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Heavies to 4 Damage
05-07-2014, 04:13 PM
Post: #91
RE: Heavies to 4 Damage
Maybe, instead of a buffed Heavy getting 5 health, it should keep 4 health but get 4 damage instead.

cryingGifted Leagueowl
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05-08-2014, 07:35 AM
Post: #92
RE: Heavies to 4 Damage
(05-07-2014 04:13 PM)TheGense Wrote:  Maybe, instead of a buffed Heavy getting 5 health, it should keep 4 health but get 4 damage instead.

that's way too op

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05-08-2014, 07:56 AM
Post: #93
RE: Heavies to 4 Damage
Am surprised this discussion is still going on.
OK hope i can help end this discussion:
1. As people have said, a certain type of unit is not necessary to be spawned often, as long as it's useful that's enough: people seldom use more than 2 medic each game, that does not mean we should buff medic.
2. Buff/adjust heavy to 4 damage will make defense much easier than offense (one blow to kill solider, which is the common offensive units), that's very likely to cause turtle. We already have 500 rounds game in SvS, i believe no one like that happen to other races.
3. Heavy is short of mobility, while adorable's special is a good make up. As a result, giving heavy 4 attack will benefit adorable more than other races. No doubt it will influence the balance between races. There might be a few BS haters who's in favor of the 4 attack idea. They must be playing adorables. With 2 move range feedback and Veggie can't use it to even approach a bs.

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05-08-2014, 08:12 AM
Post: #94
RE: Heavies to 4 Damage
I agree, it doesn't matter that heavies are rarely spawned.

The heavy is the only unit that every map starts with. It's a big part of your defense, and one of them comes into play almost every game; in order to get to the other player's base, you have to get through the heavy, and so your attack has to account for that.

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