To nerf:
Marauder
Reduce hp / Remove stimpack / Reduce range / Reduce damage / None
Vikings
Reduce damage / Reduce range / None
Scan
Reduce scan area/ Remove detection / Detection available only in a centered area / Reduce scan duration/ None
Mules
Put a limit to number of mules called down / Input a cooldown (of X seconds for each mules) / None
Seige Tanks
Reduce damage / Reduce range / Increase tier/ None
Reapers
Reduce speed / Remove jumping down/up / Reduce range / Increase cost/ Reduce damage/ None
Helions
Reduce speed / Reduce damage / None
Ghost
Reduce EMP range/ Reduce EMP effectiveness (i.e. reducing less shields and energy) / Makes EMP to decrease 1/2 of the shields and energy remaining of the units targetted (i.e. a unit with 100 shields and 100 energy on it will suffer 50 shield damage and 50 energy loss and a 2nd emp will reduce it to 25 and 25 remaining) / None
Which would be the best option in your guys opinion? Want to pick more than one option? Some other ideas that isn't on the list? Terrans should not be nerfed? Discuss.
IMO:
The units and abilities that i had listed above are those that i find giving terrans a slight edge against the other 2 races.
Marauders as most of you had stated pretty much kills every t1 units
Vikings are the best anti air...as having a bunch of them can 1 shot everything and kite them away and take out another unit...rinse and repeat...however, in ground mode, they are pretty alright...it's like just a bonus that they can attack ground since air mode is so awesome
Scanning pretty much kills all cloaking units...especially with it's huge range
Having mules mass dropping down a new expo (especially if it's a high yield) is just insane
Seige tanks are pretty much okay...but it's range/damage needs something to be done with...especially against the zerg...as they rely on their hp to survive and they come in a group...constant splash damage on those units burns a zerg players income
Early mass reaper harass is just difficult to keep up with...and is very economy crippling while you can constantly mine at your own base (as found in the latest idra replay at the IEM) and transition into something else with ease later...but who here has those insane micro skills like those two, right?
Helions...are just pretty much zergs mineral bane as they roast drones easily...not so useful during a clash...but is really good for harassment
Ghost
If EMP isn't protosses kryptonite...then...what terran still have against them? the MMM ball i suppose...which can do fairly well even without ghost in that composition...this composition is probably weakest to the HT...as collosi just gets sniped out by marauders with stim and if the collosi go high ground to do damage, the terrans have the medivac/scan to counter the high ground advantage...so, it's basically ht vs ghost...and ghost can spot ht's much easier than one can spot the ghost in the marine ball (AOE vs precision clicking too as well)
so, what's the best option which you guys could think will balance the gameplay a little/ more? Discuss.
Nerf for terrans?, Pick the options
Aug 25 2010, 11:37 AM, updated 16y ago
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