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Thread: Balance Imbalance Changes

  1. #31

    Default Re: Balance Imbalance Changes

    True. I think terran cc should just have 100 energy.

    Would make useless units like dts etc. more used.
    Click or else your a egg killer. Do you want to be a baby killer O.o?

  2. #32
    TheEconomist's Avatar Lord of Economics
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    Default Re: Balance Imbalance Changes

    Quote Originally Posted by DemolitionSquid View Post
    So Terran and Protoss are allowed to have brain dead mechanics that you can spam if you miss them, but Zerg have to actually be good?
    Are you really trying to use this as an argument? Did you think through what you're saying or did you just cop out a rebuttle like you always do? Before I (possibly, if I feel like it later) rip into the idea, I'm going to give you another chance to consider the balance implications of such an idea and how it would change the race as a whole for the worse.

    I'll even help you out. Think about the difference between having 36 larvae so quickly without the need for timing or macro and then think about the difference between calling down MULES which basically only mine minerals or Chrono Boost which only makes things faster. There's a difference between getting minerals, making things complete faster, and having a huge army rewarded to you without any skill. Seriously, think about it. If you still can't see the obvious truth then try making a map and try the idea out. Then we can go from there.

    .
    Last edited by TheEconomist; 08-23-2010 at 06:26 PM.



    Rest In Peace, Old Friend.

  3. #33

    Default Re: Balance Imbalance Changes

    There's also another idea: remove the Hatchery requirement. Queens instantly spawn 2-4 Larva for 50-75 energy from their own butt. The Larva die if not spawned on Creep.

    Pros:
    - Incentive to build more Queens
    - More incentive to spread Creep and bring Queens to front line
    - No longer and APM sink
    - Instant gratification
    Last edited by DemolitionSquid; 08-23-2010 at 06:51 PM.

  4. #34
    TheEconomist's Avatar Lord of Economics
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    Default Re: Balance Imbalance Changes

    I'll take that as, "I realize I was wrong."

    Good day, sir.



    Rest In Peace, Old Friend.

  5. #35

    Default Re: Balance Imbalance Changes

    I'll assume you're replying to me TF... you should know I have you blocked and am no longer reading your posts, cause frankly you're a twit.

    Don't bother replying, I won't read it.

  6. #36

    Default Re: Balance Imbalance Changes

    I actually really like Demo's suggestion, even if it is a bit facetious. I really think Queens need some sort of battle utility or potential upgrade--it would help diversify the Zerg army as well as give Queens another late-game role, albeit the idea is a bit uninspired.

    I'm no amazing player, nor am I any sort of game-balancing savant; I'm merely commenting on slightly fresh idea. That, and I want to see Queens kick some serious ass. (You all know they're going to play a more pivotal role in Heart of the Swarm anyway.)

  7. #37

    Default Re: Balance Imbalance Changes

    Quote Originally Posted by DemolitionSquid View Post
    There's also another idea: remove the Hatchery requirement. Queens instantly spawn 2-4 Larva for 50-75 energy from their own butt. The Larva die if not spawned on Creep.

    Pros:
    - Incentive to build more Queens
    - More incentive to spread Creep and bring Queens to front line
    - No longer and APM sink
    - Instant gratification

    Hay guys, let's make thors built by SCVs.

    http://sc2pod.com/wiki/Morphalisk
    http://starcraft.wikia.com/wiki/Mutant_larva

  8. #38

    Default Re: Balance Imbalance Changes

    I want my mutant larva

  9. #39
    Banned
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    Default Re: Balance Imbalance Changes

    Magic box is a very good technique to use indeed.

  10. #40

    Default Re: Balance Imbalance Changes

    Quote Originally Posted by MulletBen View Post
    I fully supported both the field-built Thor and the Mutant Larva mechanics.

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