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Unread Mon, 10th-Oct-2011, 12:01 PM Total Posts Made: 828 # 1
Meatex
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Smiley: Question If you could change 1 thing...

So I was curious
If you had the power to change just one thing (not adding something just adjusting) what would you change?
Whether its a visual change or a balance change what 1 thing would you like to change and why?

For me I would change the building scv code so that the scv won't be hidden and won't move to spots where its impossible to get a unit to attack it at all. I have found it to be quite unfair that a terran can throw down a bunker and a lot of times do an insane amount of indirect economic damage with little to no risk. Doesn't even need to be a 2 rax - terran can pressure a little and if the zerg messes up or gets unlucky he gets to do more damage than he should.
I'm sure if you've watched a zerg stream or played zerg (or even against a zerg) you would have noticed that sometimes its just impossible to kill that building scv which sometimes is critical.
So my chance would remove the ability for the scv to be protected by mineral patches or a wall and make it easier to target them so it becomes a micro battle and would at least mean the terran should bring 2 scvs
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Unread Mon, 10th-Oct-2011, 12:09 PM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 2
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Marauders can shoot up (trololololol...)

But seriously: I think marauders should go to hell, but TvP would need some serious ******* work to make that not just be completely stupid.
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Unread Mon, 10th-Oct-2011, 12:10 PM BnetId: FaDeHellfyre.842  Race: Location: Perth, Australia  Total Posts Made: 229 # 3
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Either reducing the air splash damage of Thor's or removing it altogether.
The only massive unit that can attack air, seems to me to be a bit imbalanced... But then again, i'm not complaining :P

Something else would be reducing the snipe damage by a little of Ghosts, or reducing the range of snipe. Ghosts (after the nerf of infestors), are even better against Zerg now.

Again though, as a player who is probably switching to Terran... i'm not complaining though haha
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Unread Mon, 10th-Oct-2011, 12:16 PM BnetId: cR.kez772 (NA)  Race: Clan: cR/TA  Location: Melbourne, Australia  Total Posts Made: 966 # 4
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Archons are a massive unit that can shoot up + has splash dmg so i dont think thats a problem. But yeah i think the ghost range is a lil to far, and the change to the scvs being able to be hit all the time would be pretty sweet
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Unread Mon, 10th-Oct-2011, 12:17 PM BnetId: FaDeHellfyre.842  Race: Location: Perth, Australia  Total Posts Made: 229 # 5
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Oh yea, forgot about archons. My bad.

But archons can't be repaired... maybe remove scv's ability to repair thors. Not other mech units, just Thors...
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Unread Mon, 10th-Oct-2011, 12:41 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 6
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1 Thing?

....

Too hard.. but i'd say take out the marauder. its too stupid, and it will make for much more interesting terran play.
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Unread Mon, 10th-Oct-2011, 12:58 PM BnetId: ToRDeathsFng.788  Race: Clan: ToR  Location: Melbourne, Australia  Total Posts Made: 764 # 7
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Quote:
Originally Posted by inFeZa View Post
1 Thing?

....

Too hard.. but i'd say take out the marauder. its too stupid, and it will make for much more interesting terran play.
This

For me it's to give Probes +5 hp or shields so that they can win a 1v1 fight with a Drone or SCV. This way we can do slightly better harassment at the start.

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 Nvdeth:  
you can run away and recharge shields so you have far more effective hp (EHP)
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Unread Mon, 10th-Oct-2011, 1:19 PM Who's Who:   BnetId: aLtnirvAnA.951  BattleTag: nirvAnA#1429  Race: Clan: aLt  Location: Singapore  Total Posts Made: 4,857 # 8
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For warpgates to turn into stargate mode so protoss could remax and tech switch instantly too

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This isn't the dream thread, no need to be aaron or duckie :D
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Unread Mon, 10th-Oct-2011, 1:24 PM Who's Who:   BnetId: TAMiLes.787  Race: Clan: TA  Location: Melbourne, Australia  Total Posts Made: 1,168 # 9
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I want more facebook integration.

