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[T] New Ideas: Units, UI, Gameplay - Page 15

Forum Index > SC2 General
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freelander
Profile Blog Joined December 2004
Hungary4707 Posts
May 10 2008 09:44 GMT
#281
On May 10 2008 11:30 boredcouch wrote:
Here's an idea:
One thing that I hate about casting spells is that when I am trying to use an area spell in a specific area such as disruption web, plague, or storm, I sometimes click on an enemy unit and it places the spell in the wrong location. Maybe in SC2 we can hold a certain button to avoid targeting a unit while casting spells (Or maybe I'm just a major noob and know of no way to do this. If so please tell me how, thanks).

So here's how it would work. I see 6 ultras coming in to kill my 6 goons and 2 corsairs. I immediately back into a corner and hold control to make perfect webs around the goons. They pick off the ultras because I don't mis-click on an ultra and web my own units. It's so simple yet so powerful.


this is a nice idea
And all is illuminated.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
May 10 2008 18:02 GMT
#282
with unlimited selection, armys can be controlled much more easily than before
to make games more exciting increase the pop cap? i think watching 300/300 armies clash would be much more intense than 200/200 and so on.
more weight
DeifyME
Profile Joined March 2008
Hungary47 Posts
May 11 2008 11:02 GMT
#283
On May 07 2008 19:49 Polyphasic wrote:
Show nested quote +
On May 07 2008 13:09 arb wrote:
On May 06 2008 18:46 Polyphasic wrote:
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.


I can hear the others screaming as 6 ultralisks pop out of 3 larvae instead of three


for zerg magic units and special units, i can imagine one popping out per larvae, like ultralisks and defilers and what not. but really, the zerg basic units need to create the swarm feeling. 4 lings per egg and 2 hydras per egg, and 2 mutas per egg plz. really need the swarm feeling.

also, when u have a lot more swarm units, when a special unit comes along like ultra or defiler or whatever, it feels more like it's part of a swarm rather than just another unit, because it's outnumbered so much by smaller minions.

at the very least, make zerglings free. we all know that larvae is a limiting resource until endgame, and in the endgame, zerglings suck anyways, but man, having huge amounts of small minions die is just what zerg needs. free zerglings fyi, and 4 per egg! but nerf the hp and attack damage plz. also, allow zerg players to control more units per control group than toss and terran players.


Even in the SC:BW, cracklings are awesome... maybe the 90% of em dies till they get cloze, but when they get cloze that means the end of the game.

The free zergling stuff isnt viable because of early and midgame... even if that could make interesting stuff and could be balanced in late game.

I like the swarm feeling, but i dont like the idea about shitloadz of freekilled units... exactly not. Would be harder to balance aswelll...
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
May 11 2008 17:34 GMT
#284
I dunno if this has been mentioned before, but i think they should scratch the banshee for terrans. I've been thinking this ever since SC first came out, but if their like a couple centuries in the future, shouldn't they have invented BOMBERS? So give terrans a ATG bomber that say, u have to micro like vults to drop bombs. Bombs can be purchased for say, 5 mins and do 15-30ish splash dmg. Combine with a cooldown timer to drop bombs, and you got a great counter for lings, roaches, zeals, and other small massed infantry.
#1 Flash Fan
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 11 2008 18:22 GMT
#285
On May 10 2008 11:30 boredcouch wrote:
Here's an idea:
One thing that I hate about casting spells is that when I am trying to use an area spell in a specific area such as disruption web, plague, or storm, I sometimes click on an enemy unit and it places the spell in the wrong location. Maybe in SC2 we can hold a certain button to avoid targeting a unit while casting spells (Or maybe I'm just a major noob and know of no way to do this. If so please tell me how, thanks).

So here's how it would work. I see 6 ultras coming in to kill my 6 goons and 2 corsairs. I immediately back into a corner and hold control to make perfect webs around the goons. They pick off the ultras because I don't mis-click on an ultra and web my own units. It's so simple yet so powerful.


yeah perhaps right clicking rather than left clicking should make it so it only targets terrain and not units/buildings.

this is a great idea btw, I really hate it when this happens in SC1
ModeratorBlame yourself or God
reticent_evil
Profile Joined May 2008
United States3 Posts
May 12 2008 02:53 GMT
#286
Caller: That gunship idea is pretty badass.

