what do you think of:
1. nerfing the viking range from 9 to 7? it will make broodlords/colossai much more efficient?
I'm not sure this will help. Don't Broodlords have a 9.5 range? With proper micro you can broodling strike and move away can't you? (I really don't know). I think the +4 damage to armored needs to go. That's what's killing both of these units. But then again Vikings are meant to be anti air they should be anti air units.
Originally Posted by sproge
nerfing the medivack cargohold? make is so you cant drop 8 marines, maybe put it in hals so you can take 4 marines/2marauders/1 tank, and put in a real dropship like the one in the campaign?
I'm sure the real dropship will come in an expansion, maybe at that time balance will change. So far I haven't seen enough Terrans capitalize on the medivac as a transport. It still takes time to drop units and those units can't be healed during that time.
Originally Posted by sproge
putting a small cooldown on the marauders slow? it will make it less easy to chase units?
It would be nice. I agree It sucks when zealots can't engage and can't compete without the use of stimpacks.
Originally Posted by sproge
making the ghost tear 2? do it so you need to get the factory before the ghost academy?
They're right there to match Protoss High Templars. If you shifted Ghosts to Tier 2 you'd have to do the same with High Templar which I think really discourages early game micro. Just my 2 cents anyways
Hmm, I thought those units (in OP) were pretty balanced as is. Removing the battering ram is probably the only thing I'd agree with since it's sort of pointless when it doesn't do a significant amount of damage more than the normal attack.
|TG-13th| Acreo Aeneas Former 9th IHS Member
I am NOT an acorn! -.-
1. nerfing the viking range from 9 to 7? it will make broodlords/colossai much more efficient?
The viking is a really touchy unit in terms of balance. It sits really well in a lot of match-ups but it has an element to it which tends to make games boring (TvT, PvT). I don't think nerfing the viking itself is needed but perhaps buffing another unit. I can see a small alteration to the phoenix could make it a soft counter to the viking having a good effect in PvT (perhaps allowing it's ability to affect air targets by stopping their movement entirely to pick off fleeing vikings) and I have no idea of what could really be done in TvT. I have a feeling TvT mass viking and tank will go away with the next patch though as the lowered tank damage against light may make marines and hellions more viable (remember that it isn't just the direct damage that has been nerfed but along with it the splash).
Originally Posted by sproge
2. nerfing the medivack cargohold? make is so you cant drop 8 marines, maybe put it in hals so you can take 4 marines/2marauders/1 tank, and put in a real dropship like the one in the campain?
I personally think bringing back medics and having dedicated dropships would fix this problem but that would make the game too broodwarish (although I would love bw with sc2 graphics). Something I can see working is a speed upgrade for the medivac like the speed upgrade for the dropship back in BW but the medivac is really fine as is for now.
Originally Posted by sproge
3. putting a small cooldown on the marauders slow? it will make it less easy to chase units?
I think the best fix is making the upgrade actually cost something. I'm completely against all 50/50 (free) upgrades. (Remember how Blizzard changed the overlord speed upgrade from 50/50 to 100/100 in the beta because they wanted to make the upgrade a choice? WTF were they thinking leaving all the other 50/50 upgrades).
Originally Posted by sproge
4. making the ghost tear 2? do it so you need to get the factory before the ghost academy?
I think the ghost itself is fine as is since it's cost is a huge investment, especially early game. I do think EMP needs some very slight tinkering but not much and is probably fine as is for now.
Damnit Blizzard, fix ZvT already >.<
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