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On March 16 2010 09:47 Koffiegast wrote: What about a unit that can only live on creep (e.g. loses health quickly when not on creep) and basically can function as a sort of miniwall/grabber/pusher (i.e. stops them from moving thru, hold units in their place or pushes them to a certain direction). Their hitpoints being about 120, they move with the speed of an infestor, deal very low dmg (say 5-7) at a normal atttack rate (or leave dmg out), are a melee unit, have biological armor with 0 armor and count as a light unit (e.g. that hellion can deal fairly nice dmg to it). Cost 100 minerals. Tier2 tech and becomes available when you get lair and have a pool out.
The idea is that you can basically "catch infiltrators" in your base and move them towards your army.
A slightly different idea: a unit that is a eater. A fairly slow unit with a decent amount of hp that literally eats units. As an attack, this unit is able to spawn "grabbers" that can catch a unit when its low hp and bring it to the eater which will devour it. The grabbers will spawn similarly to the broodlings that a broodlord spawns, will last only for a short while, have 50 hp and move as fast as a roach or hydra. Once a unit is grabbed it will basically be immune to attacks or healing (which forces the AI, or the player to attack at a different unit). But, a grabber that caught a unit can be killed and when it dies the unit, that was caught, will return to the battlefield, with the hp it had when it was caught.
The second idea is totally kodo beasts from WC3.
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theres also broodling.. TECHNICALLY
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muta. they need to make muta viable in more situation then just swarming tosses.
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I wouldn't mind seeing scourge, lurkers, and defilers make a come back...
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On March 16 2010 06:07 McCain wrote:Show nested quote +On March 16 2010 06:06 KhaosKreator wrote: I think the main problem is that Protoss and Terran have more spell caster units. Protoss have one at tier one and one at tier two, Sentry and High Templar. Terran have one at tier two and tier three, Ghost and Raven.
Zerg technically have two, but the Queen never leaves the base and rarely uses its spells in combat anyway. It's more of a mirror of the other races macro mechanics than it is of their spell casters.
Basically I think the Zerg need another spell caster unit that plays more of a defensive support role. Starts with a D...
D.. d...de..de.....
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yea there are two really boring things about sc2
a) Mech isnt really strong for Terran, thors are useless atm
and even worse
b) zerg is a superboring race compared to t/p. i mean... z has only one real casterunit and even this unit got boring spells, comon "Neural parasite" u can control another unit.. wow! very creative... infested terran is just crap.
put back the fucking lurker and give zerg another caster or completely change the infester thx =]
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Sweden33719 Posts
I think the Thor is good TvZ
But I agree the Infestor is a really poor replacement for the defiler. Even if all they did was remove the stupid infested terran spell, it'd be a huge step in the right direction.
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i want plaguu back
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well maybe u can sometimgs build thors against zerg if u mech but its not as strong as bio imo.
they have to change the thor =[ he sucks in tvt and in tvp hes freaking useless its not even funny. first step should be to resize him a bit (make him smaller) and increase maybe his abilityrange, so he can handle colossi, on the other hand... his ability is very boring anyway imo =(.
Dont get me wrong, sc2 is a very good game but sometimes i think it lacks creativity, there could be so much "cooler" abilitys :/
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Terran have 2 front line units only : ( rest are more support wtb 1 more
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On March 16 2010 10:04 synapse wrote:Show nested quote +On March 16 2010 06:07 McCain wrote:On March 16 2010 06:06 KhaosKreator wrote: I think the main problem is that Protoss and Terran have more spell caster units. Protoss have one at tier one and one at tier two, Sentry and High Templar. Terran have one at tier two and tier three, Ghost and Raven.
Zerg technically have two, but the Queen never leaves the base and rarely uses its spells in combat anyway. It's more of a mirror of the other races macro mechanics than it is of their spell casters.
Basically I think the Zerg need another spell caster unit that plays more of a defensive support role. Starts with a D... D.. d...de..de.....
Devourer? Totally
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United States3362 Posts
On March 16 2010 10:31 dogabutila wrote:i want plaguu back
Plagues would be so less impressive in SC2 simply because of unit clumping. Every single plague would hit the entire army. Hard to make that exciting...
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On March 16 2010 10:56 HuskyTheHusky wrote:Plagues would be so less impressive in SC2 simply because of unit clumping. Every single plague would hit the entire army. Hard to make that exciting...
They kept storm and just tweaked it a little bit. Why not just make the plague radius a little smaller?
Same concept.
Edit: and another thought, is it just me or is storm so much more boring than it was in BW? Maybe you're right.
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Zerg honestly need a distinct unit with a real neat ability. I mean, Terran have Raven with their questionably balanced hunter seeker and ghost with emp which rapes P, Protoss have stom. Zerg have the infestor who's mind control ability has very limited uses. They honestly need to bring in a caster, im wishing defilers were still in the game.
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wow, I didn't realize that. Good stuff. I wonder if they will add the 'uberlisk' that was in thier world editor video /drools
(I know that they won't but man that would be cool)
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On March 16 2010 05:55 McCain wrote:
Q. Do you agree that the Zerg currently suffers from a lack of diverse army composition, and if so what are your plans to fix it?