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genuine lol
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hahahahahahahahah. Funny guy
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Unread Mon, 10th-Oct-2011, 1:29 PM Who's Who:   BnetId: TAEdgE.100  Race: Clan: TA  Location: Adelaide, Australia  Total Posts Made: 956 # 10
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Hydralisks with speed

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Big man with big ideas
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Unread Mon, 10th-Oct-2011, 1:34 PM BnetId: ETLBranno.200  Race: Location: brisbane, australia  Total Posts Made: 103 # 11
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dunno what they would be but i think zerg needs more units.
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Unread Mon, 10th-Oct-2011, 1:35 PM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 12
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Quote:
Originally Posted by EdgE View Post
Hydralisks with speed
I have to quote this for truth. If Hydralisks are made of paper, at least make em usable off creep! Even willing to pay for an upgrade if it makes them useful
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Unread Mon, 10th-Oct-2011, 1:40 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 13
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Quote:
Originally Posted by DeathsFang View Post
This

For me it's to give Probes +5 hp or shields so that they can win a 1v1 fight with a Drone or SCV. This way we can do slightly better harassment at the start.
SCV's were imba in BW. 55hp was it? lol.
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Unread Mon, 10th-Oct-2011, 1:46 PM Who's Who:   BnetId: NvPinder.933  Race: Clan: TA (Nv)  Location: Melbourne  Total Posts Made: 885 # 14
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Archons to fit through 1-hex gaps, i dont particularly enjoy killing buildings later in the game if i want my archons to be able to move in and out of my base T-T
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Unread Mon, 10th-Oct-2011, 2:00 PM Who's Who:   BnetId: iMyang.427  Race: Clan: TA  Location: Victoria, Australia  Total Posts Made: 633 # 15
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Being able to warp units into 1 hex gaps without giving myself a hernia trying to find the one tiny spot I can do it in.
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Unread Mon, 10th-Oct-2011, 2:27 PM Total Posts Made: 828 # 16
Meatex
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wow totally forgot about hydra speed 0.o
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Unread Mon, 10th-Oct-2011, 3:45 PM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,130 # 17
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Marines should be able to cast fungal. Or medivacs. Or ravens. Or at least give me something in my ******* arsenal to pin mutalisks down so I can do my business on them.

Either that, or buff Protoss early game options. Because they don't have enough openings yet. Clearly.
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Unread Mon, 10th-Oct-2011, 3:55 PM BnetId: HaNdFisH.523  Race: Location: Tasmania, Australia  Total Posts Made: 25 # 18
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Make carriers act like BW carriers so you can actually micro them effectively (interceptors can attack new targets without carrier having to be in launch range).
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Unread Mon, 10th-Oct-2011, 4:00 PM BnetId: Cyanide.751  Race: Location: Singapore  Total Posts Made: 681 # 19
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been playing a lot of 4v4s lately, and there's this one map (something Quarry) with a bugged spawn location. your hatch/nexus will be 1 hex too far from the mineral patch. Terrans can just lift and land (TERRAN OP AGAIN GEEZ!).
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Unread Mon, 10th-Oct-2011, 4:11 PM BnetId: TcaTX. 933  Race: Location: TASSIE!  Total Posts Made: 46 # 20
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Overlord Creep generation to be tier one. Would help slighty defending against pylon blocks/cannon rushes/bunker rushes, would allow slow lings to catch up to early stalkers/ marine pressure and maybe give us some cheeses to pull off =P. The main thing I can see this being a bad thing is creeping on top of a terrans/tosses ramp so they cant wall off. But, (with the exception for metalopolis) IIRC most maps now have the toss and terran walling off completely before the overlord gets to that position. The overlord cannot linger int the base forever as stalers/rines will knock it down. Probably a bad idea but you never know!
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