On a side note, there's no point of buffing the dragoons and nerfing the archons since protoss eventually has to go for some mass of archons to fight those clumped-up units in late game, but i digress.
Yes, I was pondering whether I need to make more changes to dragoons or not. The last 2 games I played have been very very illustrative for balancing purposes. The first was the 41 minute long game and the second was me PZ vs PP again. One of the P's went archon/dark archon and the other went mass stalkers. My zerg ally went ultralisk and the dragoons just got slaughtered very quickly. Looking at the DPS calculations, there's just no way that dragoons can keep up with the damage that archons deal, especially because they have splash. I don't really want to change the unit stats any further; I think any more changes to dragoons would be making them cost $180 from $200 and/or spawn 1.33 instead of the current 1.25.
They also built lots of carriers and they were pushing with them because they built up a huge ball, but once we cleared them out thanks to the brutalisk we had sufficient air forces to prevent them massing and effectively pushed for the rest of the game. I was watching the corsiars/scouts trying to deal with the interceptors and they basically weren't attacking the carriers at all. I'll have a look at how the invulnerability cycle works on the interceptors because I believe at the moment there will always be a mix of invincible and vulnerable interceptors at any one time, so the air units can always target interceptors instead of the parent carriers which is where they really need to target. So if I make it so all interceptors are invincible at the same time, that should help. If that doesn't make a significant difference, then I'll also look at reducing interceptor HP.
What happened with the spawn triggering method? I had this obnoxious zerg opponent who was the bottom player and he would spawn 500 units per turn which easily max-ed out the map. When the 'cannot create more units' issue happened, only his spawn got the full spawn while i had reduced or zero spawn after each turn.
I thought it used to be the opponent gets the full spawn with my reduced spawn followed by my full spawn the next turn with the opponent having reduced spawn.
It is still in there and hasn't changed. I assume this was a 1v1 game?
The cycle does alternate, so what you should have been seeing is something like this:
Z: full or reduced spawn, you: reduced or no spawn
You: full or reduced spawn, Z: reduced or no spawn
Then cycle.
You should not have seen this combination at any time:
Z: reduced spawn, you: reduced spawn
The changes I am looking at for spawning in 2.52 would make this last combination possible which would be more fair.
None.