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PostPosted: May 15th, 2016, 7:42 pm 
[Rival] Apocalypsee.1417
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Lets start with the units that a really strong.

1. The pheonix. With the ability to lift half an army, it's speed, maneuverability, and ability to tank a lot of damage. It makes it problematic to snipe even when caught completely out of position. The only unit that can really counter the pheonix is the spectar.

Proposed change - Instead of 800/800 make the phoenix 500/1000. This will reduce the amount of damage the harden shields can take. The pheonix also lacks armour on the hull. Overall it's a positive change to creating a less tanky Pheonix.

The second change would be to increase the cost of lift to 25 energy. Making the time to recover if emped 13 seconds to 21 seconds (By game timer)

2. Thor AA Currently the thor can almost completely nullify air compositions by itself, there is some counter play but overall it's very risky with the thors high health. Nerfing the damage, attack speed or don't allow the thor to get aa increased range with levels to a max of 12.01 from 10.

3. Strength of sharpshooters/snipers. Right now they are probably one of the best mercs, that especially in the early game can trade pretty well with their counters. I feel like a change to their base damage (sharpshooter from 11-10 and snipers from 13-12) Will allow their counters to play slightly better versus them.

4. Overseer nerf. Right now the overseer is one of the best mercs you can purchase. Adding summoned tag for the unit can diversify the options against it. Also a slight reduction to contaminations range.

5. Viking buff right now the viking is okay at facing air compositions but lacks utility for anything much of anything else. Give them a buffed damage to summoned/heroic units, that way Vikings will do slightly better against the BC (Which is currently really strong), the overseer will have a slight better counter with it's new summoned tag, colossus and pheonix.
Another possible solution is buffing it's attack speed (though this will have a adverse effect of making it possibly to strong versus air units)

6. BC nerf, The BC is really tanky and gathers energy fairly quickly. A slight aoe nerf on it's yamato cannon would be a better nerf than possibly giving it's target some sort of tell.

That way lower level players are hurt less by getting hit while good players will still be able to split to reduce the damage taken based on there observations of it's movement while charging it's shot.

7. Firebat and Devil dogs. Both could use a 1 increase to their base armour. The Firebat themselves are absolutely horrendous by themselves. Devil dogs have some utility but the Firebat could also use an added 10 heath and .5 movement speed to help them get in range of their opponents.

8. Immortal buff. Right now the Immortal is one of the worse mercs that you can get, it can't really counter what it is supposed to. Increase the range slight of the immortal to offset it's slow speed, and bigger size (It lowers the dps in a clump.) followed by a 50 hp or shields.


Part of the problem of the immortal is it's ability is not really useful or well designed, micro abilities start falling off later in the game partially because of the amount of Hero's/mercs you have to use later in the game. It also means that less skilled players will have trouble using it effectively.
It's also incredibely boring to use, unlike blink, stim or other active abilities.
The immortals ability could use a complete redesign to make it more like the barrier currently in lotv. Make the shield activate on the first hit, and absorb 50 damage (The immortals did receive a 50 health or shield buff to make up the difference plus the barrier is much more efficient in it's use)

9. Sentry. The sentry has some utility in it's abilities but struggles as an easy snipe. A slight increase to it's speed, attack range and ff range should be able to keep it alive slight better in an army composition.Hallucination should probably nerfed, making it only able to produce 20 units from 25 and they should only last 45 seconds after the upgrade instead of a full 60.

The last change is directed at the queenfestor. It shouldn't be able to regenerate it's energy by attacking it's on units. Right now it's an amazing support unit, that is hard to find an opening against.

Because the queenfestor wouldn't be able to regenerate energy from attacking it's own units, instead it should have to attack an opposing teams units to gain energy. The queenfestor should also have it's leech ability buffed, making it slightly better at countering energy units.


Last edited by Apocalypse on May 15th, 2016, 8:15 pm, edited 2 times in total.

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 Post subject: Re: Proposed changes
PostPosted: May 15th, 2016, 7:52 pm 
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[EsYPsY] sexy.121
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There wont be another changelog for a very long time. And when it does i wouldnt be suprised if its one or two things. Look at sentry, ms, and phenix for instance. The sentry hallucination bug has been around for how long? The MS cloak bug an phenix eye bug have been reported forever ago. However there has yet to be any fixes.

Having that been said, if by some miracle anything happens i would say dont nerf OS, as to it being so slow already to get enough energy.

The sniper nerf is rather pointless because it already gets rekt by brutas, dessy, and any AOE dealing unit.

Everything else seems pretty legit tho.


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PostPosted: May 16th, 2016, 5:58 am 
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[Ezmode] Gardul.111
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Snipers are very strong, especially if you dont deal with them quickly. If you're having problems with them, counter them hard (Dessies) and get an AOE unit (Tass/Festor) to help slow them down.

If you're behind though, this basically can't be done because you cannot trade enough to generate income. The Sniper user can sprint out of the gate and create an insurmountable lead, so I'm in favor of a nerf.

As for a changelog ... yeah, I'm not sure that's going to happen.

Summoned tag issues, bug on the sentries, BC OP, Queen OP... the list goes on and has been going on for weeks.


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PostPosted: May 16th, 2016, 7:37 am 
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[TryHrd] gerpums.646
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Its been going on for 6 years. Stop acting like this is a recent problem.


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PostPosted: May 16th, 2016, 7:58 am 
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     SeexySauce wrote:
phenix


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PostPosted: May 16th, 2016, 9:48 am 
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[Ezmode] Gardul.111
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     gerpums wrote:
Its been going on for 6 years. Stop acting like this is a recent problem.


Ok, the problems have existed for a... while.

Better?


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PostPosted: May 16th, 2016, 11:28 am 
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[TryHrd] gerpums.646
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Ok, lets clear up some stuff here. Something being situational does not mean it is bad. Sentries and Vikings are fantastic, and I have called them both sleeper op many times. The important part is when to use them. Immortals are also pretty strong, its just no one uses them and people who do are bad. DDs dont need a buff. They are not a viable pick in any competitive game, but if they were strong enough to be picked vs good players, they would be broken in pubs.



Sents are a mid/late game unit you use when you have 6 range mercs and youre fighting multiple armies. A 2v1 sitation of solo v premade is a good example. They also work well vs a melee player who is trying to flank you over and over.

Viks in air mode are another mid/late game unit. They scale off attack and hp ups. Dont forget the HP ups, they add attacks to the volley. You buy them as a counterpick to Nix, OS, ravens and medi. They absolutely destroy squishy air elites late game once you have a bunch of ups on them, I mean you can 2-3 shot an os from almost out of your vision range. Dont buy them to fight BC, moship or air mercs.

Immos are a counterpick for when you see raiders, lancers, voids, and melee thats not cracks. They mass up so huge and are so tanky and dish out so much single target damage that they eat up melee units. They crush voids so fast its laughable. Lancer and raider players fear immos more than anything, their splash is uselss and you out dps them every time. Use a medi to compensate for the mobility issue, and box the front units and shield only the ones being attacked. Their downfall is that they lose to the counters harder than most units.


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PostPosted: May 16th, 2016, 3:07 pm 
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[EsYPsY] sexy.121
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No because any person with half a brain will get one of the million units that break ff's. For instance HB+melee rip "situational sentry". Late game every hero breaks FFs basically.
So the only time its possible to use is midd game for a few mins


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PostPosted: May 16th, 2016, 10:28 pm 
[TryHrd] Leddy
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     MrStabby wrote:
     SeexySauce wrote:
phenix


lmao stabby you're hilarious


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