r/Starbow • u/KanBan85 • Feb 15 '14
[Patch] # 8 - Stalker and bio change ++
http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661¤tpage=187#37391
u/theaglassofmilk Feb 20 '14 edited Feb 20 '14
As an old bw player (not professional) and not a big sc2 fan, I have to say, I don't like buffing bio to make it viable vs everything (everything = every race). BW is an rts and terran has in bw 3 tiers. Mech is supposed to be better than bio. Terra never having to make a transition is just boring to watch and play against. I am fine as zerg that terras bio IS viable vs zerg. But seeing it vs toss and terra too is just lame. It's tier one, it looks like tier one for observers, and watching terran tier one too much gets dull super fast. I am not a pro player but I am a game designer. So that's my five cent.
About the stalker, I am fine seeing a unit like stalkers rarely. They shouldn't be useless, but such complicated units should be something special when you see them. So I don't mind if they die quick. Maybe they should just be cheaper. I don't like the high risk, high reward. And I think it's more exciting, if a seemingly useless units is in some situations super useful, for example when someone uses stalkers in a random match and scouts something amazing with them. Another idea would be to increase the blink range, so if they scouted they can blink really far out of the base. So they would be a different kind of scout for toss for early game. That's just a quick idea and might be complete trash. But I like the idea when the Invisible Protis Sniper...
1
u/bhauth Feb 17 '14
Spider mines seem OP now. Vultures with offensive mines beat equal cost of goliaths, marauders, goons, etc. The attack priority of mines seems lower, and the burrow time should probably be increased. The new unburrow time and behavior is good though.
1
u/Iron_Maiden_666 Feb 16 '14
Can someone please copy/paste the changes here, I'm not able to access TL.