40
-Take away Seeker Missle from Ravens and give them Irradiate.
-Stim research time decreased

Protoss:
-Let DT's merge into Dark Archons with all of their abilities except for Feedback (Mind Control can't get Massive units.)
-Bring back shield battery
-Bring back Reavers
-Bring back Khaydarin Amulet
-Nexus starts with 25 energy
-Take away Phoenix range upgrade and restore Void Ray speed upgrade

Zerg:
-Queen ground to ground range from 5 to 2 and ground to air from 7 to 5 and starting energy is 20 with a +30 energy upgrade available during Hive
-Take away Pathogen Glands
-Banelings and Fungals do friendly splash damage
-Infested Terran lifespan from 30 seconds to 26 seconds
-Spine Crawler normal damage from 25 to 20 (+2 to armor) and 300 HP to 225 HP with 1 armor
-Roach speed upgrade taken away
-Brood Lord speed decreased from 1.4062 to 1.31



Martyrc
Profile Joined May 2012
217 Posts
July 16 2012 22:44 GMT
#5453
you do realise that T would become incredibly imba, and Protoss too, and Zerg would flat-out suck balls. Do you? Literally every single thing you posted would hvae massive repercussions your retarded mind could not even BEGIN to comprehend.
¨First in, last out.¨
The Final Boss
Profile Joined February 2011
United States1839 Posts
July 16 2012 22:51 GMT
#5454
On July 17 2012 07:29 s1ege wrote:
This is what Blizzard should do:

Terran:
-Give Terran Marine range upgrade back
-Let Ghosts and Reapers use Stim
-Give Ghosts Lockdown (against mech)
-Ghosts snipe damage from 25 to 40
-Take away Seeker Missle from Ravens and give them Irradiate.
-Stim research time decreased

Protoss:
-Let DT's merge into Dark Archons with all of their abilities except for Feedback (Mind Control can't get Massive units.)
-Bring back shield battery
-Bring back Reavers
-Bring back Khaydarin Amulet
-Nexus starts with 25 energy
-Take away Phoenix range upgrade and restore Void Ray speed upgrade

Zerg:
-Queen ground to ground range from 5 to 2 and ground to air from 7 to 5 and starting energy is 20 with a +30 energy upgrade available during Hive
-Take away Pathogen Glands
-Banelings and Fungals do friendly splash damage
-Infested Terran lifespan from 30 seconds to 26 seconds
-Spine Crawler normal damage from 25 to 20 (+2 to armor) and 300 HP to 225 HP with 1 armor
-Roach speed upgrade taken away
-Brood Lord speed decreased from 1.4062 to 1.31




HAHAHAHAHA, this is hilarious. Giving Terran and Protoss plenty of stuff that would be really good and then just a list of completely nerfing Zerg. Is Infested Terran life span OP? Spine Crawlers OP? So Pathogen Glands is too good, but Khaydarin Amulet would be fine? This has to be a joke post and must say, it made me laugh.

But by far the funniest thing here is the Banelings doing friendly splash damage. So a single siege tank shot could literally kill infinite banelings as long as they are near each other?

Also Shield Battery is clearly what Protoss is missing. Without it how are they ever supposed to do, um, whatever it is that they would do if they had a Shield Battery?
Nethermind
Profile Joined April 2011
New Zealand445 Posts
July 16 2012 22:56 GMT
#5455
On July 17 2012 07:29 s1ege wrote:
This is what Blizzard should do:

Terran:
-Give Terran Marine range upgrade back
-Let Ghosts and Reapers use Stim
-Give Ghosts Lockdown (against mech)
-Ghosts snipe damage from 25 to 40
-Take away Seeker Missle from Ravens and give them Irradiate.
-Stim research time decreased

Protoss:
-Let DT's merge into Dark Archons with all of their abilities except for Feedback (Mind Control can't get Massive units.)
-Bring back shield battery
-Bring back Reavers
-Bring back Khaydarin Amulet
-Nexus starts with 25 energy
-Take away Phoenix range upgrade and restore Void Ray speed upgrade

Zerg:
-Queen ground to ground range from 5 to 2 and ground to air from 7 to 5 and starting energy is 20 with a +30 energy upgrade available during Hive
-Take away Pathogen Glands
-Banelings and Fungals do friendly splash damage
-Infested Terran lifespan from 30 seconds to 26 seconds
-Spine Crawler normal damage from 25 to 20 (+2 to armor) and 300 HP to 225 HP with 1 armor
-Roach speed upgrade taken away
-Brood Lord speed decreased from 1.4062 to 1.31





Some of these were quite good, until you got to Zerg! You'd fuck over every match-up in order to fix whatever match-up you play! Almost all of the Zerg proposed changes here made me laugh so hard I almost pee'd! The IT change is inconsequential as well; the last 4 seconds of an IT's life normally isn't doing much.
Sein
Profile Blog Joined September 2010
United States1811 Posts
Last Edited: 2012-07-16 22:56:39
July 16 2012 22:56 GMT
#5456
On July 17 2012 07:51 The Final Boss wrote:
Show nested quote +
On July 17 2012 07:29 s1ege wrote:
This is what Blizzard should do:

Terran:
-Give Terran Marine range upgrade back
-Let Ghosts and Reapers use Stim
-Give Ghosts Lockdown (against mech)
-Ghosts snipe damage from 25 to 40
-Take away Seeker Missle from Ravens and give them Irradiate.
-Stim research time decreased

