Husky Profile Blog Joined May 2009 United States 3362 Posts Last Edited: 2010-08-18 11:00:50 #1







So I have been watching a lot of Terran replays lately and have noticed a trend. Terran have countless ways for early game harass that can keep even the best players guessing and playing catchup the entire time.



Now, I'm not really sure if Terran are 'OP' or not, but one main thing I've noticed is that there is literally no way to know which unit a Terran player is going to rush or which upgrades they are going to get first. A single Tech Lab unlocks Marauders, Reapers, and FOUR different upgrades. All of which take a completely different counter to deal with.



Also, a proxy barracks now becomes extremely difficult to deal with because of how quickly Reapers can be produced, even if it is scouted correctly and the best response is executed.



For this reason, I think adding an Academy like building to Terran would be a nice balance change for SC2.



How it would work:



Academy (obviously these stats are rough and for discussion)

Cost: 100 minerals

Life: 1000

Build Time: 45s

Unlocks: Reapers, Marine Shields, Marauder Slow



Tech Lab

All stats the same

Unlocks: Marauders, Stimpacks



Right now, Zerg has to get a whole new building for Roaches, and Protoss has to get a whole new building for stalkers. Terran on the other hand, have to get a single addon to unlock 2 very powerful early/mid game units as well as 4 upgrades. I just personally think this gives Terran a little too much versatility in the first 1-5 minutes of a game.



What do you guys think?



(I RARELY post anything having to do with balance/game changes as there are people fare more qualified to talk about it than I. However, after seeing countless games and experiencing this for myself, I think this post is worth of being shared.)So I have been watching a lot of Terran replays lately and have noticed a trend. Terran have countless ways for early game harass that can keep even the best players guessing and playing catchup the entire time.Now, I'm not really sure if Terran are 'OP' or not, but one main thing I've noticed is that there is literally no way to know which unit a Terran player is going to rush or which upgrades they are going to get first. A single Tech Lab unlocks Marauders, Reapers, and FOUR different upgrades. All of which take a completely different counter to deal with.Also, a proxy barracks now becomes extremely difficult to deal with because of how quickly Reapers can be produced, even if it is scouted correctly and the best response is executed.For this reason, I think adding an Academy like building to Terran would be a nice balance change for SC2.How it would work:Academy (obviously these stats are rough and for discussion)Cost: 100 mineralsLife: 1000Build Time: 45sUnlocks: Reapers, Marine Shields, Marauder SlowTech LabAll stats the sameUnlocks: Marauders, StimpacksRight now, Zerg has to get a whole new building for Roaches, and Protoss has to get a whole new building for stalkers. Terran on the other hand, have to get a single addon to unlock 2 very powerful early/mid game units as well as 4 upgrades. I just personally think this gives Terran a little too much versatility in the first 1-5 minutes of a game.What do you guys think? Commentaries: youtube.com/HuskyStarcraft

Ghin Profile Blog Joined January 2005 United States 2391 Posts #2 I think the Tech Lab completely replaced the Academy and having it in the game would be redundant. Legalize drugs and murder.

Comeh Profile Blog Joined July 2008 United States 5973 Posts #3 While I do think the stats/specificity of what should be involved with the Academy, i actually full heartedly agree with this. The current Tier 1 tree is far to accessible as it remains, and spreading it out may help flesh out the early game a little more logically than it is currently set up. ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(

shavi Profile Joined July 2010 United States 122 Posts #4 On August 18 2010 19:06 Ghin wrote:

I think the Tech Lab completely replaced the Academy and having it in the game would be redundant.



Did you read the post? He's talking about using the tech lab to only make marauders and getting all upgrades from the academy, making it not redundant. Did you read the post? He's talking about using the tech lab to only make marauders and getting all upgrades from the academy, making it not redundant.

heishe Profile Blog Joined June 2009 Germany 2235 Posts #5 On August 18 2010 19:06 Ghin wrote:

I think the Tech Lab completely replaced the Academy and having it in the game would be redundant.



Yes, that's his whole point. The techlab makes the units and their upgrades available too quickly. Yes, that's his whole point. The techlab makes the units and their upgrades available too quickly. If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.

Arnstein Profile Blog Joined May 2010 Norway 3375 Posts #6 I agree that the problem is that with a barracks, factory and starport all with tech labs, you don't have a slightest clue of what he is going. rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game

AyJay Profile Joined April 2010 1515 Posts #7 I think it's completely fine, therefore: It's not time to bring back the Academy.

muta_micro Profile Joined February 2010 United States 183 Posts #8 One of the few good posts in regards to balance. I really like the idea. You know when you see a planet and you see that light, that planet isn't even there thats just a light, that's just your neighbor shining a flashlight into your backyard looking for coons.

Yurie Profile Blog Joined August 2010 2749 Posts #9 If you move reapers back that far, who will use them?



