Imbalanced? - Page 2
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Torte de Lini
Germany38463 Posts
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Madera
Sweden2672 Posts
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Itsmedudeman
United States19229 Posts
On September 28 2011 11:05 windsupernova wrote: Nope they added units and upgrades. I think thee only war they will realistically remove units is if they are crappy as hell like corruptors. Lol, they won't remove the corrupter, they'll probably just rework it if there's enough discontent. It's an okay unit balance wise tbh, it's just that they're obviously vital in making broodlords. | ||
PDizzle
Denmark1754 Posts
On September 28 2011 11:22 Gamegene wrote: Make the infestor tier 3 and I'll be happy. rofl | ||
Kipsate
Netherlands45349 Posts
Not because they are imbalanced But because they are boring as shit. Corruptor too If that was an option. | ||
Truedot
444 Posts
On September 28 2011 11:16 Zariel wrote: My 2 cents, Marauder, Roach, Immortal are "bridging" units IMO. They serve to help to race as you tech to the next tier such as: Marauders as a buffer until tanks Roach to bridge you from hatchery to lair tech Immortal to help you to colossus. The reasoning is from putting myself into SC1 shoes, think of it, a terran only has marines until he gets his factory up for tanks. Hydra's weren't "heavy" soldiers for zerg and if you wanted heavy units, it was ultras. Protoss I'm not too sure because goons were very all purpose unlike the stalker counterpart. Due to these new "bridging" units, the dynamics of SC2 has changed where before in SC1 you would see fast expansions 90+% of the games because tier 1 units just weren't effective and players tend to skip straight to tier 2/3 (hence needs extra income to support the tier). In SC2, there are these 3 units to either put early pressure or help defend your base better. except the marauder is a bullshit unit because it can stim and do comparable damage vs light units as a marine, slows all non massive units with its conc shells, and is really supply/gas cheap. 50 gas or 3 supply and we're fine. Roach had to get nerfed to 2 supply from 1 because it was OP. If marauders aren't that big a deal, and a bridge unit to tanks, surely 3 supply would mean very little. And it would stop the mass marauder/tank retardedness that T's like to pull on Z's. roaches are NOT bridges. They get countered hard by marauder and tanks. therefore your T "bridge" counters the Z "bridge hard, and then the end of the bridge, tank, counters them just as hard. right. Reavers were more balanced than colossus. Colossus fire in the perfect long line to kill hundreds of your bunched up units. Scarabs did similar, and at 125 damage! But, they had a slow rate of fire, so you could sacrifice some units to remove scarabs from play and hit with more units on the reavers. typically, you would take 2 lings and 2 hydras and micro them onto the reavers, with about 10 groups of such staggered so that they arrive after the scarabs blow up. It was a way for skill to defeat hugely destructive power. Colossus fire very very very fast, they fire in perfect hydra and ling killing arcs, and they have more speed and THEN they also get cliff walk. And to counter this zergs got.... Corruptor. Ok... | ||
marttorn
Norway5211 Posts
Colossus are much the same, and certainly aren't an adequate replacement for the reaver. The range upgrade removes what small amount of micro there could be with colossus, and makes it a very boring unit. If we didn't have range upgrade, they'd be much less valuable and could be picked off very easily. I'm not supporting the idea of just saying "fuck it" and replacing the colossus/corrupter/marauder with their respective counterparts from BW, that would have huge balance implications of its own, and there's no guarantee these units would fit into what SC2 has established. It would also be rehashing old units when SC2 is supposed to be something new, and it would make blizz look very silly if they basically said: "Uh, we fucked up, BW is better. Let's do that again" That would make SC2 basically BW with easier mechanics. So I think it's better/more likely they'll just design entirely new units. Hopefully make carriers worth making ^^; | ||
Harpolean
United Kingdom40 Posts
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GTPGlitch
5061 Posts
They're really good in PvP (No counter-stalkers get whacked apart by the zealot-heavy comp that will happen from lack of gas, VR and Phoenix will kill carriers too slowly), meh in PvZ unless you get a lot running fast (5-6 star transition after deathball war)... PvT if you went Templar->Star you get a slight amount of time before overwhelming vikings The only real problem with them is that they are so slow... They need the cattlebruiser treatment xD | ||
fusefuse
Estonia4644 Posts
i mean healable & repairable if thats not imbalanced, what is | ||
pyaar
United States423 Posts
Remove the corruptor and give me something that's actually useful and I'll be happy. Corruptors are core units in ZvP, although they are pretty one-dimensional. | ||
SpoR
United States1542 Posts
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Craton
United States17222 Posts
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fusefuse
Estonia4644 Posts
On October 17 2011 14:30 SpoR wrote: These polls are imbalanced. Where is the option for nothing? there is! its right there. you activate it by not clicking anywhere! D: | ||
TutsiRebel
United States172 Posts
marauder: they counter WAYYYYY to much for their ease of use / production, and for what they cost. It's fortunate that MMM is no longer the vogue in TvZ as I feel mid / lategame TvP owes its banality to the Marauder's strength, versatility, and ease of deployment. In TvZ, marine tank is a powerful yet volatile composition that loses its only baneling defense should the Terran leave tanks unsieged. In TvP, MMM is a strong and stable composition that loses its efficacy when... you didn't make enough MMM. Yawn. Roach: these are so goddamned boring. I spend my larva on a beefy herp a derp a-move unit with a special ability that is utterly pointless after blizz nerfed it into oblivion post beta (deservedly so). At least speedlings need micro to reach maximum effectiveness. Roaches either need a micro-intensive ability that is worth using, or Zerg's tier 1.5 needs to be completely redesigned. The latter option would allow Blizz's design team to flex their creativity and perhaps freshen up Zerg's tech tree. Corruptors also need to be redesigned. Vikings and phoenixes have a cool and fairly useful ability, Void rays can get cute with some hallucination / charge micro, but corruptors are too much like roaches. My opponent has air superiority? S ---> CCCCCCCCCCCCCCC okay I'm done. Their special ability? "Do marginally more damage"... Wow, really cool. Edit: On September 29 2011 00:56 Kipsate wrote: Remove Roaches, Marauders and Collosi Not because they are imbalanced But because they are boring as shit. Corruptor too If that was an option. Rofl that's actually exactly how I read this poll. I don't really think any of the units I listed are too imbalanced, but they sure as shit could use a redesign. | ||
SpoR
United States1542 Posts
On October 17 2011 14:45 fusefuse wrote: there is! its right there. you activate it by not clicking anywhere! D: then you have a biased poll that doesnt show the people who choose that option. | ||
Geovu
Estonia1344 Posts
On October 17 2011 19:18 SpoR wrote: then you have a biased poll that doesnt show the people who choose that option. Subtract it from the amount of active users on TL. Therefore 13951 (99%) of people don't want any units removed for any race. Also rofl@ that truedot guy | ||
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