LABs are demonstrably UP

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Re: LABs are demonstrably UP

Postby StefanD_ » 06 Jun 2013, 07:27

U dont need to change labs, they are useful enogh like this.
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Re: LABs are demonstrably UP

Postby Lu_Xun_17 » 06 Jun 2013, 07:51

:lol: :lol:

Anaryl you win the most hilarious numbers of this betapatch!

It would be so fun to see a 24 range lab!


Labs are currently extremly well balanced imo. Those can be very effective with micro (you can't compare mass to mass. In very early game, time i way more important ressource than the lab cost itself.
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Re: LABs are demonstrably UP

Postby Veta » 06 Jun 2013, 10:36

Please read the rules. This is not an "open" balance season.
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).
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Re: LABs are demonstrably UP

Postby Anaryl » 06 Jun 2013, 13:34

What Anaryl suggested would make them replace tanks in early games and reduce auroras to a joke, and seraphim as well.


Please support/deonstrate your assertion.

Please read the rules. This is not an "open" balance season.


And you're not a moderator.


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Labs are currently extremly well balanced imo.


How can they be when we all agree on the reasons on them being underpowered. So .... which?
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Re: LABs are demonstrably UP

Postby pip » 06 Jun 2013, 13:42

Anaryl wrote:
What Anaryl suggested would make them replace tanks in early games and reduce auroras to a joke, and seraphim as well.


Please support/deonstrate your assertion.



Faster units and longer range with also good HP will turn labs into t1 hoplites, except that they will be much cheaper compared to tanks.
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Re: LABs are demonstrably UP

Postby Golol » 06 Jun 2013, 13:43

well the double dps and half range would fucmed up because they could kill auroras in nearly 3 seconds.
and the range would be bad for the rest because they are so fast they can kite so easy
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Re: LABs are demonstrably UP

Postby Marko Box » 06 Jun 2013, 13:54

Making them harder to hit would be a nice buff without having to touch anything else about them. It would take less micro to dodge early tanks while making them ussefull in later stages for killing reclaiming engis or enemy build power and making them a viable option instead of arty drops.
Sera would be at disadvantage at early game thou without their own labs to counter enemies. And i dont think it would be technicly possible to add miss chance to a single unit :?
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Re: LABs are demonstrably UP

Postby IceDreamer » 06 Jun 2013, 15:03

Perhaps bump the speed up by 0.2 or 0.3, and more importantly increase the turnrates, acceleration etc so that they then respond VERY well to micro, change direction really quick etc.
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Re: LABs are demonstrably UP

Postby RoLa » 06 Jun 2013, 15:23

The only thing i would suggest is making them turn a bit faster and turn the turret 50% faster(from 180°/s to 270°/s). I wouldnt change the speed because there should be a difference between a scout and infantry.

But better dont change anything than change too much.
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Re: LABs are demonstrably UP

Postby RoundTabler » 06 Jun 2013, 15:32

Since no one seems to like the idea of changing the stats, what about changing the build time? I think that its odd that mech marines have similar build times to tanks, since they lose so badly. It would be extremely nice to see mech marines (and other labs) used as something other than minute 1 engy killers, especially since many times the other player has a tank, which nullifies the mech marine every time.
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