Well to be honest this is crazy yes until the rine gets stim hes gona be junk, but after he will rape. +3 has already had some serious effects late game because of how much he can rape. +4 is overkill and late game will rape.
I don't understand what you mean. Summoner gets +24 per upgrade, that's end game rape. Going from +3 to +4 isn't game changing. Putting Stim on research after getting L2 and 120 minerals is as progressive as you could ask for. The Spec Ops doesn't have any scaling abilities. Without that his base damage is all he has. It's not like Assault. Assault doesn't have scaling abilities because he doesn't need one. It's not like Nuking needs a damage upgrade. As far as I know Spec Ops is 2nd worst in terms of scaling, outclassing the Med. That's not exactly a great achievement.
A mech that can micro well has no counter. I don't care how you look at it. The only way a mech will die is based on the skill of its controler.
Summoner, Warrior, Archer? Anyone? Yes Mech is amazing with appropriate Micro Skills, losing a little speed in both attack and movement is a regular step forward then don't you think? If you're to pickup Warrior, Archer, and Mech that's a pretty cheap combo. And there's not really a counter to that either. The only way to counter it if even possible would be something like Mutant, Assassin, Summoner. And there's no telling what an equally skilled team could do with that. The problem is, like in all cases, if you're outclassed and outsimmed, it really doesn't matter who's playing who.
Problem is with neither hp or shield to use he has no effective life early game. either you cut his hp in half because he has no shield ups and spawn rip him apart or he upped shields and once they are breached he has no defense. This would be a serious problem defending some spells.
Isn't this the case right now? The only difference is upgrading armor isn't viable and it's an instant death if you get EMP. The point then is that you have some balance. Either way you have to watch yourself. On the other hand, I don't know of many who upgrade shields in the early game playing Volt. If you wasted mins doing that you lose exp gain from double spawn killing. The ideal situation is that you have a nice chunk of health left even without shields. The logical choice is still upgrading shields, you just get off a little easier against one insane counter.
Agree with this but too much strength and it becomes a 2 lane feeding tool.
You mean like L3? This is another one of these where I don't understand what you mean. LM, Warrior, Spec Ops, Mech, Mutant, Assassin, almost everyone can destroy these fairly easily. At 50 damage and what, 10 armor? This isn't exactly top of the line double lane feeding. With only half damage even hitting the units and being only useful behind cannons, I can't see this being game changing for having an appropriate cost. The best possible use for these is covering the top base or making spores to prevent nuking.
cloak is useful in right situations. The medic can gain an offensive buff through claok and disable 2 allowing for easy team kills. This already happens enough with 225 energy.
I can understand what you mean here, but, it's still a bitch to be creamed on recovery by any Mut, Mech, Summoner or Warrior on the opposing team. When you have Zone control and brute force as strong as these guys, you need to be able to tap into those extra defenses in order to balance it out.
His l3 provides very nice defense and offense. Anyone that can pick off a lightmage can be killed with this spell. Combine l3 and l1 and they are in for a complete beating. It is fairly strong if it is the main attack upped. It is also useful for picking off flying vehicles which would otherwise annoy the crap out of the templar.
I get the logic of this, don't get me wrong. Here's the problem, in the event you have anyone with a clue fighting against this guy, they, like me, will just run around the LM in circles or chase him down with ranged attacks. There's no point attacking him head on obviously, unless you're a suicidal Warrior. Chances are L3 in that case really doesn't make that much difference. It's one of these abilities where it's useful where it's useful, it's just not that often that that's the case. I don't see anything really terrible about improving that. Especially since it's aimed at one particular class, being the Mech, and I don't think anyone can argue that he could use some tougher opponents. Otherwise it's another skill in his arsenal against Volt, and I feel sorry for Volt, because he could clearly use some toughening up as well. Otherwise, his L4 blows and needs some work.
Point being, if you can use L3 you can probably use L2 and that's almost always a better option. The only time it's not is when you have a melee comp on your own team.
This doesn't sound bad at all
Thanks. You'd think scaling defenses would have been added already.
Improving them screws with both the lings l2 and dm's l4. Mainly the L4 because hp makes killing them harder and dmg makes raping easier. If you want to fix a spawn first i say fix zealot. It is a total pos same exact dmg as the rine because of the 2 hit bs. I would like to see a stronger spawn system as It adds more strategy and makes moving spawn arround very nice other than to just block exp.
Damage wise it's just a matter of giving the bases Zerg Melee Upgrades to make them stronger. Health wise could be a problem with Summoner I think. In that case a large hp upgrade would be detrimental, less so for L4, as killing the spawn isn't really the problem. It's not getting hit by L4. Most of the time that's the key
. Zealots I agree would have to be the main focus.
The only way to handle Spawn Rush is to either improve base defenses, lower ranged spawn health(Shouldn't be that high to begin with) or remove Spawn leveling altogether. The only notable problem with Spawn Rush is the absurdly low cost. Otherwise it should be just fine as it is. Either way ranged spawn need lower health. The damage difference going from Zealots to Hydralisks is already monumental, the health shouldn't be increasing as well. This especially in regards to Dragoons and Goliaths.
This was part of an earlier discussion. The cost of upping spawn is pretty low when you think of jumping from Marines>Zealots>Hydras. This is pretty game changing obviously. Especially since you can do this at the end of Round 2 for an unbelievable effect. The point I was making here was that the biggest problem here seemed to be the health of the ranged spawn compared with the melee spawn. Hydras at least should have lower health than zealots when you compare the damage difference. Primarily because they can't really be killed by cannons. Of course this can hurt Archer, in which case, who knows?
Honestly 1.5 isnt that bad. Moose and urine both screwed up the bat. Urine has better spawn and moose more or less the better balance as a few kinks need to be worked out. 2 of the new heros are phenominal and the last is being worked on.
Until 1.5 has the forced randomizer removed and ED made to stand even the slightest bit of chance against Volt, I don't expect to be jumping for joy at the thought of playing it. It's not a terrible concept, it's just not all that great in practice.
None.