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Significance of Macro Mechanics differences - Page 2

Forum Index > SC2 General
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DreamlnCode
Profile Joined December 2018
United Kingdom77 Posts
May 07 2019 17:00 GMT
#21
On May 07 2019 04:21 BisuDagger wrote:
Show nested quote +
On May 07 2019 03:02 Z3nith wrote:
Perhaps alter the lengths of warp ins depending on the tier of the unit? so certain units have their own warp in timings that are independent of each other so say it takes 4 seconds to warp in a sentry but 7 to warp in a zealot. Obviously, this would be a rather drastic change but it could make for some interesting plays. And of course those numbers quoted are not for real there would have to be significant balance testing. But it does make sense that a higher value unit would take more time to warp in.

How about making the warp prism just a shuttle to start with and the warping portion is upgraded.That way you have to invest in time researched.


It is very interesting you point this out. Some very good contributions here.

Other comments not so much. It would be nice for people to elaborate why they feel this way, as opposed to just voicing bias.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
May 08 2019 08:20 GMT
#22
Sometimes you just gotta skate bro
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 08 2019 09:02 GMT
#23
On May 07 2019 00:26 BisuDagger wrote:
Show nested quote +
On May 06 2019 22:23 Harris1st wrote:
I don't know Kev

The biggest threat is WP + Immortal.
Maybe make WP 200 mins and 50 gas? or something along those lines. Immortals 275 min and 125 gas?

Everything else involves too much balancing around IMO

I'm all for a defensive mechanic to give Zerg that allows them an opportunity to snipe the WP. And by defensive I mean something that requires creep or a structure to be operational. Introducing scourge as others have suggested would enable WP sniping, but greatly affects all matchups. Upgrading spore to like a spore cannon so that it has increased range might be a thing. Or a queen injecting a spore could temporary buff its range would be plausible too.

Don't give queens another role. PLEASE. It's the biggest band aid unit in SC2 currently and their significance is bigger than MSC...
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Harris1st
Profile Blog Joined May 2010
Germany7138 Posts
May 08 2019 09:11 GMT
#24
Make either WP pick-up range or Warp-in an upgrade. Seems like a good solution.

It has been a long time since the last community update, hasn't it?
Go Serral! GG EZ for Ence. Flashbang dance FTW
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
May 08 2019 13:46 GMT
#25
I agree with you there. It seems like a big oversight that the current state of chrono boost is still in the game. We have had so many changes and patches that the strength of chrono boost completely spiraled out of control.

Just imagine if Zerg had injects from the start.

Next weeks/months are going to be extremely interesting, thought I doubt that they are touching Chrono Boost in the upcoming Protoss nerf
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 08 2019 14:10 GMT
#26
On May 08 2019 18:11 Harris1st wrote:
Make either WP pick-up range or Warp-in an upgrade. Seems like a good solution.

It has been a long time since the last community update, hasn't it?

They're stuck in a very bad position
Map pool is bad
Zerg and Protoss strong in WCS Terran weak
Zerg and Terrran too weak in GSL but Terran had consecutive champ(Mvp situation)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
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