how balanced is it?

Discussion in 'StarCraft Original' started by lurkers_lurk, Jul 21, 2008.

how balanced is it?

Discussion in 'StarCraft Original' started by lurkers_lurk, Jul 21, 2008.

  1. lurkers_lurk

    lurkers_lurk New Member

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    i looked but couldnt find anything so sorry if this was a duplicate topic.

    now we all know how history says how balance SC is / was, but what i want to know is how all you people think how balanced this game is, and if you could change anything what would you change or would like to be changed?, within reasons.

    the reason why i didnt post a poll is because i want to know how you personally feel about this.

    as for me, i say it would be extremely hard to balance the game even further than what it is at right now.

    as for a few of the things that i would change or would like to be change would be how hard it is to get Infested Terrans, to you could make them if you infested any of the buildings except for bunkers and missile turrets( i think that is reasonable, or make it that you would only need to infest any of the buildings that make units)

    i would also change the spell cost for Broodlings from 150 to 100, since i cant really think about how i could change Parasite and Ensnare, i dont think 100 isnt reasonable the Queen is very physically weak. might have to make the range shorter for balance as well.

    anyway please post your thoughts, or not and set me on fire for suggesting any changes to our beloved game.
     
  2. kuvasz

    kuvasz Corrections Officer

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    Medic
    • reduce healing rate by 40%
    • reduce hitpoints to 50

    Wraith
    • increase hitpoints to 130
    • increase ATG damage to 10

    Scout
    • reduce cost by 10% (can't remember specifics)

    Pylon
    • reduce hitpoints to 200/200

    Burrow
    • make burrowed units untargetable by melee units
    • reduce cooldown before burrowing / after unburrowing
    • increase cost to 200/200

    Larva
    • reduce armour to 0
     
  3. firemanbob

    firemanbob New Member

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    "make burrowed units untargetable by melee units"

    -kuvasz

    so lurkers under swarm are now dang near unstoppable?

    (except for psi storm and irradiate)
     
  4. Redlazer

    Redlazer New Member

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    Starcraft is extremely balanced, I don't know what i'de do as far as balancing, because it is so well balanced, but here's some things i'de change still:

    Zerg:
    Spawn Broodlings energy cost lowered to 100 from 150.
    Scourge cost reduced to 25/50 from 25/75.

    Protoss:
    Scout cost reduced to 250/100 from 275/125.

    Terran:
    Ghost cost reduced to 25/50.
     
  5. kuvasz

    kuvasz Corrections Officer

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    I forgot about those buggers :D In that case I'd keep the fast cooldown and keep the cost at 100/100.

    It'd be nice to see burrow used in pro games but I wouldn't like to give it ridiculous buffs just to make it happen. Although it is pretty warcraftish, an increased rate of healing undergroung sounds reason enough to research the ability and use it extensively, especially with ultralisks. Maybe if it only applied to burrowing under creep... but that's for another thread.
     
  6. hmM.ciribot

    hmM.ciribot Guest

    Kuvasz: That list of changes would mess up the game so badly. Wraiths already serve their own niche, no reason to make them better versus ground units. The medic doesn't imbalance the game, if Zerg can already beat MnM, then it's going to become even easier with the lesser regeneration. The scout's reduced cost I guess could happen, because atm it doesn't really serve any purpose (anti-air is corsairs, anti-ground is carrier). Why reduce the pylon hitpoints by 33 percent? I don't see the logic behind this. Burrow would still be as useless versus terran (who have no melee units), and would be imbalanced versus zerg and protoss (who typically have melee units). Larvae armour definitely doesn't imbalance the game, but it needs to be there. Can you stop a protoss unit from creating without destroying its gateway? No, and the larvae shouldn't be too killable. It's bad enough for zerg that they're external from the hatchery.
     
  7. JacobBlair1

    JacobBlair1 New Member

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    I like it they just need to change the bottom left icon of your people to something different
     
  8. Ych

    Ych New Member

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    The only changes I would make are scouts, queens, and ghosts. Everything else is bascially perfect.
     
  9. CyberPitz

    CyberPitz New Member

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    I think the game is insanely balanced, although there are the few units in the game that hardly ever get used..Scout, Queen, etc. If we could make them more effective, then that would be EXCELLENT. But they aren't hurting the game much by being left out.
     
  10. Sonic98

    Sonic98 New Member

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    I'm just getting back to playing SC, so it's been a while since I knew all the ends and outs. The only race I would change so far is the Zerg. I don't like the guardians. I would shorten their gange, and I would slow down their building just tad bit. Also, I would adjust the speed of the computer just a little when playing against CPU opponents. The computer can multi-task in a way that I think no human could do as fast. I do think the zerg are a little cheap.
     
  11. Sonic98

    Sonic98 New Member

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    After playing against the Protoss, I see a little I would change there as well. Both the Zerg and Protoss can attack and bring in forces from a distance outside the range of anti-air weapons. At least in non-Broodwar Starcraft. If they're going to have that ability, the attack may not need to be as slow as the gun on the BC but it should be somewhat slower than a normal aircraft attack. Both also have aircraft fast enough to fly right past your air defenses unless you have a whole of them. Maybe the Terran's aircraft should be just a nudge faster as well. Now it is balanced pretty well in BW with the addition of the Vals, but it does seem sometimes like the Lurkers can get in an burrow when they shouldn't be able to get in or should be blocked out at times. Sometimes with Zerg, or maybe this is only when you play against the computer, non-detecting units seem to be able to find hidden and cloaked units even when there are no detectors around.
     
    Last edited: Sep 6, 2008