Im very sure that replay I sent you will show bc hitting a hydra just watch it and see.
According to the replay name it was recorded in 2.47. I did a little fix up around the nuke behaviour in 2.48 already so it's quite possible the bug has already been fixed.
However I dunno why immortals keep going back and forth between 14 and 15 attacks they're just fine just the way they are cause most of the time they get killed easily still
Like adjusting the price of something by $10, a 1 dmg change is mostly psychological, although in the case of ranged attackers it does make more of a difference. Immortals have quite short range of course, though. However it is worth noting that many early units don't do particularly much damage vs buildings with their armor, such as lings and marines, whereas 15 damage at the start is quite strong vs the cell with 8 armor and not bad vs the silo with 15. Reapers have concussive damage so only do 50% vs buildings. So in this respect 14 or 15 damage is a little more noticeable.
also 2 immortals with reaver(instead of 1) would sure pick up the pace a bit guarding any units that gets in the reavers way I'm not telling u what to do, just my thought though on the 2 immortals/1 reaver thing.
If you want to get lot of immortals, build forges. The reason immortals are on there at all is because you used to get 2 reavers for $800 or whatever price it was, and I found that they were simply overpowered at that price. A protoss could be losing quite badly, then get reavers out and suddenly have enough breathing room to gas, sometimes twice, without much hassle. So I reduced the spawn to just 1 reaver, but because they're still quite powerful units I had to have a higher price to prevent them being rushed to, hence I threw in hero zealots for a while. But immortals work better since they're slow like the reavers and act as HP sink to keep other units up and front of the immortals. Adding 1 immortal here was also way to tell players "look, immortals are a good combination with reavers!". I think it worked.
In short: the 1 immortal on reavers is intended as more of a bonus than a strong base unit. When forges go down to 1.33 for $250, this will comparatively increase the worth of the immortal you get from the robotics bay anyway.
Speaking of reavers I was wondering if u can add in 1.25(just like the fake lanthanide did in version 2.25 lol) reaver per um whatya call that thing for reaver building robotics bay or watever....
This means if you built 4 bays you would spawn 5 reavers instead of 4, for a savings of $640. It's not really that huge a change, but at the same time, I really feel like reavers are overused. IMO they have quickly diminishing returns and getting any more than 4 or 5 is a mistake; I myself usually only get 1 and sometimes 2, very occasionally 3 but never any more.
Also reducing hydra would make it tougher(again not telling u what to do or anything like that)against toss enemies
I'm not quite sure what you're suggesting here. Are you suggesting I reduce the number of hydras spawned by den, but increase their HP? Hydras are quite tricky to balance vs roaches, ultimately I've sort of ended up with a situation where roaches work well at the beginning due to their HP regen and high damage, but mid game (after the cell is destroyed) hydras become more powerful because of their 80 HP and IIRC 4 armor. Most of Zerg's power comes in their masses of units, I don't really want to reduce the number of hydralisks here.
as archons does enough deadly damage to zerg I had many games where I fought off toss players using over 15 archons per spawn and failing to counter them with defilers, queens, hydras, ultras, guards, and lings altogether in balance.
The best zerg counters to archons are guardians and ultralisks. Ensnare is also far underused; maxed queens with ensnare and energy up is very difficult to deal with (hence why queens have a max on them). Anyway, if I cut Archon damage to 36 from 40, hydralisks will live longer. They're medium units and so currently take 27 dmg per hit, and so can be (just) killed with 3 archon blasts. But when they do 36 damage instead, it'll take 4 hits to kill them. So Zerg will have a much easier time vs Archons, especially as Kerrigans will become a bit more feasible and common as well. Lings would also take 3 hits to kill instead of 2 when their HP goes to 40, although that's not factoring in splash damage.
Many people are pissed about valks being removed making it tough to counter zerg or toss air but to me its not much of a problem lol
Haven't had anyone complain about it really except Hellfire. I don't think anyone really built armories for the valkyries specifically, they got them for the banshees which used to have 275 HP and 5 armor and good enough AA damage that hardly anyone built wraiths. Now that they're down to 4 armor and wraiths up to 4, I see banshees significantly less.
The valkyrie can also act as an early indicator that the enemy is starting to, or thinking about, saving for nukes. Probably no one "uses" it for that, but it's worth keeping a note of when you see them. It was also a nice way to make the nuke cost a little more, now that it's a much stronger special than it used to be, without changing its actual price.
I'll do some synthetic tests with carriers to see what capping them to 4 interceptors is like. Probably change the hybrid destroyer to 35 or 40 damage (from 45) and increase hp/shields to 250/250 (from 200/200). It seems to die fairly quickly (when coming under fire) at the moment, but similarly dishes out a lot of damage to the silo.
Also one other thing I'll probably change is to allow you to use your ally's insta-spawn powerup. You will only be able to use it to spawn their units: eg pick up and take to their beacon, not back to your own. It'll cost you money rather than your ally, as well. But this is good if you're playing with noobs or people that just won't co-operate with you (happened to me yesterday, just barely won a game playing with an inconsistent ally who started the game by mining gas...). Insta-spawn costs will likely change to $200 + $250 per gas, too. Recently I've been using it after getting 2 or 3 gas and it's been a bit too powerful compared to the price: guaranteed silo destruction or forcing them to use a boom.
At the moment the "units spawned" display adds up all the units spawned by any ally buildings in their base and reports just the single number (seemed less confusing). I'm considering taking this back though, so it reports the number of units spawned by each player always. You should still be able to tell which 2 players spawned because they'll have the largest numbers and their allies will have less (or 0).
None.