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My balance suggestions - Page 2

Forum Index > BW General
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CrazedZergling .
Profile Joined February 2004
United States13 Posts
Last Edited: 2004-02-25 03:24:23
February 25 2004 03:18 GMT
#21
Many T and P players dont understand how much the Zerg has to manage, all over the map when they ask why Zerg players dont use queens more. Queens cost 100min/100gas and a lot of micro time.

My suggestion to make them useable is to make them cost like 150/200, give them enough HP to survive 1 irradiate, and lower broodling to 100, ensnare to 50, parasite to 50.

What this does is it makes them cost more, but also more powerful, so instead of having 6 queens to micro, you only need 3 to do the same job. This will fix the main problem of too much micro required.

Sometimes when I feel like screwing around I join a pub team 3:3 game and get a cloud of like 30 queens and broodling the dragoons/goliath armies they send at me nonstop.
Well it was bad in the beginning, it sort of went downhill in the middle, and the less that is said about the end... the better.
OgerDaniel
Profile Joined March 2003
273 Posts
February 25 2004 03:50 GMT
#22
lol
Chobohobo
Profile Joined January 2004
United States945 Posts
February 25 2004 03:58 GMT
#23
I will throw in my rant, make Irradiate range less...
radiaL
Profile Joined August 2003
Andorra2690 Posts
February 25 2004 04:05 GMT
#24
On February 25 2004 12:18 CrazedZergling . wrote:
give them enough HP to survive 1 irradiate

if i'm not mistaken, irradiate does ~250-260 dmg
MOSNTER QUEENS!
sideproject: twitch.tv Starcraft II Viewers data - http://twitchsc2data.com/
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 25 2004 04:09 GMT
#25
On February 25 2004 10:42 Liquid`Drone wrote:
frozenarbiter you can't compare the spell of a queen with the spell of a dark archon. the queen is a flying unit that costs 100/100, the dark archon is a ground unit that costs 250/200. AND, mind control makes it lose all shield, which leaves it with 20 hp..

I mean for fucks sake the queen costs the same as a muta, has the same hp as a muta and flies as fast as a muta. however one ensnare or one broodling is normally far more effective than the damage dealt by *one* muta.

True t.t
I did suggest a cost increase though, but maybe that'd bring more good than bad. Yeah -_-;
And yeah, I just keep forgetting how DAMN expensive the dark archon is O_O
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
February 25 2004 04:09 GMT
#26
On February 25 2004 12:18 CrazedZergling . wrote:
Many T and P players dont understand how much the Zerg has to manage, all over the map when they ask why Zerg players dont use queens more. Queens cost 100min/100gas and a lot of micro time.

My suggestion to make them useable is to make them cost like 150/200, give them enough HP to survive 1 irradiate, and lower broodling to 100, ensnare to 50, parasite to 50.

What this does is it makes them cost more, but also more powerful, so instead of having 6 queens to micro, you only need 3 to do the same job. This will fix the main problem of too much micro required.

Sometimes when I feel like screwing around I join a pub team 3:3 game and get a cloud of like 30 queens and broodling the dragoons/goliath armies they send at me nonstop.


I don't know what kind of 3vs3 you do but......find it a little too impossible?-_-
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 25 2004 04:15 GMT
#27
On February 25 2004 12:18 CrazedZergling . wrote:
Many T and P players dont understand how much the Zerg has to manage, all over the map when they ask why Zerg players dont use queens more. Queens cost 100min/100gas and a lot of micro time.

My suggestion to make them useable is to make them cost like 150/200, give them enough HP to survive 1 irradiate, and lower broodling to 100, ensnare to 50, parasite to 50.

What this does is it makes them cost more, but also more powerful, so instead of having 6 queens to micro, you only need 3 to do the same job. This will fix the main problem of too much micro required.

Sometimes when I feel like screwing around I join a pub team 3:3 game and get a cloud of like 30 queens and broodling the dragoons/goliath armies they send at me nonstop.


Yes that'd be nice.. My entire moving at a speed of 1 cm/hour. With 2 second peaks as he is aiming his queens--;;;
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
x[ReaPeR]x
Profile Joined February 2003
United States3447 Posts
February 25 2004 04:29 GMT
#28
On February 25 2004 12:18 CrazedZergling . wrote:
Many T and P players dont understand how much the Zerg has to manage, all over the map when they ask why Zerg players dont use queens more. Queens cost 100min/100gas and a lot of micro time.

My suggestion to make them useable is to make them cost like 150/200, give them enough HP to survive 1 irradiate, and lower broodling to 100, ensnare to 50, parasite to 50.

What this does is it makes them cost more, but also more powerful, so instead of having 6 queens to micro, you only need 3 to do the same job. This will fix the main problem of too much micro required.

Sometimes when I feel like screwing around I join a pub team 3:3 game and get a cloud of like 30 queens and broodling the dragoons/goliath armies they send at me nonstop.


