Results 1 to 10 of 60
Thread: SC2 balance discussion
-
08-11-10, 10:03 PM #1
SC2 balance discussion
talk about your balance ideas here.
IMO, this would help make the game balanced
Zerg:
------------------
+ Natural Fitness tech (zergling upgrade that allows them to hop cliffs, similar to a reaper - except they take longer to hop over -) (Researched at Spawning Pool, 150 vespene, 200 minerals)
+ Nydus worms are now quieter.
+ Lurkers are now added to the game
Protoss:
-----------------
+ Pylons now work as detectors: not only do they provide power to buildings, but they now detect units within their range (detection range is about the same as the photon cannon, power-supply range remains the same)
- Pylons have less health
- Photon Cannons are no longer detectors
Terran:
-----------------
+ Flame Turret now available in MP
+ Orbital Command Scans now detect invisible and burrowed units
- Supply Depots now take longer to lower and raise, but provide 4 supply when lowered instead of 0.
General:
-----------------
+ SCVs, Drones, and Probes have a +33% damage bonus against buildings (this helps prevent early game cheeses)
this is what I think needs to be done personally. Some of these sound pretty stupid, I'm sure, but what are your thoughts on it?Last edited by Knee of Justice; 08-11-10 at 10:20 PM.
[QUOTE=QuickLightning;1240396]He seems like a nice guy from my experiences with him. He is a bit quiet though.[/][/center]
-
-
08-11-10, 10:10 PM #3
Re: SC2 balance discussion
personal preference for me. not really a huge game-changing issue, and admittedly a pretty stupid idea, but pylons just seemed to make more sense as detectors --- seeing as they're the "ultimate power source" for protoss.
[QUOTE=QuickLightning;1240396]He seems like a nice guy from my experiences with him. He is a bit quiet though.[/][/center]
-
-
08-11-10, 10:48 PM #5
Re: SC2 balance discussion
pylon radius would be the same as the old photon cannon's detection radius. If you think about it, it's actually a buff: You used to have to build a pylon AND a cannon to have a detector, now you just need a pylon.
[QUOTE=QuickLightning;1240396]He seems like a nice guy from my experiences with him. He is a bit quiet though.[/][/center]
-
-
- Join Date
- 04-18-08
- Location
- Bay area, CA
- Posts
- 2,721
- Post Thanks / Like
- Blog Entries
- 9
08-12-10, 12:14 AM #7Re: SC2 balance discussion
Noooooooooooooooooooooooooo, Orbital scans already reveal invisible units? And we really don't need anymore units with the same abilities because everything needs to be unique and stuff. Reapers don't need Zerg clones.
"Murder and marriage aren't too much unlike each other, one ends your life, and the other is a crime"
-
08-12-10, 12:28 AM #8
Re: SC2 balance discussion
To be honest, what Lucky said: Noooooooo. Speedlings are powerful enough for a workhorse unit. TBBH the supply depot idea is dumb and would serve no balancing purpose. Pylons are too ubiqitous to be detectors, as both Terran and Zerg already have to go out of their way to make detectors (Engineering Bay, Overseer). Zerg also have enough rush potential. Nydus Worms also have the potential to end a game, and other players should have a chance to stop them before the entire army is unloaded.
-
08-12-10, 01:41 AM #9
Re: SC2 balance discussion
The only buff lings need is to make Adrenal Glands worth buying. 200/200 for a shitty boost isn't worth it right now. I'd rather see the 20% attack speed changed to a flat +2 damage for the same cost. By the end game, most armies will have +2 or +3 armor for their major units, and most of the time you'll be investing your own upgrades into carapace and missile attacks, rather than melee attack (or flyer armor/attack.)
Other than that, though, zerglings are perfect the way they are. They're fast, numerous, and very cheap. In an end-game situation, they're pretty much superior to zealots and marines. Marines can produce a ton of damage, but die fast and are relatively slow to produce (unless you're running like 5 rax with reactors.) Zealots mostly just cost too much and lack the numbers to surround like lings do. In a back and forth game, constant waves of zerglings can literally be the deciding factor in who wins. They're fast, so you can use them to scout freely. Their speed also makes them great at raiding expos (and shutting down attempted expos) and since they're so cheap, you can pretty much just throw them into the meatgrinder to buy other units some time to attack. They're particularly useful at drawing fire from siege tanks, especially if you have enough minerals and larva that you don't care if they die.
And supply depots still grant food when submerged. Dunno where you got the idea they didn't.
-
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks