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Thread: What units need balance changes?

  1. #41

    Default Re: What units need balance changes?

    Quote Originally Posted by kyr200 View Post
    and we are forbidden 2 use periods 2 state wether or not our sentences have ended or not
    How terrible life would be if we used words to put together complete thoughts, and used separate symbols to represent numerical values.

    You cannot win an argument about being able to express your thoughts without following grammatical rules, simply because not following those rules will make your argument less coherent and more difficult to understand.

    For example: are you using periods as an argument against capital letters, since periods express the end of a thought, and so it should be implied that what you say next is a new thought, without need to emphasize it with a capital letter? If so, why doesn't your sentence end with a period?

    Oh wait, I'm sorry, I must have interrupted you in a middle of a thought. Please finish your sentence.

  2. #42

    Default Re: What units need balance changes?

    Screw you all, I vote for the ampersand as the best punctuation in all the world. Vote for &.
    I realize that I change my signature often. All I can say to that is: SO??? HAI FIVE!! (*・∀・)/♡\(・∀・*)

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  3. #43

    Default Re: What units need balance changes?

    Marauder needs some changes imo. Damage redistribution might make sense, but dropping stim would probably be best. I really hate this unit.

    VRs also could use some changes since they go from stupid to incredible after about 3 seconds of charging. They arent OP or anything (im toss) but they are a very abusable unit since its nigh useless in one state and godly in another.

    Id like to see the mothership die a horrible death but im not expecting it to, so oh well.

    EMP has no right to be so strong for what it is either. Just search for any EMP threads to save me the time of having to explain why this spell is stupid.

  4. #44

    Default Re: What units need balance changes?

    Quote Originally Posted by Kammalleri View Post
    I agree with this... I just played a game against a Terran that did standard opening and went with quick rack tech lab which forced me to pull out stalkers fast to counter potential reaper harrass on lost temple. The guy ended with mass marauder and I couldnt ever get enough Immortal out and I tried to go Collossi which was a mistake cause he came up late and it couldve meant one of 2 more immortals, not that it woulda changed anything.

    He's diamond and I'm silver so it's normal he owns meI guess even if I played maybe best game but it's so hard to counter mass marauder as protoss early on... All you can do really is force field and pray he doesnt get into your base
    lololol thats like saying...i saw a robo bay so i thought it would be immortals....BuT instedz he gots teh kolos eye!111

  5. #45

    Default Re: What units need balance changes?

    My ideal first retail patch:

    Toss:
    Mothership top speed increased, acceleration increased
    Mothership attack removed
    Mothership now cloaks a larger radius
    Mothership statis field cast range increased
    Statis field only affects enemy units
    Time dilation spell added:
    Affects an area, slows down unit movement speed (kind of like mass marauder slow)
    Energy Requirement 75
    Lasts 3 seconds (Must repeat cast it for effect)
    Mothership build time decreased
    Nexus cannot be chrono boosted when building a mothership

    Immortals hp increased to 150 shield, 150 armor
    Immortals +damage to armor decreased to 20 (so 40 dmg to armor)

    Archon does a larger splash damage

    Dark shrine cost decreased to 100/150

    Morphing archons can no longer be pushed around (it's so stupid)
    Terran
    Siege tank siege mode takes longer

    Ghosts now move the same speed as marines / marauders

    HSM has a range increased, sound warning increased to compensate (if the HSM is far away sound is softer, gets louder and louder like a torpedo)
    HSM laser sight removed, laser DOT remains, easier to spot but harder to notie launch
    Auto turret deploy distance increased a bit
    Auto Turret now does not require mana, can be built at 50 minerals each.
    Raven starts off with 1 auto turret each, can load up to 3

    Battlecruiser attacks fire faster but 6 magazine volley and has a reload time to compensate DPS. Allows for some micro-ability for single or double fast battlecruiser tactics (ie, you can volley, run volley run)

    EMP now a timed projectile that shoots a visible arc (similar to infested terran but much much faster)

    Zerg
    Burrowed movement now easier to spot. Ground simmers similarly to cloaked units.

