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one QoL change plz: either remove the cleaning bots/critters near main base/nat area from ladder maps, or change them not to block buildings and unit pathing.
let me build my cyber core and if a bot happens to be there, it would move away, similar to how a probe would try to find a way out [ and stuck at the edge of the platform -.- ]
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Bot edit.
User was banned for this post.
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On June 15 2022 18:34 bela.mervado wrote: one QoL change plz: either remove the cleaning bots/critters near main base/nat area from ladder maps, or change them not to block buildings and unit pathing.
let me build my cyber core and if a bot happens to be there, it would move away, similar to how a probe would try to find a way out [ and stuck at the edge of the platform -.- ]
I've watched this game since Fruitdealer and didn't know that critters blocked buildings, that is so stupid lol should absolutely be removed.
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On June 16 2022 01:45 Beelzebub1 wrote:Show nested quote +On June 15 2022 18:34 bela.mervado wrote: one QoL change plz: either remove the cleaning bots/critters near main base/nat area from ladder maps, or change them not to block buildings and unit pathing.
let me build my cyber core and if a bot happens to be there, it would move away, similar to how a probe would try to find a way out [ and stuck at the edge of the platform -.- ] I've watched this game since Fruitdealer and didn't know that critters blocked buildings, that is so stupid lol should absolutely be removed.
I don't remember them ever being a nuisance until 2021 onwards. games can be won / lost because of them. they often roam around the main ramp / natural ramp and cause significant delays when you're trying to wall off in an emergency
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Make critters instantly die between selecting your place for the building and when the building starts constructing. This would also add a bit of realism to the game xd
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What if hi sec auto tracking buffed cyclone lock on ability somehow.
Perhaps increase the lock on distance from 7 to 8 or 9.
Perhaps increase the maximum lock on distance from 15 to 17.
The goal is to make cyclones a bit more viable past the very early game.
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cyclones are viable at all stages of the game what are you on about. battle mech switches are frequent and powerful in the right situation.
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I feel like the only thing that is left is to make some small adjustments to the game at this point, balance honestly feels good.
- A change in creep (there has been so many good proposals) to make Zerg map control a bit less dominant against P and T and force Zergs to use overlords for vision.
- Slight changes to mech, maybe reduce the cost of the upgrades or something. I'd like the Cyclone to be a bit more effective at providing mobile anti-air to mech armies but who knows, probably a pipe dream at this point, some upgrade buffs alone would probably help mech and get some diversity into Terran.
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1) Nerf carriers. 2) nerf creep vision 3) After Twilight Council is constructed allow Manlots to be 'trained' from 'closed' gateways (no warp ins, unit is trained like a gateway unit before warp gate is researched). See WombaT's 'Manlots' post page 1.
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On September 27 2022 19:41 freelifeffs wrote: cyclones are viable at all stages of the game what are you on about. battle mech switches are frequent and powerful in the right situation. I have missed recent use of battle mech. Could you please point me to some of those games? They are often entertaining.
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maybe try to put a heavy armor tag to the queen, to help stalkers against them.
Stalkers needs cybernetics core to be produced and blink to have a chance against queens it s like having a third T1 unit in addition of zergling and roach
PvZ is always the same at start, it becomes really boring
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On September 29 2022 02:03 Vision_ wrote: maybe try to put a heavy armor tag to the queen, to help stalkers against them.
Stalkers needs cybernetics core to be produced and blink to have a chance against queens it s like having a third T1 unit in addition of zergling and roach
PvZ is always the same at start, it becomes really boring
I'm not sure, but if queens are armored then wouldn't void rays absolutely shred them? Would zerg just be completely dead to 2 stargate void, even with the void nerf?
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On September 29 2022 02:03 Vision_ wrote: maybe try to put a heavy armor tag to the queen, to help stalkers against them.
Stalkers needs cybernetics core to be produced and blink to have a chance against queens it s like having a third T1 unit in addition of zergling and roach
PvZ is always the same at start, it becomes really boring
I really don't think the Queen is in issue in ZvP anymore, but in TvZ they kind of feel like they both defend against Medivac harassments too well while simultaneously giving great map control with creep, which I think needs to be targeted with a nerf. The same way the Queen nerfs really rejuvenated ZvP is what I think a nerf to creep could accomplish for ZvT.
Armor tag is out of the question though since Void Rays as pointed out by the guy above me, maybe something more mild like removing their innate +1 armor. Not only would it help Stalkers, but it would help Medivac drops as well because the Queens would be more innately vulnerable to rapid attacks smaller attacks without crippling it vs. Voids.
Redesigns are out of the question, and I think balance is good enough to where smaller scale targeted nerfs are the way to go.
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Dominican Republic613 Posts
On September 29 2022 08:20 Beelzebub1 wrote:Show nested quote +On September 29 2022 02:03 Vision_ wrote: maybe try to put a heavy armor tag to the queen, to help stalkers against them.
Stalkers needs cybernetics core to be produced and blink to have a chance against queens it s like having a third T1 unit in addition of zergling and roach
PvZ is always the same at start, it becomes really boring I really don't think the Queen is in issue in ZvP anymore, but in TvZ they kind of feel like they both defend against Medivac harassments too well while simultaneously giving great map control with creep, which I think needs to be targeted with a nerf. The same way the Queen nerfs really rejuvenated ZvP is what I think a nerf to creep could accomplish for ZvT. Armor tag is out of the question though since Void Rays as pointed out by the guy above me, maybe something more mild like removing their innate +1 armor. Not only would it help Stalkers, but it would help Medivac drops as well because the Queens would be more innately vulnerable to rapid attacks smaller attacks without crippling it vs. Voids. Redesigns are out of the question, and I think balance is good enough to where smaller scale targeted nerfs are the way to go.
queen needs to be increase in supply count that can solved the issue.
