Starcraft 2 changes

Discussion in 'StarCraft II Beta' started by Bthammer45, Apr 3, 2010.

Starcraft 2 changes

Discussion in 'StarCraft II Beta' started by Bthammer45, Apr 3, 2010.

  1. Bthammer45

    Bthammer45 New Member

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    So i finally got to playing starcraft 2 for about a couple days (visiting a friend can"t remember his account name) and this is what I can currently come up with in terms of changes that i think would balance things out.

    ------zerg

    burrow get 2 keys one that burrows all zerg units and one that burrows only the selected units

    -banelings : have been changed from a morphing in from zerglings to getting casted in from infestors. Building has been changed to be made after infestor pit (must have this building to use ability). max 3 banelings per infestor cost 25 gas to use

    -hydras are now tier 1.5 requires evo pit and they are now 8 +4 versus armored

    -roaches are 12 + 5 versus light

    - infestor is 75 minerals 125 gas abilities can be cast while burrowed banelings must be cast while unburrowed, Pathogen Glands change from + 25 energy to 15% increase in energy regen while on creep

    -lurker is tier 2 morphs from roaches and building morphs from roach den attack 6 +5 versus armored x3 and get a upgrade to move while burrowed although they move as slow as upgraded infestors. Also get a range upgrade giveing them 9

    hive is gone and infestor pit is upped to 125 125 and 75 second build time spawn infested taken out parasite taked out 2 new abilities added

    -ultralisk attack changed to 16 x2 same speed

    -corruptors get a upgrade to speed and corruption changed to slow units attack and speed changed to 100 energy

    ------terran

    mauruder- losses 2 range and slow effect gets as upgrade costing 100 minerals 100 gas

    - vikeing changes to factory

    ------protoss

    - blink changed over to cyber core

    -phenoix - changes to robo bay get upgrade to grav been makeing it lift 2 units instead of one

    - warp prism changed to starport

    list your changes that you think need to be added
     
    Last edited: Apr 3, 2010
  2. Lobsterlegs

    Lobsterlegs Guest

    I truly hope this post is a joke.
     
  3. FFenix

    FFenix New Member

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    I want none of these changes, they sound out of this world.
    In fact the only one that sounds even remotely balanced is the blink upgrade, which I believe should be moved to forge instead of core or twilight.
     
  4. Lobsterlegs

    Lobsterlegs Guest

    I agree with FFenix. Can't emphasise that enough.

    Now for my complaints:

    burrow get 2 keys one that burrows all zerg units and one that burrows only the selected units

    You can already do that? Why 2 keys? WTF? You always burrow the selected units?

    hydras are now tier 1.5

    roaches are 12 + 5 versus light

    Some random changes? Why should the hydra go lower tier?

    infestor is 75 minerals 125 gas abilities can be cast while burrowed

    Can be cast while burrowed???? How OP is that? It's already good enough that they can hide underground! What about mind control??

    lurker is tier 2
    It isn't even in the game?! And Browder said it wasn't even used that much because it was a useless unit.. so why would you want it back?? morphs from roaches??? That doesn't even make any sense.. it just doesn't!

    hive is gone
    Why is it GONE?! I'm getting pissed just reading this! NO way that blizzard would remove hive-tech or the hive at ALL! There is no foundation for this!

    With everything else, I'm not going to bother..
    The only changes I liked where blink to cyber, maybe also the upgrade for the mauruder.
    But that would seriously make them like a marine with no fun ability. Just pointless. It sacrifices being able to shoot air to be a good ground vs ground unit, isn't that enough?!! So I still say no to that one..

    The vikeing goes to factory and the warp prism to starport doesn't make any sense either.
    You want all your support units at the robo bay, if they are at the starport, they have to have an attack in my eyes.. The phoenix upgrade to robo bay is also stupid, grav beem lifting 2? what the fudge? Let me tell you that letting them pick up 2 would seriously f up game balance. It's already good enough that they can pick one unit up. I think that a better upgrade would be longer grav hold time.
     
    Last edited by a moderator: Apr 3, 2010
  5. Spardas

    Spardas Guest

    what a crappy list of changes:yes:
     
  6. Kimera757

    Kimera757 New Member

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    At the very least, these changes need explanations for why they should be made.
     
  7. Bthammer45

    Bthammer45 New Member

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    lol i figures this would need some explanations

    Hive tech in not out just the hive its basicly a usless building and for zerg tier 3 seem it needs a bit of push to get to also this isent sc 1 and takeing it out for starcraft 2 wouldent seem that big of a deal. On a side note they could just lower something on hive and give you something for it when its upgraded .

    The infestor baneling thing is kind of weird but i figured it would make the infestor more viable to use and would make it so your not spamming them late game to roll over your enemies base of course they would die in 15 seconds but still.

    I only played for a little while if their is already a way to burrow only a selected amount of units (only roaches when you have a group of 2 or more units)

    hydra would require both spawning pool and evo chamber to make instead of spawning pool would be put that way because banelings would be changed.

    infestors would get 2 other abilites that would allow them to cast while burrowed mind control is out along with infested terran. also look at HT they cost 50 minerals 150 gas infestors cost 100 minerals and 150 gas (ya you have to tech storm but you could also have lurkers need a ability to upgrade as well).

    im just trying to make it so roaches and hydras have a more selected goal to do roaches seem like a more anti light anyways but his base damage with that is not that far off from what it used to be.

    im trying to make the lurker viable for putting back in with banelings on infestor and roaches becoming a bit more light attackers it i could see them comeing back in and besides they kind of look like roaches so why not have them evolve from them.

    Just trying thinking outside the box nothing wrong with that trying to make the zerg seem a bit different