A. Yes, we are looking at the Zerg diversity issue. We are working to make the Infestor a more core part of more match-ups. We will continue to moniter the use of Banelings, Roaches, Hydras, Zerglings, Mutalisks and Corruptors to make sure the Zerg army remains diverse in each match-up.
Yes because lowering the cast range + hp of the infestor and nerfing fungal growth will make it used MORE often. Perma mind control whoopdie fuckn doo, that would be nice if you could actually even get to cast it without the infestor popping before its rediculously slow (and now short) tongue hook gets there.
Genius blizzard, genius.
IMO dustin was not the go-to guy to head this project.
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SC1 /SC2
Terran (11) /(12) Marine /Marine NOTHING /Reaper(new harasser-can't take dmg; can deal) Firebat /Marauder(new replacement doesn't play like old) Medic /Medivac Ghost /Ghost Vulture /Hellion Goliath /Thor(gta) Siege Tank /Siege Tank Valkyrie /Viking(ata) Wraith /Banshee(cloaked ground harasser) Science Vessel /Raven Battlecruiser /Battlecruiser
Protoss (11) /(12) Zealot /Zealot NOTHING /Stalker (new harasser-can't take dmg; weak atk) Dragoon /Immortal(new replacement doesn't play like old) Dark Templar /Dark Templar High Templar /High Templar Archon /Archon Dark Archon /Sentry(spell caster) Reaver /Colossus(area damage dealer) Corsair /Phoenix(light air attacker) Scout /Voidray(captial ship attacker) Carrier /Carrier Arbitor /Mothership
Zerg (10) /(10) Zergling /Zergling NOTHING /Roach(burrowed movement harasser+) Hydralisk /Hydralisk(new replacement doesn't play like old) Lurker /Baneling(area damage dealer) Mutalisk /Mutalisk Devourer /Corruptor(kind of replaced scourge too) Guardian /Broodlord Scourge Queen /Queen(new replacement doesn't play like old) Defiler /Infestor Ultralisk /Ultralisk
Terran and Protoss always had one more unit. T, P, and Z all got a new harasser with their own ways of escape (cliff hopping, blinking, burrowed movement) Now Z is down another unit making them 2 less than T and P because corruptor replaced 2 anti-air units. This is fine and does not contribute to a stale ground army at all. It is just that people like to mass one unit and not diversify. Instead of making just roach or just baneling why not make both? because it costs 2 tech buildings? That's kind of silly considering T and P build multiple of the same building just to produce units.
Bonus New Harasser Critique Reaper(50/50) can't take damage, but can deal damage*no fix*. Stalker(125/50) can take much damage, but can't deal damage but can attack air*suggest cost 100/50 and boost attack*. (Reaper/Roach cannot attack air) You are paying 50 more minerals than a reaper for more life and ability to attack air. Roach(75/25) can take damage and can deal damage*suggest cost 75/50*. You are paying 25 more minerals for more life.
edit: but everyone just mass roaches really...they are too good to be used as only harasser right now but make them cost more gas and we'll see if they are still massed. also but everyone just never makes stalkers...they are too not good to be used as a harasser right now but make them cheaper and do more damage and we'll see if they are still not used.
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On March 16 2010 16:55 zomgzergrush wrote: IMO dustin was not the go-to guy to head this project.
lol you cant really blame everything on him though!
Would have been cool if they used the entirety of Starcraft 1 as a jumpoff template though.. I think most people woulda been happy with a few new units and some tweaks while keeping the core the same : \
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thats why zerg is easier to play cause they got less units.
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I just want (weaker) Hydras back on T1...
Why?
1 Having to basically *rush* Hydras or Mutas just in case your enemy is getting 2-3 Airunits is not fun.. In most games this is no problem anyway, you want one of these Units out anyway because Zerglings aren't what they once were and Roachs get fucked over by their counters like it's nobodies business...
2. On T1 the unit is totally BORING. It gets, theoretically, more fun/interesting once you reach T2 and get it's upgrades... Which only cost 450/450, take forever to get and are not very strong because everyone has detection at that time anyway and burrowed Units can't burrow uphill or under buildings...)...
3. To me it feels like a (against Zerg +1) Zealot with a little range. It destroys Marines, Zerglings and (rl) Zealots. Just like Zealots in SC/BW did and it begins to lose against Marines when they they get some Support (Marauders in SC2, Firebats/Medics in SC1).
The Roach is just a retarded unit whichs main purpose is to quickly kill players that have no Idea how to deal with it... And for ZvZ.
Btw: When it comes to Toss... Remake the whole Robotics tree... If you go for a game with hard counters then it is probably a rather stupid idea to have 2 hard counters + your best harassment options + your transport/moveable Warpgate beacon + your best scout + your only moveable stealth detection in one Techtree featuring a grand total of 2 buildings and 3 upgrades (of which 2 are of very questionable use/need)... Really, if there would be some sort of Anti-Air in this tree, or Stalkers were stronger against air, you wouldn't need anything else ever. Oh, and Protoss is actually fun to play... Way more fun than Zerg for sure...
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