Originally Posted by DoomDash;13267129
My 1.4 would be:
- Siege Tanks +8 per upgrade level instead of +5
- Ghosts changed to 125-125, EMP changed to 100 energy to cast, snipe made 46 damage ( to two shot infestors ). Or snipe damage increased by +2 per infantry upgrade level.
- Reapers build time -5 seconds.
- Nukes damage increased from 500 to buildings to 600 to buildings.
- Max supply increased to 210
- FG no longer makes a unit unable to move, instead slows movement speed by 70%.
- Baneling cost increased to 50/25, and made .5 more supply.
- Hydra gains 25% movement speed off creep compared to now.
A little bias to Terran aren't we?
Either way, I think increasing nuke damage, reducing reaper build time are good changes. Not sure about max supply, ghosts(should be able to take out infestors in 2 shots atm) and tanks
Originally Posted by Twistacles;13267868
If archons were massive they could break forcefields and be viable in PvP, moving the game away from collosus wars
Yes, but, then consider how they do against other units that are designed to go up against massive. VRs come to mind. Archons were the only unit in SCII that had a biological tag or whatever their tag is, so, they were pretty unique and took no extra damage from anything. Personally, I think they should have left them as is and just made them immune to concussive shells
Originally Posted by Lazorbeam;13268092
It's a step in the right direction but would definitely not change how PvP is played. FF becomes a non-issue late game seeing how it's all about colossus/blinksters.
Terran macro is done in less than 2 seconds and your attention isn't taken away from the screen.
Binding a pylon is fine but you can't bind every location you're warping into. I forgot an important step to warping as well; selecting the units and rallying them to your army. It's an extra 2-3 seconds, but more importantly your attention is diverted from the screen.
What I'm saying is that minimap warping wouldn't hurt. It's an improvement so why not?
On the same topic, is it possible to unload units from a dropship using the minimap (sure hope so)?
Not possible to unload afaik
. As for WG, while I think your idea is pretty nice, I really think WGs are the main reason that Protoss seems broken with the constant 4 gate vs. 4 gate in PvsP games. It's too bad they can't remove WG because prisms wouldn't work as well and those are pretty interesting concept wise.
Originally Posted by yellowtoblerone;13269382
rofl, you compared stalkers to corruptors and vikings?
I believe he was talking about AA for ground units, not air
Originally Posted by Lucas Lamer;13269570
That would be the end of banelings, and it would make the maxed zerg army even more pathetic against the maxed terran and protoss armies. The hydra change would be nice, but it's really not enough.
3) slow off creep
4) have no special abilities, which is quite lame for a unit of this cost.
Fixing speed would help, but hydra would still be a unit that protoss forces zerg to make so it can be slaughtered later, and hydra would still be awful against any terran army with tanks. Hydra should really have more hit points so that it doesn't get vaporized whenever a colossus or a siege tank is present.
I disagree, they are expensive but in ZvsZ games, they rule against mutas and against P, they make up the powerful roach+hydra push. Given, I don't use hydras against P.
Originally Posted by DoomDash;13272584
patch 1.3.3 on PTR!http://us.battle.net/sc2/en/forum/topic/1213111662
About time for Archon change.
Ghost change... kind of random. I like it being cheaper gas but 200 minerals, wow.
Salvage is understandable.
No bunker time decrease to compensate for all these fast gateway units? Proxy gates are back..... and stronger.
Interesting change, I like WG research time, will change PvsP slightly, same with the pylon radius(delta anyone?). I think they raised minerals so that you still have to pay for the ghost, just not in gas