True StarCraft
Me and a friend, appalled at the clear imbalances and poor gameplay decisions Blizzard has been making recently have decided to take matters into our own hands and try our luck at balancing and improving the melee game of Starcraft 2 without changing the game drastically.
Main goals of project: -Balance out as many of the imbalances in Starcraft 2 as possible -Add more variety to melee maps while at the same time making existing ones more interesting -Make the game more about strategic thinking and less about speed of execution or spamming (aka cancelling out the remaining "cheese" strats as much as possible and making it so that the person who can think his way out of a situation can win as much as a person with 600 APM)
-Bring back some of the old units that make sense in terms of canon while making them fit into current gameplay
Still working out what all the changes are going to be but at this point it's this
Terran
-The Thor is like the Mothership in that you can only own one at a time
-marauder nerfed in health and dmg vs unarmored but buffed in dmg vs armored
-firebat put in and made effective against biological (again since blizz seemed to forget that)
-marine attack speed slowed down to1 and upgrade increases armor not health
-goliath unit added
-medivac doesn't heal units outside of it anymore (any bio units inside will heal auto though)
-medic added
-Thor is built with an scv and requires a factory, armory, and fusion reactor to be built
-Thor turning/movment slowed down ALOT and Thor armor and health increased
-Thor attack speed slowed down
-Battlecruisers are stronger(more like a strengthened SC1 BC), bigger, and cost more, take 10 supply, and take 160 seconds to build
Protoss
-Mothership loses cloaking ability but gains armor and attack
-Warp in time for the warpgate is increased to 15 seconds
-Protoss units have increased health/attack form regular game
-some Protoss units cost more
-Protoss units train time increased
Zerg
-Lurker added in
-hydras moved to tier 1 making Lurkers tier 2(don't know why Blizz didn't do this in first place)
-Roaches are now tier 2 and can move while burrowed from start (still need burrow to be researched though)
And maybe a bit more.
This is far from finished, and I do need to work more on Zerg and improving that side and will start on them soon. So far anything can change but with some games this is what me and some friends have come up with.
The reason for some units such as the Thor and Battlecruiser getting their changes is because they are planned to be the "Flagship/BFG" of the army as they were origionally supposed to be (anyone remember the first Thor video where it takes out a base?) rather than being smaller units on the field that are massed. There are only supposed to be a few and they are supposed to be late game priority targets/units that help the army when attacking.
What are the changes exactly ?
Actually Im in gold thank you very much and i see very many problems with Blizzards balancing that you dont seem to see. I also play Zerg mainly and play the other two races fairly often.
The Zerg are the most underpowered race to play, it used to be that you would be able to play several strategies with them and had to figure out what combos to use etc. Now the zerg have barely anything to go for. They have no lurkers and the defenses are lacking, they are missing a low tier ranged unit when the other races get them giving them a huge disadvantage, and the only bet they have against the other races is either spamming banelings (which kills your eco with little to no trickleback) or spamming infestors (which again can kill your eco) while the other guy only has to mass one small unit(marine marauder medivac anyone?) which costs little to nothing.
This stupid little nerf to infestors has killed them because now they arent even good against air and are getting more useless by the update. Zerglings are next to useless and theres no real counters to thors or carriers as the zerg lack a unit to counter it in the first place.
If you want to talk about APM then i can tell you that SC1 wasnt made around APM, it was made around strategy. I could actually counter the opponent using lurkers, hydras, zerglings, etc. and could counter an early air rush which i cannot now due to the "SPAM BUTTON A TO WIN!!" mentality of SC2. I can multitask myself (I DO program my own games and make robots) and this APM BS is NOT multitasking, only spamming buttons like crazy to make it look like your doing something. Did you know that how APM is calculated in SC2 is just for each button pressed within a certain time add 1 to APM? That means all you have to do is spam train worker, it will make your "APM" 1000. And yes, me and my friends have tried it, it works.
What happened to the medic? It's now the dropship that uses a magical beam to heal units outside of it (while making drops so SO easy to make and get away with since you can drop then heal your infantry) the firebat is gone (with no explanation as to why) which helped against zerg and bio units a lot, the Goliath is gone (a really good anti-air anti- ground unit) and replaced with the viking (a weak jack of all trades unit) with very little excuse. All these units had unique and very key roles (except the viking) but were replaced with more standardized units that do many tasks at a basic level and have taken variety out of the game.
Also, the races aren't even unique anymore (except zerg because now they are pushed into the back corner in terms to updates and patches). Terrans have their same old tier 1 marine unit that does dps, blablabla and so on, but they aren't the only mobile race anymore. The protoss can warp in units instantly to ANY position with an energy field with a low cooldown time for the ability, making the protoss easy to mass ( and i HAVE massed them before). The protoss used to be harder to mass with there only being gateways to warp in units with and the lack of chrono boost. To compensate, Blizzard made Protoss units harder to kill. A zealot was a nightmare against a single or even two marines back then due to their shields and attack. Now the zealot just barely wins head on against a marine. All the Protoss units have been made easier to mass and weaker in terms of defense, while the Terrans have been made even EASIER to mass (reactors anyone?) and have had their survivability go up. The zerg now have high costs galore and therefore are harder to mass yet ALSO harder on the eco to lose. On top of that, Zerg units dont last that long (unless its the roach) against any other army. Ultralisks were painful tanks back in SC1 and were well worth their cost. Now they cost so much but die extremely easily to units like the marauder which can be massed easier and for less cost. These are just some examples, I can keep on going.
Stop sucking up to blizzard and see where they go wrong and where they go right. Right now the engine is right but the gameplay is just plain wrong. It lacks variety and skill and has become essentially the Call of Duty of strategy games.
What I am trying to do is help fix this or at least get it out there that some types of balances can be made that helps keep variety in the game. If a game is broken fix it, don't let it die. Only when a game has died has the developer truly failed.
I dont know which league you are - But it doesnt mean that if you loose to a race often, that its imbalanced. The decisions blizzard does are good - The Infestor will get this Month a nerf, so it will be easier to play against zerg. Just train and you will know how to win. And a player with 600 apm deserved to win against 60 apm, cause he does more to win, means multitasking or multiprong attacks. He splits and focus fires. The game is how it is - If you like more strategy play another game. Starcraft is based on fast decisions and gameplay. If you arent fast you wont win in master or diamond. Thats how it is.
-_- sounds good on a forum thread; Can't wait to see some of the changes.