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"Keeping the number of units limited"

Discussion in 'StarCraft II Beta' started by Ayanami, May 27, 2010.

"Keeping the number of units limited"

Discussion in 'StarCraft II Beta' started by Ayanami, May 27, 2010.

  1. Mattbaumann777

    Mattbaumann777 New Member

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    The other races can have extra units, but they don't have to be copies of what the other races have. What I'm suggesting is something to make up for the lack of defense against capital ships that Dark Swarm provided. Leaving Carriers and Battlecruisers in the game and taking away Scourges and Dark Swarm creates an imbalance. If the Zerg had a unit to make up for the imbalance, I don't see why the other races would need a unit to counter it since this unit is there to simply even out the playing field. Just like Goliaths, it's main purpose doesn't have to be defending against capital ships, but it can function that way when you need it to. I agree you don't want all the races to have the exact same units, but there's clearly an imbalance. Another way to fix the problem would to give hydras a better ground to air attack. I doubt you can beat a fleet of carriers if you make the same population worth of Corruptors.

    Also, in the original Starcraft, all three races had units that could attack while cloaked, and now the Zerg is the only race that doesn't have that type of unit. Also, the Terran and Protoss have units that do splash/area damange, or damage in a line, and the Zerg have nothing like that. If it wasn't a problem in the original Starcraft to give all three races a cloaked attacking unit: Wraiths, Dark Templars, and Lurkers, and splash/area/line damange units: Tanks, Reavers, Lurkers... why change it now? The first game seemed pretty balanced.
     
    Last edited: Jul 10, 2010
  2. ijffdrie

    ijffdrie Lord of Spam

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    Because when we take everything that was balanced from the first game, we get....


    the first game with a replacement for the scout.


    And Banelings do splash damage and ultralisks do splash damage. And banelings can 'splode while cloaked.

    Corruptors are made for mass'd light flyers. Infestors are there for capital ships.
     
  3. Mattbaumann777

    Mattbaumann777 New Member

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    I thought Infestors couldn't mind control air units. I get they want to make the game different than the original, but the Zerg seem weaker against capital ships now. In BW, you had Scourges and Devourers that were meant for big ships, and now none of air units are meant to take on capital ships, and Protoss and Terran have the exact same ships. I think there should be at least one Zerg unit in the game that has a good attack against capital ships or air units in general.
     
  4. ijffdrie

    ijffdrie Lord of Spam

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    Wait, infestors can't mind control air units?

    I get all my info from the wiki(not in beta myself), so maybe it is outdated, but is says it can target air units.
     
  5. Mattbaumann777

    Mattbaumann777 New Member

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    If they can still infest air targets, that makes me feel better, but I keep hearing different reports of what it can do. One day, it has infested terrans, the next day it has frenzy.
    Since Plague, Dark Swarm, and Ensare have been removed, I was hoping the units would pick up the slack, but BW had better units against Carriers like the Devourer that did special damage and Scourges. I think Corruptors should do better damage against capital ships since they are stricly air-to-air units and Mutas aren't meant to take on capital ships.