I thought it'd be cool if the Terrans had an electronic warfare unit to act as support. It probably shouldn't have weapons. Some abilities might include:

Radar Jamming - An active effect (casting cost + energy degen) that masks friendly units' minimap signature within a certain radius around the unit. Masked units can still be attacked by enemies within range, but this spell allows you to truly hide your troop movements instead of praying you don't get intercepted. Depending on how effective this ability is, detection may or may not be able to counteract it. Not sure how it would affect Zerg.

Targeting Hub - A ranged AoE spell (casting cost + energy degen) that lets surrounding units share targeting data. Any missiles fired at the area of casting can target both air and ground; I originally intended this idea for a killer Valk combo (the casting cost would have to be pretty high to balance it), but from the units we've seen so far, it could still work. To stop the rain of death =), the opponent has to destroy the caster, which could be immobile while the ability is active.

Decoy - A remote-detonated device that deals no damage, but causes an enemy's "We're Under Attack" signal to sound if detonated near an enemy unit/building. While they press SPACEBAR, you can move your units in at another location to perform whatever tasks you have in mind. =) Each caster might be limited to one, and it could expire after a certain amount of time has passed.

Hack Turret - This one comes courtesy of System Shock 2. Like the Targeting Hub ability, the unit could be immobile while this spell is active. This one could really do a number on static D placed in mineral fields. It shouldn't work on Zerg or bunkers, though.

I'm thinking the unit would have to be a ground unit with average speed depending on balancing. Haven't thought of a name, but it would definitely be a trickster figure from mythology. If used effectively, you could get your opponent to punch his/her monitor. =)
Time flies when you travel at an appreciable fraction of the speed of light.
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
May 14 2008 09:12 GMT
#287
I would like to see a much improved observer mode. This would help the e-sport nature of the game, since it can be more exciting to watch.

One thing that has been mentioned already is the ability to zoom out for observers, which is a good idea.

My suggestion would be a complete different UI for observer mode, that takes up less space on the screen, to make more of the game visible, and only concentrates on the key features it needs:
-Resource/supply counters for the players
-Toggable statistic windows during the game, like a unit table showing the numbers for each unit type a player has, a little window showing the current research status etc.
-Dramatic health numbers, when a building has very few hp left, the game will show a red number above it (drop targeting a hatchery), showing its health points. This might need a clever algorithm for to when show those numbers and when not, because otherwise it could be annoying.
-Research/train bars over buildings, showing the current research/unit beeing researched/built in that building with its progress.
Krzycho
Profile Joined July 2007
Poland442 Posts
May 14 2008 11:55 GMT
#288
Decoy - A remote-detonated device that deals no damage, but causes an enemy's "We're Under Attack" signal to sound if detonated near an enemy unit/building. While they press SPACEBAR, you can move your units in at another location to perform whatever tasks you have in mind. =) Each caster might be limited to one, and it could expire after a certain amount of time has passed.

love this idea
MultiMarine
Profile Joined August 2007
Sweden39 Posts
May 15 2008 06:54 GMT
#289
On May 14 2008 20:55 Krzycho wrote:
Decoy - A remote-detonated device that deals no damage, but causes an enemy's "We're Under Attack" signal to sound if detonated near an enemy unit/building. While they press SPACEBAR, you can move your units in at another location to perform whatever tasks you have in mind. =) Each caster might be limited to one, and it could expire after a certain amount of time has passed.

love this idea


To many bad ideas get to much attention here..... How about you just attack that building with one marine instead? Instead of wasting alot of resources to tech to that spellcaster i mean.

Very bad idea...

ALOT of bad ideas here!.....
reticent_evil
Profile Joined May 2008
United States3 Posts
May 15 2008 17:38 GMT
#290
Suppose you could spam decoys several times with a thirty-second break in between each one... those marines are going to add up to a few hundred minerals. Besides, a Terran parasite that can self-destruct wouldn't be so bad, would it? What you get with the spellcaster isn't so much that you can surprise-attack; because you're right--you can send one marine to divert attention. What you pay for by teching to it is another way to make your opponent's information less reliable. It's like building sensor towers at unclaimed expansions. How important disinformation is late-game, I'm not sure; it just sounds fun to me.

