Change the Ghost cost to 250/150 and come with one free nuke (would probably need to let the Silo store more than one missile).
Terran late game would definitely be more 'interesting'.
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iHirO
United Kingdom1381 Posts
Change the Ghost cost to 250/150 and come with one free nuke (would probably need to let the Silo store more than one missile). Terran late game would definitely be more 'interesting'. | ||
Cheeseling
Ukraine132 Posts
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CakeSauc3
United States1437 Posts
On July 02 2014 02:42 Xinzoe wrote: ...... buffing unload speed makes doomdrops 500x easier. TvT will just be doomdrop vs doomdrop now. The widow mine buff is ok I agree, doomdrops are already bad enough, would hate to see them with this change. I don't want base trades to be the norm in every matchup. We have enough coinflips in SC2 as it is. | ||
Soke
United States790 Posts
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Tenks
United States3104 Posts
On July 02 2014 02:41 stuchiu wrote: Show nested quote + On July 02 2014 02:40 Tenks wrote: On July 02 2014 02:33 stuchiu wrote: I'm going to be real here. The best medivac play was done by MMA and Gumiho in WoL. Since then it has never improved. Each time they improve that unit it lowers the skill ceiling of dropping. That is just outright false. Medivacs were fire and forget in WoL. You sent it to do it's thing and there was not much you could do to make it do it's job better. Make sure it isn't flying into a static defense and you're good. Now you have to cycle through all your drops making sure to use boost appropriately for the situation because the other races got goodies to deal with boosted medivacs. Dropping was easier in WoL it is harder in HOTS. Making drops actually be worthwhile in WoL was harder than making them do something in HotS. If you wanted to make a drop good in WoL. You needed to do three other attacks. You needed a tank siege in the front. Another drop on the opposite side of the map. And a third harassment force running through. The coordination of multi drops is harder than these run and gun spam boost drops HotS players use now. The only players who still do that now are Polt, Maru, TY, and Supernova. You still have to draw attention away or you are going to lose to drop for doing absolutely no damage. Unless you're playing someone very, very bad at the game. All these things are true still in the drop game but now you have to babysit drops far more than you had to babysit in WoL. Speed boost doesn't really change the initial drop. It'll get there a few seconds faster sure but it is mostly a retreat tool. And if you don't pick up and retreat with your medivac and have boost available you'll find you just dropped a ton of money down in the toilet. | ||
darkscream
Canada2310 Posts
what terran needs is a reason to get to late game, not more stuff to end it before late game what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are | ||
_Epi_
Germany158 Posts
I want to put my answer here, hopefully thats okay. "Hey Mr. Kim, I really like that the ballance team is looking into this. I also like the approach you are going with and try to bring more diversity to the game. I also fully agree to the changes you suggest (even without knowing any numbers), but I would also like to have a look into units which are absolutely not viable in either TvZ or TvP. For instance the thor is pretty okay in terms of anti-air against muta balls or maybe also against some medium ground units, but for instant the impact anti air is pretty weak if you think about having the trouble to change the weapon (which also takes time). I would love to take a look into that to buff the damage output so Terran mech might be more viable against void rays and such. Also tanks should be considered to get some kind of improvement. There was widely proposed to give the tank some additional damage against shield so it would be more viable in TvP. Another Problem is the mutaball (which might be solved with the widow mine). The only thing which was able to do anything against mutas is a thor with some support (because if mutas are magic boxing even a thor is useless). It would be great to have some Air Unit which would be able to at least be added to the composition to deal with mutas effectively. Vikings (which I would prefer to take that role) and Battlecruisers, which you cant mass easily, cannot deal in any kind with mutalisks which leaves terran greatly behind. Another suggestion was to increase the thor movement speed due to increasingly bigger maps which makes such units most of the time really useless to not being able to move fast enough (applies to the muta problem) I think bio itself (also the medivac) is fine as it is, terran should get some more viable options to add to their army to be able to diverse their composition more. TvT is in an awesome state currently where extremely great diversity is happening. But because of the fact that those units are really weak in terms of speed, health or unsmart damage output it is really hard to diverse from standard bio play. I want to put this VOD here for an example for an awesome TvT where every unit with almost every ability was used (maybe even every ability) and how much fun it is to watch such a crazy game. I wish there was more possibility to have such options in the other matchups aswell (TvZ is somewhat okay, but zerg outspeeds terran in the lategame, but TvP it is just completely impossible to vary your composition). VOD: Kind Regards" | ||
