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Thread: What units need balance changes?

  1. #11
    Junior Member
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    Default Re: What units need balance changes?

    Void rays are completely fine in 1v1, which is the only thing that should matter for balance discussions. If anything, voids are underpowered in 1v1s, considering that they lose hard to vikings and break even on corruptors. A viking, theoretically, should be able to beat infinite number of void rays because they have greater speed and have greater range, until you invest in flux vanes, which is not an early game move.

    Marauders need a slight nerf against Protoss, IMO, since they are way too good with concussive shells and stim.

    Immortals need a slight buff to cost/build time. They are not cost efficient against anything except stalkers and tanks. Straight marauders will beat immortals for cost, even without stim. Straight roaches will beat immortals for cost as well. It's generally a bad idea to build immortals against Terran/Zerg except in a few select cases.

  2. #12
    Legion's Avatar Junior Member
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    Default Re: What units need balance changes?

    I think void rays should have their own special building so you need something else more then the stargate.

    Also I think concussion missle didnt phase zealots, rauders are unstoppaple for tier 1 1.5 units

    For zerg, idk i think zergs up to speed when it comes to balancing

  3. #13

    Default Re: What units need balance changes?

    Quote Originally Posted by Legion View Post
    I think void rays should have their own special building so you need something else more then the stargate.
    So you want to make Dustin Browder's listed Protoss counter to the Marauder even harder to get, along with it being vulnerable to Marines?

    No.

  4. #14

    Default Re: What units need balance changes?

    Quote Originally Posted by Hav0x View Post
    That would be a completely crippling nerf. There would be no reason to ever use them.
    No it wouldn't. They'd still be very good against high hit point units, but hydralisks and marines would now have a good chance against them.
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  5. #15
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    Default Re: What units need balance changes?

    Quote Originally Posted by Kimera757 View Post
    No it wouldn't. They'd still be very good against high hit point units, but hydralisks and marines would now have a good chance against them.
    If void rays are beating your hydras/marines, you're doing it wrong. Even with the charge, marines/hydras will wreck void rays for cost. It's only 10 damage/tick (vs 5 damage/tick for uncharged).

    Sounds like something else is the problem, not void rays. Check your macro/micro first.

  6. #16
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    Default Re: What units need balance changes?

    Quote Originally Posted by Kimera757 View Post
    No it wouldn't. They'd still be very good against high hit point units, but hydralisks and marines would now have a good chance against them.
    They ar already pretty much useless when attacked unless the dude has one 3 marines or one stalker and if you only have 1 stalker by the time he has Void Ray you deserve to lose

  7. #17
    DesertRose's Avatar Junior Member
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    Default Re: What units need balance changes?

    Quote Originally Posted by GRUNT View Post
    It can be quite shocking watching the top Zerg play, because they make it look as if Thors don't hard counter Muta. But when you try doing it, your Muta all just vanish as if a strong gust of wind is all it takes to kill them >_<.
    Move (move, not attack move) your Mutas over the Thors, and when they are over the Thors use attack move. It's not the best way to use Mutas against Thors, but it's very easy to do and you're able to dominate Thors if you have at least around 3.5-4 Mutas per Thor.
    --<-{(@

  8. #18
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    Default Re: What units need balance changes?

    i think the thor damage vs mutas is fine. Im a zerg player myself, and looking at Terran unit composition, the only other unit that can beat mutas is marines… now that we have banelings, marines become extremely difficult to rely on which means terrans would have no good defense against mass muta without thor damage and splash.
    Just go roaches or harrass with mutas until you can get ultralisks.

  9. #19

    Default Re: What units need balance changes?

    Quote Originally Posted by Maxa View Post
    I think that simply getting rid of the VR's speed upgrade would go a long way to making them more balanced.
    Agreed. Remove this upgrade and you make carriers more viable by reducing the cost / build time of fleet beacon.

  10. #20

    Default Re: What units need balance changes?

    I think the supply for a void ray needs to be raised to 4, since they're such heavy hitters and can be massed so easily.

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