And you bring up a good point; it doesn't even have to be a separate unit. What if Ghosts could use the decoy? (Not that it would be any better--they already have snipe.) Another issue is, decoys and radar jamming would have no effect in a game against the AI.

Here's another idea, derived from some of the more interesting spells in the game's tendency to toggle unit data states instead of merely dealing damage (e.g. dark swarm): the Zerg "phlegm wad," which covers units in a protective coating that absorbs splash damage, but due to its viscosity, unit movement is slowed. It's ensnare with a twist.

It wouldn't balance well with swarm, since lurkers would be invincible (maybe burrowing removes it?). And there could be a negative side effect related to phlegmed units taking more damage, or else psi storm would be too greatly affected. Maybe units take full damage regardless of armor type, or take building damage in addition to regular damage?

Another poster mentioned a spell idea for changing robotic units to organic, or whatever unit flag... Regardless of particular examples, I think having these types of spells, which can be used offensively or defensively depending on the situation, adds a layer of complexity to in-game decision-making.
Time flies when you travel at an appreciable fraction of the speed of light.
MultiMarine
Profile Joined August 2007
Sweden39 Posts
May 15 2008 18:00 GMT
#291
Well... if you can spam decoys it would be extremly annoying and people would demand a way to turn of the - you are under attack - warning.... cause they would have no use for it at all.
ImgGartok
Profile Joined August 2007
United States216 Posts
May 16 2008 00:43 GMT
#292
Decoy seems pretty useless, doesn't hallucination already produce the same effect? Hallucinate a unit and have it attack the enemy somewhere.
reticent_evil
Profile Joined May 2008
United States3 Posts
May 16 2008 02:06 GMT
#293
Yes, I think if you took decoy to its logical conclusion, then you'd end up with hallucination; only it's fake damage without the fake unit. There doesn't seem to be a way to make it useful enough to justify its own spell without copying hallucination. =\

On May 16 2008 03:00 MultiMarine wrote:
Well... if you can spam decoys it would be extremly annoying and people would demand a way to turn of the - you are under attack - warning.... cause they would have no use for it at all.


I doubt it would be implemented it to the degree you're suggesting, but it's hard to know without testing it. As I posted it, decoy just wouldn't work with SC2, I suppose.

This raises another question about Blizzard's approach--how much of the data in the UI is off-limits to manipulation by players? For instance, in Advance Wars: Dual Strike, there is a C.O. whose passive ability is to hide her units' HP status. It was a major tactical edge in some cases.

If there were a way to hide the HP of your units in SC, it wouldn't be that much of an edge, since the visual cue for focus-fire is the target dying; but it would help prevent weakened units from getting picked off first. It just depends on whether the ability to see a unit's HP should be taken for granted or not.

On May 14 2008 18:12 h3r1n6 wrote:
I would like to see a much improved observer mode. This would help the e-sport nature of the game, since it can be more exciting to watch.


I like these ideas. I wonder if builds/kills by unit type could also be somehow embedded into replays? It might make replay files a lot bigger, but it would be a great way for players to track their stats. For the overhead number display, they could be toggled individually between health, kills, etc. with different conditions: Always On, Always Off, Selected, In Battle.
Time flies when you travel at an appreciable fraction of the speed of light.
Famehunter
Profile Joined August 2007
Canada586 Posts
May 17 2008 16:33 GMT
#294
This is a suggestion for the SC2 spectator mode. In SCBW its sometimes difficult for a spectator to differentiate who is who in team games. Making the enjoyment of watching pro gamer team games a bit annoying sometimes. Some color schemes tend to confuse the viewer as to who is allied with who.

My suggestion is to have a toggle for the spectator to be able to view allied players under a similar color scheme. For example: instead of having players from team A in yellow and blue and players from team B in brown and purple, the allied color scheme could be toggled into blue and light blue for team A and red + dark red for players in team B. That would be quite a relief for me , trying to pick up just whos zerglings am I looking at when watching pro team replays on youtube

And while we re at it, why not make this a default setting for team games. It would always be the blue team vs the red team. Each player would just have a different tone of color since its still important to be able to differentiate units of each players in the same team.
Velox Versutus vigilans
Caller
Profile Blog Joined September 2007
Poland8075 Posts
May 17 2008 21:52 GMT
#295
Hmm I has another idea involving the terran thor

the terrans, without firebats, lack a viable counter to swarm/ling, as marauders, marines, ghosts, tanks, vikings, air units, etc. can't do shit vs. swarm. Sure you have Cobras, but if they're going to be so close ranged they'll get raped by lurks and lings anyways and won't be able to be healed.

