It looks like a long post but it isn't.
Here is what I have been able to see so far. If you guys agree/disagree please post why. Discuss:
1- Aesthetic/Art suggestions:
Destructible Rocks (Physics): These would look better if you could see small pieces of rock flying around.
Archon (Attack Animation): Defenitely to attack with both hands or the other hand.
SCII login screen (Realism): Hyperion (I assume that's the bc model) needs perhaps some more flash effects when it goes into warp, otherwise it just looks like you are simply moving the model on direction Z.
Zerg Greater Spire (build model): Spire needs a better transition to greater spire.
Xel Naga Watch Towers: They don’t make sense on some maps like Metalopolis, substitute them for something else.
Broodlord (model, subjective): I still fail to understand why the old model was ditched if it was perhaps way more unique than anything I’ve seen before. Sad to see good models hit the dust.
Hellion (model, subjective): Needs a revamp, in my opinion.
2- Aesthetic/Art bugs:
Physics bug on planetary fortress death animation.
Bushes/Trees(The ones that block sight, but allow units to traverse) glitching under fog of war in Lost Temple.
3- UI:
Tooltip: Chronoboost tooltip needs clarification with regards to "all buildings"
Friend/Foe colors suggestion - Give the player the ability to decide which color for their own units, for their opponents and allies.
Phoenix’s anti gravity icon is a marine with a circle? This needs a change.
4- Balance suggestions:
Balance (unit & abilities): I personally don't see much purpose for these abilities but I could be wrong here:
Zerg:
Overseer's Changeling ability
Justification: This unit has 2 problems. Firstly it wouldn’t work if the opposing player is not building their main T1 unit. They will be spotted immediately and killed. Second if the overseer is seen nearby then players might have strong suspicions to look into their bases for non-worker units and then once spotted, they won’t help much.
My solution: Bring back parasite.
Infestor’s Neural Parasite
Justification: This one is from a common sense point of view. The restriction to biological units was fine. Taking away this restriction gives me sense devs are just running out options to balance this spell because they wanted this spell to be effective vs massive units (which are not biological).
My solution: Give it a plague-like spell if you want to counter big massive units.
Lurker gone, banelings and roaches:
I believe Zerg has some serious balance problems that were never properly addressed. Zerg has much less units compared to Protoss or Terran. Zerg needs lurker back. Just need a way to get this unit back in the game without overlapping another unit’s role. On the alpha build lurkers were rarely built because roaches or banelings were perhaps a safer way to proceed. Devs tried buffing this unit with an excessive range of 9 (2 more than photon cannon) but it still wasn’t used. Both units are tier1 making them much faster to make and their role is to devastate light ground.
In my opinion Banelings and Roaches are perhaps in a much more conflicting state. Since on most counts both units are effective against most ground units although generally you are better off with roaches than with banelings unless you are fighting someone who has made a lot of defense in terms of structures. Their usage is very different so I wonder if one of them will get neglected in the future.
Going back to the Lurker, its role should be somewhat similar to the one of the DT. Think of a DT. DT when spotted can be killed easily by almost every unit but with no detection DT can wreak anything on any base in a short period of time. This is also equivalent to the ghost with the nuclear strike and Ghosts also die really quickly when spotted. Going either ghosts or DTs is risky because they don’t do much in the long run. Think of the original SC. Ghosts weren’t built that often in long games unless lockdown was needed which was very rarely the case. Their role was a support unit. Same deal with DT’s. Although they had some utility combined with corsairs vs Zerg. If this isn't enough for you, if you are still not satisfied, keep reading.
My solution: Give the lurker the ability to move underground at roach speed, increase its supply cost to 3. Think it’s imbalanced? I think not since by this time (tier 3) it almost certain a player will have detection of some sort. People might try this unit because of its large range and splash. The lurker will take a similar role to the siege tank and colossus. Unlike the roach, this unit does not regenerate fast so players would have to place other stuff in front of them. The idea around this is similar to the Thor and Siege Tank role conflict. I think perhaps there’s more to be done here but at least is at start to bring the lurker back.
Terran:
Reapers D4-Charges: I’m glad this unit got a nerf. I wonder if its going to be enough. 8-12 reapers can take down someone’s main really fast and in most situations there wasn’t anything a player could do to counter. A good terran player with good timing might have 8-10 reapers ready to attack someone’s main and destroy it and get home in time for dinner.
My solution: Have this ability on a bigger cooldown.
Archon: So the way I see it there is absolutely no way one would merge two templars to form an archon when playing against a Terran or Player. The bonus damage only to biological units is a big downer for this unit. This unit needs a better defined role in my opinion.
My solution: Change bonus from biological to something else.
5- Maps (Lost Temple): There is a small bug on the center of the map. If you have units selected while they are at the center one cannot see the unit selection circle.



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