Dude if you have problems with macroing learn to not Sauron so you don't have as many Hatcheries to manage.
ILoveOOv ownZ everyone!!! ~ Lamer List: Mynock, naventus
Oxygen
Profile Blog Joined November 2003
Canada3581 Posts
February 25 2004 05:08 GMT
#29
I suggest getting rid of optical flare which is next to useless because, if there's just another unit there that's not blinded, it's void. If you shoot at it, it's void, because if it's ranged, it can shoot back, and if it's melee, what's the point (use general logic, please ._.;? You just walk up to the other unit and you just attack. Add the insane energy cost (what is it, like 75?), and it's just useless. You have to keep in mind that most people just keep their obs grouped when they have carries, and we're not all Boxers that can blind 5 obs before we bring in cloaked wraiths. K.


Taking that into consideration, I purpose we let the Medic have a mini d-matrix that lasts forever, and can absorb like 10-15 hp of damage, and will cost ~50 mana, or ~75 mana, or whatever.

Anyone? :o
Dont drink and derive. TSL: Made with Balls.
BlueShift
Profile Joined July 2003
United States334 Posts
February 25 2004 05:22 GMT
#30
I say we just revert back to 1.07, that was the best balance the game ever had imo. Either that or.....

LEAVE WELL ENOUGH ALONE!!! Game balance is fine, let's not try to fix things that aren't broken.
Everyone works. Nothing is free. Everyone starts at the bottom.
Liquid`Drone
Profile Joined September 2002
Norway28751 Posts
February 25 2004 05:26 GMT
#31
optical flare is occasionally really sweet. like say for example you're defending against a 1 hatch lurker rush and you won't have enough detection in time, then you can instead of researching stim research optical flare just so you can blind their lord thus making them unable to kill the bunker on your ledge. :-)

granted that's one of the very few times it is useful, but considering how great heal is and inexpensive medics are, I don't think you should make them more powerful.
Moderator
Aca
Profile Joined April 2003
United States165 Posts
February 25 2004 06:45 GMT
#32
I hate you Drone. I'm no GARIMTO or BoxeR, I'm not some ingenius starcraft strategist that ushers in a new era of BW by inventing new strategies. However, I did think of ONE practical use for optical flare besides weird stuff like nuking and cloaked wraiths. All by my own, I devised a counter to 1 hatch lurker by blinding the overlord. Drone I almost cried when I read your post. Now no one will love me when I amaze the word with my TvZ optical flare strategy.

GOD DAMNIT
OgerDaniel
Profile Joined March 2003
273 Posts
February 25 2004 07:51 GMT
#33
I saw it three years ago =(?
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
February 25 2004 07:54 GMT
#34
tame ich will ein kind von dir :/
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
aReLaZ-y
Profile Joined January 2004
141 Posts
February 25 2004 08:07 GMT
#35
I'd like to see Restoration brought up to par. 75 energy to cure one unit of an ailment, excluding stasis? =[ Maybe, 100 energy, make it an area of effect spell. Or, 50 energy and one target.

If anyone has rep/vod of ProGamer using restoration, link me plz. =[
TheSileNceSinGs
Profile Joined October 2003
Canada288 Posts
February 25 2004 08:26 GMT
#36
On February 25 2004 10:56 GroT wrote:
queens are already more than powerful enough, it's not the game's fault that zerg players don't use them


Maybe they dont use them cause they're not powerful enough
=D
OgerDaniel
Profile Joined March 2003
273 Posts
February 25 2004 08:57 GMT
#37
noch eins carnac 8[?
wishterran
Profile Joined February 2004
United States1045 Posts
February 29 2004 05:18 GMT
#38
queens are more powerful then average players realize IMO. these changes would make them even more powerful! im not sure, maybe just have them start with more energy as some people have said.

hard balance question =)?
Asta
Profile Joined October 2002
Germany3491 Posts
Last Edited: 2004-02-29 06:28:18
February 29 2004 06:26 GMT
#39
On February 25 2004 14:08 Oxygen wrote:
I suggest getting rid of optical flare which is next to useless because, if there's just another unit there that's not blinded, it's void. If you shoot at it, it's void, because if it's ranged, it can shoot back, and if it's melee, what's the point (use general logic, please ._.;? You just walk up to the other unit and you just attack. Add the insane energy cost (what is it, like 75?), and it's just useless. You have to keep in mind that most people just keep their obs grouped when they have carries, and we're not all Boxers that can blind 5 obs before we bring in cloaked wraiths. K.


Taking that into consideration, I purpose we let the Medic have a mini d-matrix that lasts forever, and can absorb like 10-15 hp of damage, and will cost ~50 mana, or ~75 mana, or whatever.

Anyone? :o



a) flare is very useful once you decided to use them properly. i've done quite a lot of matches vs p with like 3 or 4 medics and i can tell u it's a pain in the ass for toss. actually the protoss has to continue building obsers during the whole game and you can stop his early pushes with ~6 clicks/hotkeys. you can also use flares vs z as long as he doesn't have speed for his overlords (nuke his base if you're up to some fun or go wraith and blind his ol from far away).

b) i don't get what that new spell should add and i guess blizzard would call that small change a full expansion set...


ps: i don't want anything changed at all. actually i like the fact that only a few ppl use stuff like maelstrom or ensnare...
STIMEY d okgm fish
Profile Joined August 2003
Canada6140 Posts
February 29 2004 06:56 GMT
#40
if anything should be changed first, it should be something that makes more maps playable in more matchups. right now it takes very specific, narrow specifications to make a map playable for pvz while also playable for zvt tvp
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