    Fungal growth a timed projectile that shoots a visible arc

    Burrow research cost reduced to 50/50

    Corruption spell range increased

    Spine / Spore crawlers replanting speed reduced to 10 seconds

    Queen get +4 vs armored for air attacks.

  6. #46
    dustinbrowder's Avatar Banned
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    Default Re: What units need balance changes?

    I like the +4 on the queen for air attacks, very thoughtful from you and very needed.

  7. #47

    Default Re: What units need balance changes?

    I've seen it sprinkled throughout the conversation, but I agree with the Void Ray needing a balance change.

    I'm not saying a major change, but the issue is that they can continue the charge way too well. I can see a use of the speed upgrade and besides, it's release, so they can't just "remove" an ability, we have to get out of that mentality. What I do feel is a good change is simply a reduction of the "hold charge" between units.

    Right now a Void Ray keeps a charge for about 1.5 seconds if it doesn't attack. I think reducing it to 1.2 seconds (if this example is correct) would be a good example. If my numbers are incorrect, still, I think a 20-30% reduction of that time it holds the charge would work.

    If it's tweaked correctly, they won't simply be an A-move unit for some people. And encourage some micro and choices to keep the charge running. Do I inch forward to keep the charge? It's kinda short now.

    Hell, it might not be THAT short, but still, the mentality of a nerf will encourage people to be careful, and those who master it will be able to max out the time rather well.... at least that's the theory.
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  8. #48

    Default Re: What units need balance changes?

    the void ray is ridiculous because it can hold a full charge between units. In that state, it does more dps than pretty much any other unit, and can kill a marine in a split second and immediately move to the next one. this means that, once charged, there are effectively no hard counters for it, since it does full damage to every unit. add to that their speed, range, and how easy it is just to turtle up and tech straight to them (esp. in PvZ) and they're basically just a cheesy unit.

    VRs were designed as a counter to big units like carriers, BCs, and ultras. I think what they should do is go back to the 3 levels of charge, and lose charge to level 2 between targets. that way, there's an actual drawback of using the VR against masses of small units that are supposed to counter it, rather than making it a godly unit that cannot be stopped once a low critical mass number is reached.

  9. #49

    Default Re: What units need balance changes?

    Quote Originally Posted by imdrunkontea View Post
    the void ray is ridiculous because it can hold a full charge between units. In that state, it does more dps than pretty much any other unit, and can kill a marine in a split second and immediately move to the next one. this means that, once charged, there are effectively no hard counters for it, since it does full damage to every unit. add to that their speed, range, and how easy it is just to turtle up and tech straight to them (esp. in PvZ) and they're basically just a cheesy unit.

    VRs were designed as a counter to big units like carriers, BCs, and ultras. I think what they should do is go back to the 3 levels of charge, and lose charge to level 2 between targets. that way, there's an actual drawback of using the VR against masses of small units that are supposed to counter it, rather than making it a godly unit that cannot be stopped once a low critical mass number is reached.
    I like this idea. Keep the 3 levels: weak for 2 seconds, weak for 2 seconds, strong ad-infinitum. Switching targets at level 3 puts you down to level 2, so you need to wait 2 seconds after switching targets to do big damage again.

  10. #50

    Default Re: What units need balance changes?

    I don't think Voidrays are too overpowered. They're very easily countered if you know what you're doing and they cost a ton.

    They're only OP in 2v2 and 3v3 because you can allow your teammate to bear the grunt of the defense while you backdoor with a fleet of voidrays.

    Then again, you should be scouting ALOT in those games as well. For Protoss, it's stupidly easy to see thema ctually building voidrays because it shows in the starport.

    Voidray doesn't need a gimmicky fix like that 3 levels with different charge up rates.

    All you need to do for voidray is:
    Cost changed to 150/200
    Fast (0.6) attack speed increased to 1.0
    Done and done.

    Add this and a +4 damage to armored for Queen, and voidrays are effectively balanced out.

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