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Jun 17 2013 01:48pm
Quote (eyewuvd2 @ Jun 17 2013 12:47pm)
this is the most ingenious thread of all jsp history.

Can weed out the retards and make a list without perusing the entire forum !

I'd be fine with removing widowmines ... maybe modifying the siege tank a bit to have a faster rate of fire, or less damage and cheaper .... something that makes them have a better spread and so that indiividual tanks are not so pivotal in gameplay.

WMs are inconsistent for the T and annoying to play against, in the case of randomly placed mines


I don't think they need to be removed, I think they need to be changed. They are far too effective in a push, IMO. That's what needs to be changed--their purpose on defense is fine, the use in drops I'm okay with. But I don't feel like marine widow mine should be a reasonable option.
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Jun 17 2013 01:50pm
Quote (BardOfXiix @ Jun 17 2013 03:48pm)
I don't think they need to be removed, I think they need to be changed.  They are far too effective in a push, IMO.  That's what needs to be changed--their purpose on defense is fine, the use in drops I'm okay with.  But I don't feel like marine widow mine should be a reasonable option.


Effective sometimes, and ineffective other times. And both have little dependence on the players .........

But everyone has suggested a change many times ... there's nothing you can change that wouldn't break the unit


Attack range - no
Damage - not really
cost - maybe adding more gas or something. I feel like if you increase the cost though you'd have to buff the unit because the opportunity cost of making WMs would increase greatly
Firing rate - no

supply - they already cost 2 supply, which is very high as is


If they removed the drilling claw upgrade I wouldn't be opposed to that ... as it makes counter-WM plays impossible .. but how much would that really change the standard metagame?


MAYBE making them visible would work ... but would remove half of their utility too

This post was edited by eyewuvd2 on Jun 17 2013 01:56pm
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Jun 17 2013 01:55pm
Quote (eyewuvd2 @ Jun 17 2013 12:50pm)
Effective sometimes, and ineffective other times.  And both have little dependence on the players .........

But everyone has suggested a change many times ... there's nothing you can change that wouldn't break the unit


Attack range - no
Damage - not really
cost - no
Firing rate - no

supply - they already cost 2 supply, which is very high as is





MAYBE making them visible would work ... but would remove half of their utility too


Burrow speed?
/e
I would also be fine with a gas cost increase.

This post was edited by BardOfXiix on Jun 17 2013 01:55pm
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Jun 17 2013 01:58pm
This is very similar to the tvp argument

Excellent play vs widowmines brings them down to a managable level ... but sloppy play at all means they rape all of your units



While I'm here I feel like I should mention that creep should recede faster when you clear tumors :)

This post was edited by eyewuvd2 on Jun 17 2013 02:01pm
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Jun 17 2013 02:05pm
Storm (high templar)
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Jun 17 2013 02:18pm
Medivac speed should cost something.
swarm hosts should be removed from the game.
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Jun 17 2013 02:20pm
Quote (castur @ Jun 17 2013 04:18pm)
Medivac speed should cost something.
swarm hosts should be removed from the game.


protoss player here, lol
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Jun 17 2013 02:24pm
Quote (eyewuvd2 @ Jun 17 2013 02:50pm)
Effective sometimes, and ineffective other times.  And both have little dependence on the players .........

But everyone has suggested a change many times ... there's nothing you can change that wouldn't break the unit


Attack range - no
Damage - not really
cost - maybe adding more gas or something.  I feel like if you increase the cost though you'd have to buff the unit because the opportunity cost of making WMs would increase greatly
Firing rate - no

supply - they already cost 2 supply, which is very high as is


If they removed the drilling claw upgrade I wouldn't be opposed to that ... as it makes counter-WM plays impossible .. but how much would that really change the standard metagame?


MAYBE making them visible would work ... but would remove half of their utility too



What if they lowered their movement speed? to make them less effective in pushes, although you could obviously use medivacs to transport them
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Jun 17 2013 02:32pm
Quote (eyewuvd2 @ Jun 17 2013 12:58pm)
This is very similar to the tvp argument

Excellent play vs widowmines brings them down to a managable level ... but sloppy play at all means they rape all of your units



While I'm here I feel like I should mention that creep should recede faster when you clear tumors :)


I can agree there.

Quote (x]FoRsaKeN[x @ Jun 17 2013 01:24pm)
What if they lowered their movement speed? to make them less effective in pushes, although you could obviously use medivacs to transport them


I considered this too but then it's really hard to relocate them on defense against drops/harass (which is already hard enough). I think it might be a viable option.

If I got to nerf two units, I think the oracle would be my second pick.
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Jun 17 2013 02:34pm
Quote (BardOfXiix @ Jun 17 2013 04:32pm)
I can agree there.



I considered this too but then it's really hard to relocate them on defense against drops/harass (which is already hard enough).  I think it might be a viable option.

If I got to nerf two units, I think the oracle would be my second pick.


I like the oracle a lot, I just think that it gets countered too hard

maybe a range increase by 1, decrease damage and change WMs so they don't 1-shot them, lolz


If they want to make oracles a real harassment tool instead of a gimmicky piece of shit, it can't be a glass cannon with huge damage and tiny range



Edit: Perfect example of gimmicky shit, game 2 semi-finals

This post was edited by eyewuvd2 on Jun 17 2013 02:40pm
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