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Nerf for terrans?, Pick the options
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Davidtcf
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Aug 25 2010, 02:03 PM
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replace vikings with goliaths, remove reapers for their madness harvesters/buildings sacking, nerf battlecruisers, nerf banshees (or make it +1 tech) (their cloaking and attking early game sucks), yes i agree nerf marauders, their dmg is insane for a lvl 1 unit, terran has the best defence, air-to-air vikings (and they can transform to vs ground wtf!! imagine 30 of those coming! gg!), and stupid reapers to make u waste more time after 10 harvesters are gone... and they have nuke == isnt that enuff to prove their imba-ness? and yes i pity the zerg, they are weak in SC2. Really weak especially early game, unless u get 3 hatcheries running with some tech and many unit types to build (mutalisks, hydras, roaches, zerglings etc)... (all with speed, range upgrade) This post has been edited by Davidtcf: Aug 25 2010, 02:04 PM
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Davidtcf
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Aug 25 2010, 05:57 PM
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QUOTE(Cheesenium @ Aug 25 2010, 02:52 PM) Alright, lets go with Protoss: Warp Ray that can OMGWTF pawn everything in seconds. Chargelot that can charge towards your unit. Perma invisible DT and Observer. Colossus that pawn everything on ground. Warp Gate allowing you to warp in from anywhere. Lets nerf all of them.  Thank gawd Blizzard didnt you lot doing their balancing. Pointless thread. bro, u forgot to calculate the costs and time needed for protoss units compared to terrans.. that's why in the end terran still own... especially if it starts from early game up till the end  Added on August 25, 2010, 6:00 pmQUOTE(Sichiri @ Aug 25 2010, 03:17 PM) not nearly as OP as Terran exactly, well said This post has been edited by Davidtcf: Aug 25 2010, 06:00 PM
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Davidtcf
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Aug 26 2010, 10:11 AM
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QUOTE(raylee914 @ Aug 26 2010, 09:43 AM) SC2 is actually SC1+Red Alert 2..  i think is red alert 3, only 3 got those samurais with viking-like planes and mechs... terran has bcome like the japs in RA3, just that more imba as they are not the softest at all... that belongs to zerg.
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Davidtcf
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Aug 26 2010, 03:38 PM
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QUOTE(LostWanderer @ Aug 26 2010, 10:33 AM) banshee = orca from RA2 as for RA3 jap unit... that one is air to ground and ground to air... viking is air to air and ground to ground...still, one of those transformation units...haha no units can jump ledge like reapers can though in the RA series collosus = from tiberium wars from skrin (sp?)...forgot what unit is that called jump jet infantries got.. i rmbr is from tiberium wars/sun if not mistaken? found some pics.. those that flying and attacking, more imba than SC2 xD http://www.moddb.com/mods/tiberian-apocaly...umpjet-infantryThis post has been edited by Davidtcf: Aug 26 2010, 03:44 PM
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Davidtcf
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Aug 29 2010, 05:23 PM
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they got nerf, as requested by many: http://sea.battle.net/sc2/en/blog/60130#blogQUOTE Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" warpgates. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target. This post has been edited by Davidtcf: Aug 29 2010, 05:27 PM
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Davidtcf
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Sep 1 2010, 03:16 PM
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QUOTE(KepalaRadio @ Sep 1 2010, 02:52 PM) Read this. The absolute truth u gotta be kidding me, rolfmao
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