Only thing I want to see is a Detector unit for Terran that isn't a Raven. That will basically make me a happy camper.
10-05-2010, 11:06 AM
#51
10-05-2010, 11:56 AM
#52
^What's wrong with the Raven?
The protoss and zerg only have one unit detector, the observer and overseer respectively. Does that mean that they need other detectors?
But if we're including abilities, the Terran also has OC to scan and detect. (Although most people would rather save for MULEs). And the Zerg has Fungal Growth. If anyone "needs" another detector it should be Protoss. But IMO, all the races are pretty good detector-wise
Last edited by SonOfChaos; 10-05-2010 at 12:04 PM.
Yours Truly,
SonOfChaos
10-05-2010, 02:35 PM
#53
Protoss have Hallucinations (i use the Phoenix). Should cost way less energy, however.
10-05-2010, 03:41 PM
#54
What I really hope and pray is that when the expansions come they will cut units that aren't working and design new units for each race. That way the total number of units remains about the same, but all of them are just better.
10-05-2010, 04:06 PM
#55
Personally I'm expecting the expansion in 2012. That is plenty of time to balance the game before adding units and balancing those.
I like this idea. I'm guessing this is what Blizzard will do, along with new abilities.
I don't think any race needs another one. Zerg has overseers that can be morphed in under 20 seconds. Toss has a cloaked detector. Terran has the raven, which is pretty late compared to other 2, but makes up with scan. I think 1 detector unit is enough per race.
This is what the alpha version is for. Now that it has been released, there will be a lot of complaining if a unit is thrown away. For the most part, the game is balanced. Marauder and voids do need a nerf, has lots can't counter marauders very well without charge. Voids in mass kills everything.
This is a lot like charge. If this was an ability that the lot started with; it would help in killing the marauder, and other ranged units in the early game. Ether this or something like it or nerf the marauder more than with this.
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10-05-2010, 04:40 PM
#56
10-05-2010, 09:49 PM
#57
hey you guys should try my scourge mod maps
i've added some of this stuff you are thinking about (calldown marines from orbital command, camp zerg units, buffs and upgrades)
and if you want i'll add some of your ideas from this thread
basically i want some people to play it right now and tell me what they think
metalopolis - scourge mod test (on us server)
lost temple - scourge mod test (on us server)
warning: its really unbalanced right now and just for experimental play/if you are bored
but i hope to make it like a wc3 type variant (with heroes)
10-09-2010, 02:55 AM
#58
The only thing I really think they need for the expansion is to make Ultras more easily counterable (nerf Zerg!? OH HEAVENS NO!) and then add in another T3 Zerg ground unit to make up for it.
Once a Zertg player hits lair, he really only has 2 options: Ultras or Brood Lords. Considering the relative cost vs. effectiveness, there really isn't a choice. Ultras are just so good against so many things that to shell out the resources to get Brood Lords just isn't worth it when they get killed so easily. Making Ultras less strong and giving Zerg another option would make them more dynamic in the late stages of the game.
And perhaps a Dark Archon would give more options to players who go down that side of the tech tree, but on the other hand a 250/250 Archon is soo much better than a 100/300 Archon.
...unless you just really like zealots.
10-13-2010, 04:09 PM
#59
I know! give Vikings a research for Valkyrian Missile Array, gives the vikings a new attack vs light units, (attack effect similar to Valkyries in BW) only used against light Air
01-11-2011, 01:53 AM
#60
The Battlecruiser had a similar ability in Blizzard's internal alpha (Missile Barrage), but it was removed, because it made the Battlecruiser too useful against most everything. The Thor, or Seeker Missile fills this role very well.
Here's what I expect may happen in future expansions:
- Zerg gets a balanced, early AA/scout unit in stark contrast to the Corrupter. (Scourge?)
- Zerg gets a tier 2 siege unit with bonus against armoured (probably not Lurker, would have range: 7).
- Protoss gets a new Gateway unit that reduces the player's dependency on Force Field (in effect opening up a lot of new early-game options). Unit would scale well into tier 2.5.
- New ability to make Mothership more viable in 1v1.
- New tier 2 detection method for Protoss to allow for more tech paths than straight to Observers (a third, 100 energy ability for High Templar?)
I have very few good ideas for Terran. Actually, the Diamondback probably wouldn't be too bad a choice, except I think they'd be pretty OP against Stalkers, unless this meshed well with other changes to effectively solve that caveat.
Last edited by Omi; 01-11-2011 at 01:56 AM.