onlything zealots are really good for is taking out cannons because they do more damage and take more hits than marines. in terms of threat to heros they aren't worth anything. plus being melee units means the zealots are splash fodder. i wouldn't mind seeing zealots as they are now being the level 2 spawn and making zerglings stronger and moving them to level 3, with marines also getting stronger and graduating to level 4. as it stands zealots are slow melee units, so their power doesn't match at all against marines speed and range.
this would make spawns more challenging with the zealots 18 x 2 attack on the second night, which is much harder to prepare for than the zerglings right now. it would also make zerglings as the third spawn harder also since they would need an appropriate boost, say they do 30 damage and have 200 life, not much more than the zealot overall but are faster. throw marines into the picture at the level 4 doing lets say 35 damage and heros will have good reason to focus on spawns. stronger spawns sub sequently mean cannons will fall faster, so they would need to be made stronger and more expensive to produce or be invincible for some duration of the game (invincible cannons also means summoner cannot get early cannon kills with swarm/consume).
strengthening zerglings to that level would make them unreasonable to be the base summon unit of summoner given his rape late game. so what if instead of summon familars being zerglings, what about changing that to summon mercenary which will produce zealots. this has several implications; zealots are physically stronger than zerglings at the start, so they will make short work of broodlings in the beginning, but since the summoner loses the adrenal upgrade, the zealots will only have the potential to upgrade ground speed and even then will not be as fast as zerglings, in compensation the zealots will be harder to kill and do more damage. they are still melee units so they can still benefit from swarm. the second thing this does is it creates split upgrades for the summoner, who might need to sacrifice his own defense for his zealots (not much of a trade anyway since most summoners stick around in base) or will allow his zealots to just get by for a while til he gets ultras. with time and sims, he can get dual upgrades for his ultras and zealots. without zerglings, the summoner also loses consume which takes away from his swarm spamability unless he is willing to sacrifice ultras, which he may be willing to do if his upgrades are all for zealots. then, since nobody really uses the summoners l3 (he doesn't leave base after the early stages of the game usually) his l3 could be changed to something that changes his zealots to something else, maybe turns them into dragoons? maybe only turns transforms those in his immediate vicinity.
since overall this involves making spawns stronger, the spawn rush system would need to be tweaked, lets say it requires 5-6 civs to level up, and the amount increases with successive level ups. lets say a +1 increment as spawns get stronger.
Overall what I'm saying is;
zealots become lv2 spawn, zerglings become level 3, marines at level 4. weaken zealots sightly, make zerglings and marines stronger.
Zealot- 10 shield 120 hp 15 + 2 damage (becomes 30 + 4)
Zerglings- 200 hp 30 damage
Marines- 240 hp 35 damage
Stronger other spawns as appropriate. notably hydra might need to moved also because marine attacks are more effective than hydras so either hydra becomes part of this shuffling or it gets a significant attack bump and a lower upgrade to balance out archers.
Summoner balance;
Level 1 becomes zealot.
Level 3 converts zealots to some other protoss unit. question of which and the stipulation is up for debate
Spawn Rush;
5-6 civs to for the first round of spawns with +1 each round thereafter makes spawn rush a bigger commitment and harder to pull off while also making it a bigger (and more telegraphed) threat.
Defenses;
Cannons +500 shield +1000 life.
+20 damage
+20 armor?
+cost 20 minerals (new cost 65)
Bunkers
+500 life
Foreseen effects;
-First day/night will see broodling/zergling action, second night will see zealot/marine combo followed there after with zergling/hydra. I think overall the units mix better aesthetically.
-Spawns are more dangerous given higher damage and life making spawn rush more dangerous and heros will not be able to rip through the first couple days of spawns as easily as they can now. 10 armor is no big deal really after a few zerglings but getting 15 is a bit harder to pull off and 30-35 is even more so.
-Because spawns are more dangerous heros also need to focus more on dealing with both spawn and heros, the spawns stop being mear traps and road blocks but also their own threat.
- Spawn rush is made harder and more effective
- Base defenses harder to tear down, heros more easily taken down by spawns and defenses. Facilitates teamwork against spawns and bases as opposed to the lone ling/summoner/mech/assault marine tearing it up alone.
-Summoner will be stronger early game in terms of killing spawns and dealing damage. But potentially weaker late game because upped zergling/ultra combo is probably superior to zealot/ultra.
-Summoner loses the ability to spam swarm
-Summoner gains depth in units with zealot/infested/??/ultra and with it requires more consideration in terms of strategy as opposed to the current one which is simply: get mana, upgrade lings, rape while safe at home.
-Stronger spawns and defenses creates the potential for longer games, or shorter ones for reckless players.
These are just some ideas though, but spawns are definitely not much of a threat in ts with the exception of spawn rushing. and i haven't considered the larger implication surrounding other heroes.
Post has been edited 1 time(s), last time on Aug 17 2009, 6:26 pm by ladyalanah.
None.