I suggest that the thor's new purpose is not one of sieging up to take out an enemy position, but rather one of pushing the enemy back.

Therefore, I offer the Thor one of Three Different Modifications:

Behind Thor number 1 (pun not intended) This would be the vanilla thor, the one that is produced by the scvs.
Thor:

As a Thor, it isn't armed very well: however, it mounts some sort of modified fusion cutter that is able to do melee splash damage. I envision it as walking in front and going head-to-head against Ultralisks and Collossuses while marines shoot from behind. It would also be a rather humerous counter to dark swarm as without irradiate there's no way to kill swarm/lurk.

Upgrading a Thor
The Thor stops operating and kind of chills there, like an unfinished terran building. It can "cancel" the upgrade and revert back to its normal self but it will take a few seconds to do so. Anyways, an scv has to come and perform the necessary upgrades, so its like a continuation of the scv --> thor thing.

Thor number 2:
The Flak Thor (think of a better name, maybe Odin?)


Once completed, the flak thor no longer has a melee attack, but now it has twin flak cannons. Remember the flak cannon from UT? The thor now does cone-based splash damage for a range of 2 to both ground and air units. In other words, it's a really, really expensive firebat that also attacks air units and has 700 HP. Of course, it'd do small amounts of damage like the firebat, rendering it useless against armored units but allowing it to rape things like banelings and mutalisks and zealots. Of course, things like stalkers can just walk away and shoot it, or even hydras, so it'd be kind of useless against those kinds of units. But at least we get our firebat back in a weird way.

Thor #3
The Mine Thor


I hear all these ideas about giving Nomads spider mines. Psh. Those aren't very Terranesque, those are Warcraftesque. I suggest a more military based way of planting mines, i.e. using artillery.

The Mine Thor is like a Terran Swarm Guardian, except that instead of making broodlings it shoots spider mines at a targeted point. The mines will act like landing terran buildings, in the sense that until they take a few seconds to land (acting as an air unit) until they do land (acting as a ground unit). Once on the ground, they will then have the spider mine action of staying above ground (and targetable for a few moments) until they pop underground. You can probably give them some sort of attack, kind of like the arbiter, just to make them seem more interesting. Nomads just don't seem like the mine type to me.

These are just random ideas I have to give the Thor a home ^_^
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Caller
Profile Blog Joined September 2007
Poland8075 Posts
May 17 2008 23:18 GMT
#296
<poorly disguised bump>

I have another idea for the Terran Nomad. One of the things that is really annoying for Terran pushes is how your scvs that you use to build turrets die too quickly to splash, and then you have to rally new scvs allll the way from your command centers. Wouldn't it be nicer to have a sort of "temporary" scv, like a repair drone, that can have a cost (25 mins) like the gun turrets, and a timed life like the gun turrets, except they can fix units and build things like missile turrets? I dunno about you, but I think that those little drones would be instrumental in helping a push. And they're quite terranesque too, with doing things on the field and maintaining a strong defensive posture. Plus it gives a new "counter" to storm: whereas you first used EMP against templar, now you just fix the damaged units with repair drones that are quickly replacable. I also suppose you could probably spam them and make a drone wall to block off zeals, kind of like with medics, but that would be a bit tough.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Caller
Profile Blog Joined September 2007
Poland8075 Posts
May 19 2008 00:13 GMT
#297
<another poorly disguised bump>

Use SCVs to build upgrades on units in general, so like the Gunship, you need to have an SCV nearby, the thors, etc, just b/c i don't think its very particular to have a unit upgrade itself without it being zerg.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
RattleHead
Profile Joined May 2008
Canada26 Posts
May 20 2008 02:22 GMT
#298
I dunno if this was already suggested and I really dont want to read all the posts lol.

