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routsounmanman said:

Terrans need a major nerf:

* Marauders are very VERY strong and fast for their cost

* MMM upgrades cost too low and are quick to get

* Ghost's EMP range is enormous

And the Zerg need some buffing:

* Hydra back to tier1 and 75 minerals - 25 gas

* Roach beef up and Tier2

* Queen speed up

* Bring back the Lurker!

Other than balance, rushing works in 80% of the games (especially 2v2, 3v3, 4v4), which is laughable for a sequel to the greatest RTS of all time...

I agree with the 1st and 3rd T comments, but I don't think they're completely game-breaking. As for zerg, hydras are actually pretty awesome, except against Terran. Hydras just rip apart tier 1 Protoss. I mean, it's kind of sad. Faster and cheaper hydras would mean ZvP would just break apart completely. Their dps might be only slightly better than marines, but the range goes a long way. And actually, if the Terran doesn't get tanks, hydras own there too. Even thors aren't that big of a deal. This is of course assuming your hydras aren't getting hit. Still, a speed bonus would be nice.

Lurker won't happen pre-HotS. It may come back then, but we don't know yet. As for queens, they're meant to be defensive support units (abilities aside). If you want to use them aggressively, either nydus or creep highway. They don't need a speed bonus.

And rushing fails in team games at a higher level. It is easily the weakest strat. When I play 4s, and a teammate gets hit by all 4 (or if I do), we rejoice. While they finish off the first player, the other 3 of us counter their rush (tanks, banelings, coll, HT, whatever) and by the time they try to hit another player, we destroy the army, and push into their bases. Their econs are shot so they cant even catch up while we take out 1-2 players. Again, don't mistake rushing and timed pushes. A coordinated timed push is devastating, and if it isn't countered right away, it usually ends the game.