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Mods pls feel free to delete or warn this post if u deem it inappropriate. But this unit idea (similar to starbow's swarm lord) might be good for the distant future.
Maybe a Ravager unit with mutated hound-like properties (felhound neone?), runs in a zig-zag before doubling down on itself and then straying slightly to the left as if circling itself but not really. This unit would be a choice right after the spawning pool and would come from the Ravager Husk. Medium-low cost unit with medium build time. It is a nimble offensive ground unit with a strong concussive anti-air splash for mutas and a weak concusdive ground splash for zerglings.
Given that both damage types are concussive zerglings would still be the ideal counter to marines and it wouldnt affect wraiths since they are large units. It wont affect the protoss matchup either since the optimal approach against the corsair (medium unit) and dt attacks would still be hydras or zerglings or whatever. Im just guessing as im starting to play srsly now but correct me if im wrong as corsairs may be problematicly affected. Anyhow its 25% and 50% against large and medium units respectively and the ground attack is too weak to be considered too much for anything outside of ZvZ. All this seems counter-intuitive but it actually isn't and is perfectly themed as long as the hounds are small-medium sized with spikes on its back and weak jaws(lol). Plus, zerglings are the more rabid yet smaller cousins.
It is to be used in low amounts in the meta to help counter mutas. Note: there would still be muta fights only now it's a point of contention between choosing to use ground units or the regular zvz approach. This way everybody's happy. Tjis way there can be some ground fights too. And everything's still quick-paced in line with Zerg ideals.
This is a better idea than my previous double damage for hydras vs. muta thing which was also used in starbow at one point to open up zvz before swarm lords came in. As it's more of a perfectly intuitive thing for brood war extended now the only possible loophole is covered and bwe is perfect and everybody is happy n u get more zerg players playing zerg.
And if people dont like this expansion featuring just one new unit they can go back to playing bw, after all it is called Brood War Extended expansion or watever u wanna call it like 2nd war mega ultra Lol. I mean they didnt like insurrection or watever so they didnt play that xpac amirite? its werth an expansional try?
Sounds good right guys?
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TLADT24918 Posts
Nope, sorry. BW and it's units should remain unchanged. In other words, no unit additions, removals or stat changes.
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United States9662 Posts
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They don't even let me remap screen location hotkeys and 1.19 has the option to host with custom hotkeys disabled because "mah competitive integrity" (lol).
I don't think a new unit is on the menu >:D
On July 26 2017 11:23 FlaShFTW wrote: (..) Also how old are you? meanie!
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On July 26 2017 11:02 BigFan wrote: Nope, sorry. BW and it's units should remain unchanged. In other words, no unit additions, removals or stat changes. Yeah, everything should be as it is. Carrier vs Turrets is such a great thing to watch
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gotta give it to you tho: you got the balls of a blue whale to even consider proposing this
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TLADT24918 Posts
On July 26 2017 12:32 Heyjoray wrote:Show nested quote +On July 26 2017 11:02 BigFan wrote: Nope, sorry. BW and it's units should remain unchanged. In other words, no unit additions, removals or stat changes. Yeah, everything should be as it is. Carrier vs Turrets is such a great thing to watch yep agree. When the terran finally wins in a long drawn out match, it's awesome. BW <3
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I think he meant to click on SC2 General
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On July 26 2017 10:53 kenf4444 wrote: Mods pls feel free to delete or warn this post if u deem it inappropriate. But this unit idea (similar to starbow's swarm lord) might be good for the distant future.
Maybe a Ravager unit with mutated hound-like properties (felhound neone?), runs in a zig-zag before doubling down on itself and then straying slightly to the left as if circling itself but not really. This unit would be a choice right after the spawning pool and would come from the Ravager Husk. Medium-low cost unit with medium build time. It is a nimble offensive ground unit with a strong concussive anti-air splash for mutas and a weak concusdive ground splash for zerglings.
Given that both damage types are concussive zerglings would still be the ideal counter to marines and it wouldnt affect wraiths since they are large units. It wont affect the protoss matchup either since the optimal approach against the corsair (medium unit) and dt attacks would still be hydras or zerglings or whatever. Im just guessing as im starting to play srsly now but correct me if im wrong as corsairs may be problematicly affected. Anyhow its 25% and 50% against large and medium units respectively and the ground attack is too weak to be considered too much for anything outside of ZvZ. All this seems counter-intuitive but it actually isn't and is perfectly themed as long as the hounds are small-medium sized with spikes on its back and weak jaws(lol). Plus, zerglings are the more rabid yet smaller cousins.
It is to be used in low amounts in the meta to help counter mutas. Note: there would still be muta fights only now it's a point of contention between choosing to use ground units or the regular zvz approach. This way everybody's happy. Tjis way there can be some ground fights too. And everything's still quick-paced in line with Zerg ideals.
This is a better idea than my previous double damage for hydras vs. muta thing which was also used in starbow at one point to open up zvz before swarm lords came in. As it's more of a perfectly intuitive thing for brood war extended now the only possible loophole is covered and bwe is perfect and everybody is happy n u get more zerg players playing zerg.
And if people dont like this expansion featuring just one new unit they can go back to playing bw, after all it is called Brood War Extended expansion or watever u wanna call it like 2nd war mega ultra Lol. I mean they didnt like insurrection or watever so they didnt play that xpac amirite? its werth an expansional try?