But what about like a reverse lurker sorta thing. It can only move while burrowed and only attack when umburrowed. It could be a melee unit that comes up and hits everything 360 degrees around it or a ranged unit that does some sort of Splash damage.

Some other variants I though of would be its a suicide unit, exploding once unburrowed. Or the melee variant the upon unburrowing it automaticaly casts ensare. Slowing units and making them easier for it to burrow and hunt them down.

Just some ideas I though of. Dunno if other people have mention these before. If someone has sorry for stealing your idea lol
Damn, Sorry. I accidently Dropped my lurkers in your base.
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
Last Edited: 2008-05-20 03:01:52
May 20 2008 02:55 GMT
#299
for the immortal, it sucks if they just take almost no damage vs large explosive damage like from tanks. instead, they should be a unit that has a special ability called the energy shield which is similar to the huge energy shield from clone wars which is a skill that sets down on the ground and blocks all incoming large projectiles in one direction but not in another direction, and also, all small projectiles can still get through in either ways.

this opens up awesome ideas for strategies such as dropping in immortals to set up some shields next to the scv line, and putting in a reaver behind the shields to kill scvs. also, it opens up possibilities for terran to flank the toss with artillery to get around the shields. emp will wipe out the shield of course. emp is the hard counter against shield. the other is retreating.

also, just the general concept of an immortal that is just immortal is dumb. it should be a spell, not a stat. this isn't warcraft3 where you just arbitrarily set some units to take different damage cause they have "fortified armor". in short: a defense matrix-like spell that sets up on the ground, and blocks all large projectiles going in one direction.

also kind of like the energy shield in halo3 that you can set down on the ground that blocks incoming fire, and u can hide behind them.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
Last Edited: 2008-05-20 03:05:16
May 20 2008 03:00 GMT
#300
On May 11 2008 20:02 DeifyME wrote:
Show nested quote +
On May 07 2008 19:49 Polyphasic wrote:
On May 07 2008 13:09 arb wrote:
On May 06 2008 18:46 Polyphasic wrote:
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.


I can hear the others screaming as 6 ultralisks pop out of 3 larvae instead of three


for zerg magic units and special units, i can imagine one popping out per larvae, like ultralisks and defilers and what not. but really, the zerg basic units need to create the swarm feeling. 4 lings per egg and 2 hydras per egg, and 2 mutas per egg plz. really need the swarm feeling.

also, when u have a lot more swarm units, when a special unit comes along like ultra or defiler or whatever, it feels more like it's part of a swarm rather than just another unit, because it's outnumbered so much by smaller minions.

at the very least, make zerglings free. we all know that larvae is a limiting resource until endgame, and in the endgame, zerglings suck anyways, but man, having huge amounts of small minions die is just what zerg needs. free zerglings fyi, and 4 per egg! but nerf the hp and attack damage plz. also, allow zerg players to control more units per control group than toss and terran players.


Even in the SC:BW, cracklings are awesome... maybe the 90% of em dies till they get cloze, but when they get cloze that means the end of the game.

The free zergling stuff isnt viable because of early and midgame... even if that could make interesting stuff and could be balanced in late game.

I like the swarm feeling, but i dont like the idea about shitloadz of freekilled units... exactly not. Would be harder to balance aswelll...


I am proposing that zerglings be nerfed down to 2 damage, 45 hitpoints per ling, and 6 per egg. they literally will not do much, but their main purpose will be to take hits while the zerg gets their other units within range like lurkers, explosionling things, hydras, or ultras. the swarm needs to have a swarm.... and i'm not talking about the defiler ability.

and don't tell me i don't play zerg, because i do. when lings do 2 damage, and when you have them attacking a control group of zealots, you can only get what, like 15 lings attacking at a time? while the rest are just swarming around in the back right? that is what zerg needs to be. more swarming.

in end game, when you have your blob of zealots and archons, or your blob of MM, even if you get surrounded by zerglings, you can only have something like 2 lings attacking each of your units because of the limited surface area of your blob. your blob will also murder lings like crazy... but until they can kill all the lings, they wont be able to move much.

"i see your blob, and i raise with 50 lings" ... [50 lings stalls blob for 30 seconds while 5 hydras snipe 2 templar] "i will wait for your next move to decide if i will raise your blob with 100 lings"
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
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