sure it isnt that effective but an annoying IT dropping and killing 1 or 2 workers is worth it already, even making them pull off for 5 seconds for just a mere 125 energy is worth it.
05-21-2010, 07:02 PM
#11
sure it isnt that effective but an annoying IT dropping and killing 1 or 2 workers is worth it already, even making them pull off for 5 seconds for just a mere 125 energy is worth it.
05-21-2010, 07:04 PM
#12
05-21-2010, 07:05 PM
#13
05-21-2010, 07:06 PM
#14
05-21-2010, 07:08 PM
#15
05-21-2010, 07:11 PM
#16
05-21-2010, 07:11 PM
#17
05-21-2010, 07:16 PM
#18
Well if the issue is specifically Ultras
Simple solution=make Ultras non-armored.... if they are meant to counter armored units like Tanks (in tank mode), Marauders, Stalkers, then they need to be able to Reach them...
That would make the counter to Ultras
Air units
Light units that do normal damage (Hydras, DT, Archons, Marines*, Zeaots*, Zerglings*)
Immortals (because Ultras can't do full damage to them....taking 15 hits to kill one)
High-range high-normal DPS units (Thors, with ability, Siege Tanks)
*These would not counter ultras that had the +2 armor upgrade
So that would be my change for Ultras, no 'armor type', maybe add an upgrade giving them the T1 Roach ability to heal faster while burrowed.
As for Infested Terrans/Corruption, I think that they may need their costs switched
(Infested Terran for 75, Corruption for 125) Or increase the duration of Ifested Terran and decrease that of Corruption
Last edited by Krikkitone; 05-21-2010 at 07:37 PM.
50 energy, 5 Larva, 5 seconds
05-21-2010, 08:17 PM
#19
Infested Terran removed from the game.
New ability added to Overseer 'Shinigami eyes' (Or whatever BS name)
Allows the overseer to bestow a target zerg unit with a temporary sight range (comparable to Xel'naga watch tower) increase in addition to gaining detection for the decided duration.
Just an idea.. Feel free to flame it, I am not a game designer for a reason.. =P
Guess its not a good day to be a bad guy huh skank!?
05-21-2010, 08:22 PM
#20