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More variety in buildings

Discussion in 'Terran' started by BnechbReaker, Aug 20, 2007.

More variety in buildings

Discussion in 'Terran' started by BnechbReaker, Aug 20, 2007.

  1. BnechbReaker

    BnechbReaker New Member

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    whoooa! that's really impressive, 22hp per minute and that's on the fastest setting.

    it'll take nearly 2 minute to fully regenerate a zergling which have a life expectancy of about 30 seconds, a single marine without stim will do more than 500 damage in 2 minutes. it will take 20 minutes to regenerate an ultra and most game don't last that long.

    the zerg is about mass producing units to replace dead ones, not keep units alive so you can wait for 5 minutes to regenerate them. the only time regen is useful is in early game muta haress, where yo retreat when m&m close in on the mutas. because the muta survives for a extended period of time, you can actually expect each muta to regenerate around 50 hp, in other scenarios your units simply die and you building new ones to replace them.
     
  2. Gasmaskguy

    Gasmaskguy New Member

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    i have to agree with Reaker. Regeneration did not do such a big difference. If they doubled it, or at least increased it with 50% or something, it would be more significant to gameplay.
     
  3. Flesh

    Flesh New Member

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    BnechbReaker you've outdone yourself again. 2 paragraphs that prove, what? It takes 20 min to regenerate and ultra so SC2 should have aerial buildings? Veeery nice.

    And it takes in average 5min to regenerate a lurker, 3min to regen a hydra and 1min to regen a zergling (providing they will prolly be at 1/3 of health if they survive). This means that most of your zerg army will be fully healed in 4 min. If we assume that battles take place every 2 min (which they don't, more like 4-5min) that means zerg units regen at least 50% hp in between battles. Not to mention zerg could not repair buildings at all without regen. So, if you can't see the enormous advantage in additional 50% hp and having your buildings repaired, I think SC isn't the game for you.
    Not to mention that, mathematicaly, zerg regen is equally useful as protoss shield regen. I suppose you think that is useless too.
     
  4. BnechbReaker

    BnechbReaker New Member

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    you are so brilliant that you keep dreaming up of these arguments for other people. it would help once for a while to work on your own arguments.

    i supposed every game you play lasts an hour and had most of your units survive every battle and between each battle there is a cease fire and your opponent gives you 4 minutes to regenerate your units, nice.
     
  5. EonMaster

    EonMaster Eeveelution Master

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    You know Flesh, I wonder where you get your information, why not share the site you use to find these numbers.

    I play Zerg a lot and by the number your giving, you don't. Regen can help, but its not THAT helpful.

    Reaker doesn't even mention flying buildings in his post, seriously, do you even read your responses before posting?
     
  6. Pure Vengeance

    Pure Vengeance New Member

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    Nice post EonMaster. You ask for proof and pin him down all in a few sentences. Of course this topic is not titled bash each other though, so lets go back to the wonderful discussion of new buildings shall we?
     
  7. BnechbReaker

    BnechbReaker New Member

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    ok dude, do you have any cool ideas?
     
  8. EonMaster

    EonMaster Eeveelution Master

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    I do like the new animation for the warp in creatures that the Protoss use. As for new buildings, I'm not really sure any more new ones are needed, the radar tower is great, but defense wise they don't need anything else. Its pretty awesome already.

    I quess that last post against Flesh was a litle rough, I just wonder where he gets those numbers he always uses; and actual site or in his brain.
     
  9. Pure Vengeance

    Pure Vengeance New Member

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    hmmmmmm. I still like the idea that the building to build air could fly but I don't know what's happening with that.

    I also like someone Else's idea of a mega photon turret in a later tier since other races have 2 def buildings (yes, I realise protoss fire at air and ground and zerg/terran are specialised)

    I disagree with what someone said about the shield generator being useless. Other then me people have used the strategy of an archon army (which is almost all shields and almost no health to speak of), right? I mean, you build generators and you just click on archons that have low shields and you have a full health heavy hitting unit. Not to mention they upgraded it in SC2 as a movable unit. I forget what it was called... Protoss Shaman?

    Okay, never mind the science vessel kills that archon strategy with EMP... anyways...

    How about this for a buildingish ability? The creep very slowly damages biological units on the creep?

    I also like the idea of flip turrets, but make it unnoticeable like burrowed zerg units. Then there's point to the flipping part.

    Back to the shield re-generator... they could make it auto cast like medics. That would help the protoss in base defence a lot.

    Thanks for letting me babble on about games I love and thanks for respecting those of us who aren't looking for a fight. I say :powerup:

    PS: EonMaster I was congratulating you :p
     
  10. EonMaster

    EonMaster Eeveelution Master

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    Love the idea of the shield regenerators having auto cast. It distracting to do it by hand in the middle of a battle and cause macro issues for those (me included) that are terrible at micro.

    The autocast would just make the Protoss easier to play when on the defensive
     
  11. Pure Vengeance

    Pure Vengeance New Member

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    YAY! I am apreciated! lol... Thanks for your thoughts
     
  12. ijffdrie

    ijffdrie Lord of Spam

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    there should be a upgrade that makes every terran building a 2 man bunker
     
  13. Pure Vengeance

    Pure Vengeance New Member

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    Very interesting... I can picture the guy in the campaign yelling fortify the barracks! The zerg are comin...

    Okay, maybe that would or wouldn't work, but you never would know unless they tried it or someone mods SC2 after it's out...
     
  14. BnechbReaker

    BnechbReaker New Member

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    it's a good idea, it will make infantry more useful during the late game
     
  15. Gasmaskguy

    Gasmaskguy New Member

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    bunkers can be filled with marines because they have low hp compared to cc, barracks etc. otherwise it gets pretty OP.

    So loading marines in other buildings than bunkers should work like this; You can not put units in supply depots. final. They have more hp than bunkers, and takes up less space since they are smaller.
    So what you can load marines into are the following buildings: barracks, factory, covert ops, merc haven, engineering bay, armory and starport. AND they can only be filled with ONE marine each.

    Otherwise, if they were allowed to be filled with 2 marines, it would have to be a 50 mineral upgrade for each and every building.
     
  16. BnechbReaker

    BnechbReaker New Member

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    definitely not garrison in supply depots or any tech building for that matter, i was thinking the upgrade would be late tier 2 and cost quite a lot, and it would allow the cc to garrison 4 marines and all the factories 2 marines. remember you'll need the marines to actually garrison the buildings and in late game people don't build many marine. also this is only a defensive solution, if a player abuses this and turtle then you can simply take over all the resources and you'll win, having a standing army which uses a big chunk of supply just for base defence is not a good idea, so i don't see how it could cause too many balance problems.