Balance Test Map Proposals

OP put way too much effort in this. This is bronze league suggestions terran biased.

Tanks take up an entire medivac. I can get along with this.

a) Make boost upgrade required from the tech lab. What? b) Make medivacs boost proportional to its load- i.e. an empty medivac is much faster than a fully loaded one. Lets make the game even more confusing. c) Remove boost completely, making additional changes to mutas and corruptors and other air units to compensate. This is a joke. Sorry a) Buff lib AA damage slightly to help punish mass air. WOW There s a reason why they nerfed libs to the ground. It is still used and very effective despite that. x4 Turret duration and cut its DPS in half. This would actually make people have to decided whether to fight or let it burn out. Leave the health the same for now. So basically bring back HOTS raven with a buffed auto-turret? no please. Keep seeker range upgrade but don't do extra 30% damage. Possibly make seeker only take 100 energy to compensate. Don't know about this. Buff point defense drone duration to 35-40 seconds. This would make turn the raven more into a great supporting unit rather than damage unit. Have you played HOTS?

Give it an "Advanced Missles" upgrade that requires fusion core but is researched from factory. This would buff the 160 damage over 14 seconds to 400 damage over 20 seconds +200 to armored. Possibly even allowing ground units to be targeted - but maybe not buildings. The reasoning for this is to help cyclones be viable in late game- especially when mech struggles with AA. Jesus fucking christ man. No just no.

b) An upgrade that allows the cyclone to use its basic attack to attack air. +2 range for air attack. ? ? ? ?

Zerg Nerf every zerg units lets go. Nerf Swarm Host a)Remove the flying ability and see what happens. Units like colussus or seige tank that should counter them are instead easily devastated. Possible buff duration of locusts to compensate.

b) Nerf speed to 4.00 on creep. Nerf health to 125 and keep cost the same.

c) Increase cost to 125/125 and supply from 3 to 4.

d) Make flying locusts have 10 health- encouraging the zerg to "swoop" sooner rather than have thors or other AA units pick them off. Swarm Host is a delicate unit it seems. Nerf Hydras ) Increase tank rate of fire (risky). b) Decrease range of abduct/ blinding cloud. c) Blinding cloud cuts range of units affected in half- so tanks now have a sieged range of 6.5 and rines now have a range of 2.5 and so on. This would allow mech a better chance at holding off an ultra mobile high DPS comp. The hyrda is a glass cannon- it should need other units to tank for it. d) Bring Hyrda health back down to 80 and find another way to help with Toss air (possible nerf Carrier)

Hydras back to trash tier. No please.

Reduce range of abduct and blinding cloud. Remove parasitic bomb- allow fungal to take that role. Buff ghost EMP or snipe- takes away 125 energy instead of 100 or snipe lock on period decreased from 1.43 to 1.00.

Might aswell remove the viper.

Corruptor: With its new speed and faster damage point it seems to be fitting in well with Ultra ling bane- steam rolling armies. It is faster than any terran air unit. It seems to have overlapped the muta in that role. A few tweaks would be nice.

Old corruptor was so bad, i think the AA buff zerg received is just fair IMO. What about skytoss then?

Possible Solutions a) Require lair to morph ravangers. b) Nerf damage to only do 20 vs armored or buildings- allowing SCV's a chance to repair units. c) Double the cool down. d)Make its splash like the siege tank- doing less damage from away from the center. You do realize a ravagers cost the same as a muta ?

Remove burrowed fungal ability. Only allowed when burrowed. When burrowed, make infestors much more obvious, even if when they aren't moving. Fungal slows but does not freeze units. Similar to concussive shells, all units are slowed- but aren't frozen in place.

Don't know man. Don't know.

a) Allow it to be attacked while building- but make its health 1000- meaning you will need more than workers to bring it down. 1000 health nydus ? Quite a buff man. b) Make it cost 200/200 every time you tunnel. RIP eco.

a) Move Overlord Speed upgrade to lair tech. This is by far the best choice. How to scout at 5min then ? b) Move drop lord ability to lair instead of evolution chamber. I think its nice that zerg can drop 8 lings instead of "derpiderp my opponent walled himself in i just can't do anything before nydus or macro for 10 minutes". Its not like 8 lings can kill you if you are on top of your shit. c) And this one should probably just be put in regardless- each overlord can only carry 1 queen. These are essentially supply depots turning into drop ships. The time it takes to turn them into a fleet of drop ships is very small. Queen in overlord definitely op KAPPA

Protoss Carrier No need to explain I hope.

Carrier good unit !

b) Make biles not destroy force fields.

Bring back stalker sentry allin pls blizzard.

/r/starcraft Thread