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Thread: What units need balance changes?

  1. #51

    Default Re: What units need balance changes?

    Burrowed units can already be spotted, and IMO it's easier to see than cloaked units, especially on creep.

  2. #52

    Default Re: What units need balance changes?

    Quote Originally Posted by Wankey View Post

    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.
    i understand this POV, howver...

    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.
    those changes are still huge, basically greater than anything we saw in beta, its not gonna happen.

    if they make changes, they will be quite subtle. everyone needs to get into that mindset.
    Last edited by Todie; 08-14-2010 at 12:46 PM.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  3. #53
    Amph's Avatar Junior Member
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    Default Re: What units need balance changes?

    Archon... seriuosly this guy is now only useful when your templar are out of energy...

  4. #54

    Default Re: What units need balance changes?

    Reapers see minimal non-cheese play. Corruptors are usually just the gateway to Brood Lords. For broken units though, Protoss definitely takes the cake. Archon, Carrier, and Mothership are all jokes, and there's no agreeing on the balance of the VR.

    Personally, I'm not a fan of veterancy units. I hated the Soul Hunter in alpha and fought against the veterancy aspect more than the surfboard. I supported the Void Ray because it originally lost its charge after switching targets. I've felt betrayed ever since they changed it to stay charged. Its bad balance.
    Last edited by DemolitionSquid; 08-14-2010 at 01:27 PM.

  5. #55
    DesertRose's Avatar Junior Member
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    Default Re: What units need balance changes?

    Uncharged 1 Void Ray deals about the same amount of damage as 1 Queen, charged up 1 VR deals a little less damage than 1 stimmed and 1 not stimmed Marine against non armored units; that's hardly "more dps than pretty much any other unit".
    Btw: Void Rays still have 3 levels, the second one just deal as much damage as the first one.

    In 1on1s Void Rays are fairly balanced because you cannot build a "critical mass" of them before you opponent has overrun you; in 2on2+ they might be too strong because your ally(s) can protect you while you massing them, and with the speed upgrade they become extremly versatile, but I'm not versed enough in 2on2+ to judge if they're too strong or the community simply hasn't found a good tactic against them yet.

    Quote Originally Posted by Gifted View Post
    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.
    Iirc loses their charge when they haven't fired for 3.6 seconds, which is exactly the time they need to gain 1 level of charge.
    --<-{(@

  6. #56

    Default Re: What units need balance changes?

    Quote Originally Posted by DemolitionSquid View Post
    Reapers see minimal non-cheese play.
    What about their single-player upgrades?

    The anti-personnel mines, or the +3 damage to light and +1 range?

  7. #57

    Default Re: What units need balance changes?

    Quote Originally Posted by ManjiSanji View Post
    What about their single-player upgrades?

    The anti-personnel mines, or the +3 damage to light and +1 range?
    We're talking about the multiplayer. I was pointing out limited/never used units.

  8. #58

    Default Re: What units need balance changes?

    Quote Originally Posted by DemolitionSquid View Post
    We're talking about the multiplayer. I was pointing out limited/never used units.
    I believe he was referring to allow it to be used in multiplayer as researches

  9. #59

    Default Re: What units need balance changes?

    Quote Originally Posted by Blasterion View Post
    I believe he was referring to allow it to be used in multiplayer as researches
    Well personally I'd like their D-8 Charges back as an ability instead of just their anti-building attack. The +dmg and range upgrade is too much like the +dmg upgrade for the Hellion IMHO.

  10. #60
    dustinbrowder's Avatar Banned
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    Default Re: What units need balance changes?

    I personally have nothing against the void ray balance.
    They seem very strong when charged up, but they are not.
    If we compare the DPS of charged void rays with the DPS of Colossus, Ultralisk, stimmed marauder, BC, broodlord, corruptor, its actually less powerful.

    The only thing that goes for the void ray is its bonus damage vs armored.

    I'm not yet prepared to call it imbalanced.

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