Extenz
Italy822 Posts
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Axxis
United States133 Posts
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r691175002
249 Posts
They demonstrate a severe lack of understanding by David Kim, and do not address the real problems. I'd like to see tanks become viable again. Unfortunately, I suspect achieving that will require a huge +damage, +to shields, and a reduction on muta regen. | ||
Ctone23
United States1839 Posts
On July 02 2014 02:49 darkscream wrote: silly davie what terran needs is a reason to get to late game, not more stuff to end it before late game what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are Get your logic out of here! ![]() | ||
Hider
Denmark9341 Posts
On July 02 2014 02:49 darkscream wrote: silly davie what terran needs is a reason to get to late game, not more stuff to end it before late game what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are Regarding Ghosts, what about simply reducing the cost of them? That would seem like an easy way of improving TvP late game balance. | ||
r691175002
249 Posts
On July 02 2014 02:51 Axxis wrote: Medivacs are overall the strongest unit in the game. Terran complain about end game units but they are the only ones that can make a unit from the beginning of the game to the end and keep upgrading/supporting it. Super end game zealots and lings are bad. I mean we should give them an ultralisk or collossus type unit so they'll have an endgame unit. Then give zerglings a death spawn and zealots hardened shield. Uh... Super end game zealot warpins are one of the most game-breaking aspects of protoss. Any army is instantly +40 supply of unkillible, zero-micro units anywhere on the map. And give zealots hardened shield? What? | ||
Ninjabutter
14 Posts
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Tenks
United States3104 Posts
On July 02 2014 02:49 darkscream wrote: silly davie what terran needs is a reason to get to late game, not more stuff to end it before late game what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are And what is that reason without making 1base Terran broken? | ||
Patate
Canada441 Posts
"it is a direction we wish to explore" What the fuck is this supposed to mean? Is he saying that tweaking these numbers will open up a whole path of strategies to explore? lol | ||
Ctone23
United States1839 Posts
On July 02 2014 02:53 Tenks wrote: Show nested quote + On July 02 2014 02:49 darkscream wrote: silly davie what terran needs is a reason to get to late game, not more stuff to end it before late game what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are And what is that reason without making 1base Terran broken? How does improving late game units make 1base Terran broken? | ||
DinoMight
United States3725 Posts
Widow mine splash should just go back to where it was before. I'm afraid that increaseing the splash but also leaving the + to shields might make them too strong vs P. | ||
Tenks
United States3104 Posts
On July 02 2014 02:51 Axxis wrote: Medivacs are overall the strongest unit in the game. Terran complain about end game units but they are the only ones that can make a unit from the beginning of the game to the end and keep upgrading/supporting it. Super end game zealots and lings are bad. I mean we should give them an ultralisk or collossus type unit so they'll have an endgame unit. Then give zerglings a death spawn and zealots hardened shield. End game zealots are bad? Odd tell that to the Protoss who warp in 8 of them to destroy my SCVs at my third immediately after a stalemate fight in the middle of the map. | ||
Tenks
United States3104 Posts
On July 02 2014 02:54 Ctone23 wrote: Show nested quote + On July 02 2014 02:53 Tenks wrote: On July 02 2014 02:49 darkscream wrote: silly davie what terran needs is a reason to get to late game, not more stuff to end it before late game what if BCs or ghosts were like, useful in all 3 matchups always, kinda like templar, vipers, broodlords, archons, etc are And what is that reason without making 1base Terran broken? How does improving late game units make 1base Terran broken? Because Terran is the only race who can reasonably get to tier3 off 1base... | ||
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