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On September 29 2022 08:45 BonitiilloO wrote:Show nested quote +On September 29 2022 08:20 Beelzebub1 wrote:On September 29 2022 02:03 Vision_ wrote: maybe try to put a heavy armor tag to the queen, to help stalkers against them.
Stalkers needs cybernetics core to be produced and blink to have a chance against queens it s like having a third T1 unit in addition of zergling and roach
PvZ is always the same at start, it becomes really boring I really don't think the Queen is in issue in ZvP anymore, but in TvZ they kind of feel like they both defend against Medivac harassments too well while simultaneously giving great map control with creep, which I think needs to be targeted with a nerf. The same way the Queen nerfs really rejuvenated ZvP is what I think a nerf to creep could accomplish for ZvT. Armor tag is out of the question though since Void Rays as pointed out by the guy above me, maybe something more mild like removing their innate +1 armor. Not only would it help Stalkers, but it would help Medivac drops as well because the Queens would be more innately vulnerable to rapid attacks smaller attacks without crippling it vs. Voids. Redesigns are out of the question, and I think balance is good enough to where smaller scale targeted nerfs are the way to go. queen needs to be increase in supply count that can solved the issue.
Yeah it seems legit, you must tweak hive upgrade increasing supply cap from 200 to 210 if so.
I didn t know voyd ray would have been so imbalanced in this case, but i m actually thinking of creep issue with very caution because it s the sinews of war. If the tag armor of queen is tested In this case, if it concerns only proxys voyd ray the starting energy of battery shields can be decreased (from 50 to 'X') when they are built too far from the nexus.
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Would really like to see the map be able to zoom out a little bit more during play. I'm playing most of my games on a 4k 48Inch monitor, and sc2 is the only game where i have to bust out my old 24 inch wide screen to avoid looking at zealot sphicters and zergling chodes from the rediculous zoom distance
game doesnt need that much hardware to play, so i cant see much of a disadvantage to players without 5k modern builds unless ur playing on a laptop from 2010?
Plus it can be done in replays so why not in game - wouldnt take much to implement.
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So is the reason why PvZ is locked (in term of builds order) comes from versatile/Polyvalent Queens ? And by its ease to be created, his ability to fight most of the core units of protoss (stargate+warp gate) ?
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On September 29 2022 21:18 Vision_ wrote: So is the reason why PvZ is locked (in term of builds order) comes from versatile/Polyvalent Queens ? And by its ease to be created, his ability to fight most of the core units of protoss (stargate+warp gate) ?
The reason that it's "locked" into the Oracle opening is because it's a safe, economical way to play the MU, eventually all match ups devolve into a standard progression, not sure why PvZ is in the spotlight here. ZvT has played almost the exact same way for 10 + years.
I think alot of it is as the years go on, pro players become stronger and stronger at defending cheeses and scouting/dealing with all in play, making safe macro play the go to.
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On September 29 2022 08:45 BonitiilloO wrote:Show nested quote +On September 29 2022 08:20 Beelzebub1 wrote:On September 29 2022 02:03 Vision_ wrote: maybe try to put a heavy armor tag to the queen, to help stalkers against them.
Stalkers needs cybernetics core to be produced and blink to have a chance against queens it s like having a third T1 unit in addition of zergling and roach
PvZ is always the same at start, it becomes really boring I really don't think the Queen is in issue in ZvP anymore, but in TvZ they kind of feel like they both defend against Medivac harassments too well while simultaneously giving great map control with creep, which I think needs to be targeted with a nerf. The same way the Queen nerfs really rejuvenated ZvP is what I think a nerf to creep could accomplish for ZvT. Armor tag is out of the question though since Void Rays as pointed out by the guy above me, maybe something more mild like removing their innate +1 armor. Not only would it help Stalkers, but it would help Medivac drops as well because the Queens would be more innately vulnerable to rapid attacks smaller attacks without crippling it vs. Voids. Redesigns are out of the question, and I think balance is good enough to where smaller scale targeted nerfs are the way to go. queen needs to be increase in supply count that can solved the issue.
Could work, isn't going to do anything to target their most glaring issues at this point which is their ability to ward off medivac aggression too efficiently while being able to spread creep.
A supply change only affects late game situations where tbh I don't see Queens being a huge issue. Yea sure the Zerg will have 8 less Queens, but if a Zerg is massing Queens in the late game what's really going on there anyways? Protoss and Terran have a million and one ways of blowing up Queens late game, it's the early mid game where that supply increase is going to do nothing where they are too strong.
Plus having less Queen availability is just going to further push Ultralisks into irrelevance. If Zerg late game were to be looked at as to whats too strong I'd hands down give it to the Viper and not the Queen.
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Void Rays aren't a menace in PvZ, so forcing Zergs to only fight behind Spores, if Toss was to open Voids, isn't the most problematic thing. What's bigger is that Stalkers would be even stronger and the Marauder Hellbat push, which is already super strong, would get even stronger. Since the start I didn't agree on nerfing Queens. However, many small tweaks you do to the Queen, it doesn't change the fact that Zergs will use Queens to defend things that are undefendable by Lings, Roaches and Banelings. Then a nerf to the Queen is simply a nerf to Zerg itself. My approach would be the opposite, give back some power to the Queen, but make Queens more costly to mass. This can be done by increasing the Supply, but also by nerfing Creep. (Tumors cannot spread/Tumor cost increased to 50.) With such a strong nerf, I would allow Queen to spawn with 50 energy and have the old Transfuse.
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