Nerf marauder, Buff marine.
Buff archon.
Thats all for now, need more testing.
05-04-2010, 10:10 AM
#21
Nerf marauder, Buff marine.
Buff archon.
Thats all for now, need more testing.
05-04-2010, 10:16 AM
#22
Buff zerglings...
They are the only zerg unit that "de-evolved" among all the zerg units (aside from the wings of course)
Yours Truly,
SonOfChaos
05-04-2010, 10:22 AM
#23
On the zerg side I think removing 1 armor to broodlords and adding some movement speed to ultralisks and maybe remove creep speed to prevent them going too fast while on creep would make zergs more diverse without making them unablanced.
05-04-2010, 11:23 AM
#24
I actually think a better solution might be to make force field a channeled ability. It's easy to keep a ramp totally blocked off indefinitely with a group of sentries as it is, at least make them vulnerable and stationary while they're casting it.
Anyway, for my one balance change I'd choose to change the Thor's 250 mm cannon ability. Doesn't make sense to me that a unit meant to deal with mass light air has an ability that makes it a pure counter for Ultralisks and other heavy ground units. I'd keep it as a long range building bombardment ability but take away the unit attack or perhaps make it an AoE channeled damage ability.
Last edited by TunaFish; 05-04-2010 at 11:26 AM.
"I am part of that power that eternally wills evil and eternally works good."
- Mephistopheles (Goethe's Faust)
05-04-2010, 12:49 PM
#25
Please be more specific. The aim of this game is to see how you would balance things. Not just "nerf zerling" how would you nerf it?
05-04-2010, 01:02 PM
#26
For starters:
Terran
- Reduce the Marauders attack speed by 30-50%, OR decrease its + 10 bonus to armor to +5, OR increase the amount of damage it takes from Stim.
Protoss
- Increase the damage of the Phoenix by 2-4
- Decrease the gas cost of the Dark Shrine by 50
- Increase the armor/HP of the Archon
Zerg
- Give the Corruptor a better ability
- Remove the Ultralisk's speed upgrade and increase its starting speed.
05-04-2010, 01:08 PM
#27
Or reduce it's energy regen. This way, the potency is still there, but the protoss will not be able to spam it. This will make them still very dangerous when at your base, but will have to need attack units in order to cause havoc.
It becomes an ability which toss must save for or use at the right timing and compo, not the current spammable deadly force.
05-04-2010, 01:33 PM
#28
05-04-2010, 01:35 PM
#29
05-04-2010, 01:44 PM
#30
(fyi im a terran player...so hopefully im not biased)
Terran:
marine
- build time reduced to 20 sec again
marauder
- damage reduced to 8+8
siege tank
- armor increased to 2
thor
- armor increased to 2
Protoss
sentry
- forcefield now has 150 hit points
immortal
- damage reduced to 20+20
void ray
- damage reduced from 5 to 4
phoenix
- damage increased to 6+4
zerg
zergling
- damage increased to 6
hydra
- health increased to 90
ultra
- size decreased slightly
- HP increased to 700