I can agree that nitro packs should be further back since that is what makes handling them so difficult.

Wayem Profile Joined May 2010 France 455 Posts Last Edited: 2010-08-18 10:21:05 #10 Hey Husky !



This would solve the big concerne about terrans currently: they can do everything, even being really aggresive early game (but it's the race also having siege tanks ffs). Here, it would kinda force the terran player to sit back a bit behind his wall.



The problem I see is with this shitty unit that is the reaper. It's just a unit good for early game abuses, cheese, etc. If you delay it.. well... let's remove it then :/ "who needs micro when you can have more stuff ?" -day9

cyprin Profile Joined July 2010 United States 1101 Posts #11 On August 18 2010 19:13 Yurie wrote:

If you move reapers back that far, who will use them?



I can agree that nitro packs should be further back since that is what makes handling them so difficult.





I agree with this.

Reapers from the Tech Lab, Nitro Pack in the academy. I agree with this.Reapers from the Tech Lab, Nitro Pack in the academy.

Ghin Profile Blog Joined January 2005 United States 2391 Posts #12 On August 18 2010 19:08 heishe wrote:

Show nested quote +

On August 18 2010 19:06 Ghin wrote:

I think the Tech Lab completely replaced the Academy and having it in the game would be redundant.



Yes, that's his whole point. The techlab makes the units and their upgrades available too quickly. Yes, that's his whole point. The techlab makes the units and their upgrades available too quickly.

When I do a reaper build I usually make an OC right as I make the Tech Lab. If you had to build an academy, reapers would still come out around the same time. If you've ever done a 3 or 4rax reaper build you'd know that the minerals pile up fast.



Academy is buildable after Barracks. How is that later than a Tech Lab? The only thing it would do is make it easier to scout reapers (and be annoying). When I do a reaper build I usually make an OC right as I make the Tech Lab. If you had to build an academy, reapers would still come out around the same time. If you've ever done a 3 or 4rax reaper build you'd know that the minerals pile up fast.Academy is buildable after Barracks. How is that later than a Tech Lab? The only thing it would do is make it easier to scout reapers (and be annoying). Legalize drugs and murder.

shavi Profile Joined July 2010 United States 122 Posts #13 [05:14] <kyarigay> i think tech lab lets you get marauders and reapers, but academy is what you need for marauder reaper upgrades



quoting this guy from IRC. I think this is the best way. quoting this guy from IRC. I think this is the best way.

DM20 Profile Joined September 2008 Canada 533 Posts #14 So what your saying is you want to give terran a way to reactor reapers?

Piy Profile Blog Joined January 2008 Scotland 3152 Posts #15 I endorse this decision. Anything to make early marauder pressure less powerful, would give protoss so many more options. My. Copy. Is. Here.

Butigroove Profile Blog Joined October 2006 Seychelles 2059 Posts #16 You know... I actually like this idea. Slight nerf to terran midgame, and at least makes it possible to have an idea what they're doing if you can scout them. beach beers buds beezies b-b-b-baaanelings

jcarlsoniv Profile Blog Joined January 2010 United States 12981 Posts #17 On August 18 2010 19:13 Yurie wrote:

If you move reapers back that far, who will use them?



I can agree that nitro packs should be further back since that is what makes handling them so difficult.



I agree. Should Marauders only be unlocked by an Academy then?



This would really take a lot of stress off of me as a Zerg player. Even If I could and see some gas and a tech lab, I have absolutely no idea what he is going. It is cool that Terran can use one tech lab for all buildings, but it gives them WAY too much flexibility over the other two race. I agree. Should Marauders only be unlocked by an Academy then?This would really take a lot of stress off of me as a Zerg player. Even If I could and see some gas and a tech lab, I have absolutely no idea what he is going. It is cool that Terran can use one tech lab for all buildings, but it gives them WAY too much flexibility over the other two race. Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow

papaz Profile Joined December 2009 Sweden 4129 Posts #18 i think marine + maurader + marine/maurader abilities (stim/slow) should be in the tech lab.



and academy should be about other upgrades and reapers (+ reaper speed research).



In that way you know if terran is going reaper build or maurader.



But having slow research in academy I don't like beacuse seeing an academy i don't know if it is because he wants to get reapers or if he is after slow. So it's still a bit confusing. If the purpose is balance in regards in how early mauraders can get slow that can still be achived with maknig it take longer to research or expensive. But not in academy.





Thall Profile Blog Joined August 2009 Switzerland 211 Posts #19 i really like the idea, would fix some problems imo

This strategy is made of balls ! - Nick "Tasteless" Plott, during GSL cast

Baarn Profile Joined April 2010 United States 2575 Posts Last Edited: 2010-08-18 10:23:10 #20 I think there should be a cd on tech switching by moving around starports, factories and barracks to tech labs or reactors. Than making Terran make a new building. There's no S in KT. :P

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