Protoss:
-Let DT's merge into Dark Archons with all of their abilities except for Feedback (Mind Control can't get Massive units.)
-Bring back shield battery
-Bring back Reavers
-Bring back Khaydarin Amulet
-Nexus starts with 25 energy
-Take away Phoenix range upgrade and restore Void Ray speed upgrade

Zerg:
-Queen ground to ground range from 5 to 2 and ground to air from 7 to 5 and starting energy is 20 with a +30 energy upgrade available during Hive
-Take away Pathogen Glands
-Banelings and Fungals do friendly splash damage
-Infested Terran lifespan from 30 seconds to 26 seconds
-Spine Crawler normal damage from 25 to 20 (+2 to armor) and 300 HP to 225 HP with 1 armor
-Roach speed upgrade taken away
-Brood Lord speed decreased from 1.4062 to 1.31




HAHAHAHAHA, this is hilarious. Giving Terran and Protoss plenty of stuff that would be really good and then just a list of completely nerfing Zerg. Is Infested Terran life span OP? Spine Crawlers OP? So Pathogen Glands is too good, but Khaydarin Amulet would be fine? This has to be a joke post and must say, it made me laugh.

But by far the funniest thing here is the Banelings doing friendly splash damage. So a single siege tank shot could literally kill infinite banelings as long as they are near each other?

Also Shield Battery is clearly what Protoss is missing. Without it how are they ever supposed to do, um, whatever it is that they would do if they had a Shield Battery?


I agree that the best part is banelings that do friendly damage.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 16 2012 22:57 GMT
#5457
Please take a look at my earlier suggestions. I'm pretty sure that s1ege is trolling. I hope he is, anyway.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
July 16 2012 23:00 GMT
#5458
TL.net needs to link SC2 league with the profile so people know who they are talking to or who is talking
Inquisitor1323
Profile Joined March 2012
370 Posts
July 16 2012 23:02 GMT
#5459
On July 17 2012 07:29 s1ege wrote:
This is what Blizzard should do:

Terran:
-Give Terran Marine range upgrade back
-Let Ghosts and Reapers use Stim
-Give Ghosts Lockdown (against mech)
-Ghosts snipe damage from 25 to 40
-Take away Seeker Missle from Ravens and give them Irradiate.
-Stim research time decreased

Protoss:
-Let DT's merge into Dark Archons with all of their abilities except for Feedback (Mind Control can't get Massive units.)
-Bring back shield battery
-Bring back Reavers
-Bring back Khaydarin Amulet
-Nexus starts with 25 energy
-Take away Phoenix range upgrade and restore Void Ray speed upgrade

Zerg:
-Queen ground to ground range from 5 to 2 and ground to air from 7 to 5 and starting energy is 20 with a +30 energy upgrade available during Hive
-Take away Pathogen Glands
-Banelings and Fungals do friendly splash damage
-Infested Terran lifespan from 30 seconds to 26 seconds
-Spine Crawler normal damage from 25 to 20 (+2 to armor) and 300 HP to 225 HP with 1 armor
-Roach speed upgrade taken away
-Brood Lord speed decreased from 1.4062 to 1.31




LOL. This would break the game utterly. Banelings do friendly splash? Can you imagine some guy killing his entire ling/bling ball with his own units? This would make 2rax have like a 95% winrate in TvZ...
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
Last Edited: 2012-07-16 23:08:13
July 16 2012 23:07 GMT
#5460
On July 17 2012 07:29 s1ege wrote:
This is what Blizzard should do:

Terran:
-Give Terran Marine range upgrade back
-Let Ghosts and Reapers use Stim
-Give Ghosts Lockdown (against mech)
-Ghosts snipe damage from 25 to 40
-Take away Seeker Missle from Ravens and give them Irradiate.
-Stim research time decreased

Protoss:
-Let DT's merge into Dark Archons with all of their abilities except for Feedback (Mind Control can't get Massive units.)
-Bring back shield battery
-Bring back Reavers
-Bring back Khaydarin Amulet
-Nexus starts with 25 energy
-Take away Phoenix range upgrade and restore Void Ray speed upgrade

Zerg:
-Queen ground to ground range from 5 to 2 and ground to air from 7 to 5 and starting energy is 20 with a +30 energy upgrade available during Hive
-Take away Pathogen Glands
-Banelings and Fungals do friendly splash damage
-Infested Terran lifespan from 30 seconds to 26 seconds
-Spine Crawler normal damage from 25 to 20 (+2 to armor) and 300 HP to 225 HP with 1 armor
-Roach speed upgrade taken away
-Brood Lord speed decreased from 1.4062 to 1.31





Let me try it then:

Terran:
- Hellions AoE attack causes friendly damage.
- Planetary Fortress AoE attack causes friendly damage.
- Command Centers start as Orbital Commands.
- Planetary Fortress can now use Lift, when lifted, it can shoot air.

Protoss:
- Zealots begin with Charge researched.
- Stalkers begin with Blink researched.
- Stalkers now have SC1 Dragoon AI.
- Footon Cannon is a new structure added to Protoss race. It shoots air and has detection.
- Photon Cannons no longer shoots air and no longer has detection.

Zerg:
- You pretty much nailed everything.

Also, install Starcraft: Brood War and play that.
You are no longer automatically breathing and blinking.
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