Sounds good right guys?
sorry guy, adding anything to this game, makes it not this game. Although you can always do what Starbow did in sc2 if you really wanted to.
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u really want more anti-air? Devourer, muta, scourge, hidra, spore, not enough?
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On July 26 2017 13:35 XenOsky- wrote: u really want more anti-air? Devourer, muta, scourge, hidra, spore, not enough?
Don't forget the Defiler, which is insanely good against air units with Dark Swarm and let's not forget about plague, probably THE best spell against air units in the game since it does 300 HP damage and can only be cured through restoration. Plague is probably the single reason why Terran or Protoss cannot use mass air units against Zerg in the late-game.
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hi troll how are u feeling?
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It is hard to change a game as good as Starcraft. But it's balance lies in it's three races. So I think you cannot just add one more unit, you have to add a unit for the other two races too. Otherwise, allthough ZvZ seems fixed, how are P's sairs gonna like it? How is Fantasy built TvZ gonna be balanced?
I'm sure, after I've read your detailed plan for this unit, you can come up with the perfect matching units for the other races.
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I don't think it's unreasonable to wish that ZvZ would grow past muta wars more often, but the game is far beyond any sort of balance or design changes.
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United States9662 Posts
On July 26 2017 12:04 vaL4r wrote:They don't even let me remap screen location hotkeys and 1.19 has the option to host with custom hotkeys disabled because "mah competitive integrity" (lol). I don't think a new unit is on the menu >:D meanie! because changing hotkeys changes small portions of the game. lol.
and his age is a legitimate question. he worded his post in the manner of a 14 year old.
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I think vultures should have an ability where if there is a ramp, they can use their incredible speed to zoom up the ramp and go so fast that they fly up into the air and slam their bike into an air unit in a suicidal kamikaze attack. omg this just sounds so flippin cool that I just want to bust from excitement, pleeeease say yes to this.
Poll: Should we do it?heck yeah let's fuckn do it (15) 68% are u 14 (6) 27% no lmao (1) 5% BAKA! I mean alter StarCraft gameplay (0) 0% 22 total votes Your vote: Should we do it? (Vote): heck yeah let's fuckn do it (Vote): are u 14 (Vote): no lmao (Vote): BAKA! I mean alter StarCraft gameplay
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On July 26 2017 16:22 FlaShFTW wrote: (..) and his age is a legitimate question. he worded his post in the manner of a 14 year old. You're a legitimate question! >:D
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Excessive addition, nerfing and buffing of units to try to engineer epic games is what killed SC2.
Broodwar: some compositions have extremely hard counters, other compositions have NO hard counters, game somewhat broken and imbalanced, but players solve that through innovation (e.g. Zerg cannot win head on fights at all and must rely on tactics, an innovation resulting from players working through the dynamics of the game).
Fast expanding was an option, one that took guts, was risky, but offered upside. It could be countered in many scenarios, and you could just lose. Or you could try to expand and reap huge economic rewards later on, but the game would be far from decided.
Starcraft 2: Blizzard trying to engineer "epic, macro games". Considers vulnerability to rushes a flaw, and gives units anti-rush measures (e.g. Mothership Core). Considers differences between races a flaw, and makes all races comparable (e.g. Queens to cancel out the larva dynamic for Zerg, gives Zerg cheap armored units for head-on fighting (roach), gives Zerg siege units (swarm hosts), gives Terran armored cheap units (Marauders), etc. Blizzard also decides that rushing is not only a flaw, but should be prevented entirely and considered "cheese" all in efforts to make longer professional games. Ups starting worker count to 12.
If they keep on this route in SC2: all games will start out with both players having 4 bases, all their tech and maxed out armies so we can enjoy the so-called "good, macro games", cutting out all that supposed "cheese" that came in the form of rushing, strategy, risk taking, etc.
SC1: expanding was a risk with large potential reward.
SC2: expanding is a necessity and comes with no risk as Blizzard has carefully prescribed how to easily stop any rushes. Therefore, in SC2, rushing is referred to as "cheese", and frowned upon.
SC1: raw, less engineered, more organic. Strategies flow from players.
SC2: engineered. Strategies flow from excessive and common "nerfing/patching" of units, as well as addition of new units. Blizzard trying to engineer the most spectator-friendly scenarios rather than letting the game evolve organically.
So.... my answer is NO. Blizzard, keep your hands off Broodwar. Don't turn it into another SC2!
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On July 26 2017 16:49 ninazerg wrote:I think vultures should have an ability where if there is a ramp, they can use their incredible speed to zoom up the ramp and go so fast that they fly up into the air and slam their bike into an air unit in a suicidal kamikaze attack. omg this just sounds so flippin cool that I just want to bust from excitement, pleeeease say yes to this. Poll: Should we do it?heck yeah let's fuckn do it (15) 68% are u 14 (6) 27% no lmao (1) 5% BAKA! I mean alter StarCraft gameplay (0) 0% 22 total votes Your vote: Should we do it? (Vote): heck yeah let's fuckn do it (Vote): are u 14 (Vote): no lmao (Vote): BAKA! I mean alter StarCraft gameplay
only if they have a 50% chance to miss and just blow themselves up, since they're shooting up the high ground. consistency is important here.
and we have to make things balanced, so let's give zerg this at the same time pls.
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