Workers cost less supply (.5), rebalance all races accordingly. This would make zerg op and Terran underpowered probably so things would have to be adjusted. But it’s silly that past 4 bases you don’t really get an economic edge from having more until the first 4 dry up. Imagine if a worker was .5 supply. You could have 140 workers mining 8 base which would really help to spread things out earlier and provide less incentive to deathball. Obviously zerg benefits the most from this change while Terran no longer gets the very significant hidden supply advantage of the mule. But if things could be rebalanced to fix the problems it would be really fun to play.
What is the one big change you would make to SC2? - Page 5
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washikie
United States752 Posts
Workers cost less supply (.5), rebalance all races accordingly. This would make zerg op and Terran underpowered probably so things would have to be adjusted. But it’s silly that past 4 bases you don’t really get an economic edge from having more until the first 4 dry up. Imagine if a worker was .5 supply. You could have 140 workers mining 8 base which would really help to spread things out earlier and provide less incentive to deathball. Obviously zerg benefits the most from this change while Terran no longer gets the very significant hidden supply advantage of the mule. But if things could be rebalanced to fix the problems it would be really fun to play. | ||
Solar424
United States4001 Posts
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NicolasJohnson
30 Posts
For the gameplay, I would introduce an Easy mode on the ladder, with all units' HP multiplied by 2, to have longer lasting fights. For mental sanity, yes changing the way the replays work would be better And to end balance whining, strongly minimize the frequencey of the interventions of the balance team. I firmly believe a strong reason why people whine so much is because they think they will be heard, while the game is not in an horrible place today. There should not be more than one balance change a year in my opinion. Today there is so much resentment inside of the community I sometimes feel like it is exactly the same kind of hatred than racism consists in (calling the 3 species "races", may have been a mistake in the first place ). | ||
SetStndbySmn
United States656 Posts
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Jealous
9967 Posts
On May 14 2020 14:32 yht9657 wrote: Usually people in this type of posts just want the game to be more like broodwar, and it seems this post is no exception. Nothing wrong with that | ||
deacon.frost
Czech Republic12115 Posts
2- Training mode - you enter the BO and its benchmarks and then you fight the clock. | ||
ejozl
Denmark3145 Posts
The 0.5 supply worker could be a great change, though I'd change it so all other unit supplies are increased instead and now 400 max supply. It hasn't really been tested though, so there could be some side effects from this change. I think simply increasing the Supply by 100 could be the best thing for SC2 right now. It fixes the only issue about the economy that the LotV change didn't fix and we could even increase the value of the high value mineral patches further, so it's more forgiving when you lose expansions. AoE could get slightly better and that would increase the likelihood for strategic come backs. Turtle units could be buffed way stronger, we could even have the absolute killer Seeker Missile and it wouldn't be a problem, because the other player could take 8 bases, have 110+ workers on them and just send wave after wave of unit, depleting the energy on them and killing the turtling player. Sc2 would be a lot cooler if there was more turtle vs mass expand dynamics, LotV have streamlined the game so that everyone needs expanding, which is really cool, but the bad thing about it is that everyone have to keep up or they die, so every race plays essentially the same strategy. | ||
emperorofwild
87 Posts
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AF0x
United States59 Posts
Remove the queen, move hydra den to hatch tech, and re-balance zerg units around that. Remove swarm hosts. Remove the MULE, supply call-down, medivac speed boost, and hellbat ability to be healed by medivacs and re-balance terran units around that. Remove cyclones cuz they're boring too. Also yeah, make unit pathfinding such that AoE is weaker and units clump less, and reduce damage or boost HP of everything in the game. | ||
RandomPlayer416
84 Posts
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algue
France1436 Posts
For example : Terran gets Protoss macro mechanics => Supply depots generate a "landing zone" around them and terran units can be "warped" on said landing zones after researching the terran equivalent of the warp gate. Terran buildings can only be built on those landing zones ; Mules replaced by chronoboosts. Zerg gets Terran macro mechanics => Queen's injections replaced by an infested mule. Zerg buildings work like Terran buildings and can be upgraded to work the same way as either the reactor or the tech lab (Ex : Pools are either upgraded to produce lings 4 by 4 or or upgraded to become a banelings nest and produce banelings or zerglings) Protoss gets Zerg macro mechanics => The Nexus generates a warp field around it that works like the zerg creep, the chronoboost is replaced by protoss injections and protoss warp nodes (akin to creep turmors) ; All the units are produced from the nexus, protoss buildings only help unlock the protoss tech tree ; protoss units are faster when walking on the warp fields. Sounds like fun | ||
washikie
United States752 Posts
On May 19 2020 05:33 algue wrote: Not something I'd change to the actual game but i'd love to see a mod where the core macro mechanics of each races are swapped. For example : Terran gets Protoss macro mechanics => Supply depots generate a "landing zone" around them and terran units can be "warped" on said landing zones after researching the terran equivalent of the warp gate. Terran buildings can only be built on those landing zones ; Mules replaced by chronoboosts. Zerg gets Terran macro mechanics => Queen's injections replaced by an infested mule. Zerg buildings work like Terran buildings and can be upgraded to work the same way as either the reactor or the tech lab (Ex : Pools are either upgraded to produce lings 4 by 4 or or upgraded to become a banelings nest and produce banelings or zerglings) Protoss gets Zerg macro mechanics => The Nexus generates a warp field around it that works like the zerg creep, the chronoboost is replaced by protoss injections and protoss warp nodes (akin to creep turmors) ; All the units are produced from the nexus, protoss buildings only help unlock the protoss tech tree ; protoss units are faster when walking on the warp fields. Sounds like fun I can envision the immortals made 15 at a time late game tech switch that would be scary as hell. | ||
geokilla
Canada8161 Posts
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AssyrianKing
Australia2104 Posts
Regarding the mining efficiency. I remember back then there was many different ideas to solve this issue, some of which actually sounded quite good. Bring back highground advantage. I believe in WoL, because of how bad the maps were, a lot of units were nerfed. I think balancing should be done from scratch. -Remove Adept (There are already Zealots) -Remove Tempest (There are already carriers) -Warp Prism pickup range back to normal. -Medivac speed boost removed. | ||
Penev
28342 Posts
On May 14 2020 14:17 dbRic1203 wrote: Add a 4th race Maybe Hybrid or Xelnaga or from outside the corprulu sector entirely A completely mechanical one in contrast to the completely biological Zerg. | ||
neptunusfisk
2286 Posts
Less clumping, bigger armies, less concentrated DPS. Fights will be bigger, longer and more complicated. | ||
EmoBacon
41 Posts
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Carminedust
487 Posts
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TelecoM
United States10583 Posts
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alpenrahm
Germany628 Posts
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