Patch 6

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Maglok
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Re: Patch 6

Postby Maglok » Fri Mar 26, 2010 5:19 pm

I kinda think the observer is to expensive now. :) I tend to build one immediately, but 100 gas is a lot.
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RazorclawX
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Re: Patch 6

Postby RazorclawX » Sun Mar 28, 2010 1:30 am

That's probably the point-- to get you to think twice about wantonly pumping Observers.

Heck, I pumped Observers and I didn't care when they died.
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Re: Patch 6

Postby Mr. » Sun Mar 28, 2010 8:40 am

Doesn't an overseer cost 100 gas, too?
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Xenon
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Re: Patch 6

Postby Xenon » Sun Mar 28, 2010 10:11 am

Can I get some feedback on whether this is a decent suggestion?

Suggestion - Spawn Larva

There are complaints from Zerg players that Spawn Larva has no strategic depth, and that it simply equates to "spam it or die". To this effect, making it autocast would not affect strategic gameplay at all. If a player fails to use it when it becomes available, it's hard to catch up to another player who uses it.

Other races complain about how Zerg can instantly change its build; if Roaches fail, 50 speedlings can be on the field in seconds. As soon as a Spire finishes, the Zerg can spawn as many Mutas as it can afford, all at the same time.

Here's a suggestion to help alleviate these issues:

-Spawn Larva creates 2 Larva on Hatcheries. This functions as it does currently.
-Hatcheries have a maximum of 6~8 larva.
-Spawn Larva can now be used on Zerg tech buildings (with the exception of the Baneling Nest and Evolution Chamber). This creates 4 larva.
-Zerg tech buildings can host up to 4 larva that may only morph into the units enabled by that building.

This creates more strategic decisions for the player. Do you spawn 2 larva that can be used to produce anything, or 4 for a specified unit? Is it worth building another Queen? Another Hatchery for a more flexible build? Another Spawning Pool to increase your ling output? It also means that if your Queen's energy builds up, you can use it on multiple buildings.

For other races, it makes scouting more useful. If you see eggs growing by tech buildings, you know what's coming. It also may slightly delay Roach and Muta rushes; the Hatchery larvae are more limited, and the tech building must be completed before the Queen can spawn larvae on it.


Of course, this is all theorycraft. Thoughts?

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Re: Patch 6

Postby IskatuMesk » Sun Mar 28, 2010 12:30 pm

Yeah I think both orbital command and queens need a hell of a lot of changes still, while chrono trigger could stand to be changed in some ways as well. The macro mechanics still feel like gimmicks and nothing more, but then again almost all of sc2 is a gimmick by this point.
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Re: Patch 6

Postby Mucky » Mon Mar 29, 2010 8:45 am

A comsat scan, you say? Prepare to get rushed because you just put yourself behind. Equal yet different choices... I guess?

Also, nerfing SCV health was a stupid idea. Like Q pointed out, SCVs are the only worker that's vulnerable while building. They just made Terran's early game harder because SCVs will be weaker to scout harassment. If SCV/Marine rush is too strong, they need to rethink the dynamic between Reactors and Tech Labs.


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