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why is psi storm weaker now? - Page 3

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Probe.
Profile Joined May 2009
United States877 Posts
June 09 2010 08:31 GMT
#41
Why don't people just use temps for storm drops? Im sure storm drops would still be worth doing.
meow
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-06-09 08:37:05
June 09 2010 08:33 GMT
#42
People say it's weaker because it does less damage and there hasn't really been enough play time for people to adapt to the difference between BW and SC2 storms. If you ask me, "weaker" doesn't necessarily mean "worse," though. I think they are just as useful, but in different situations, and with a different utility.

Since this is starting to sound like the classic "HTs suck; just get Colossi" argument (from some people -- not everyone), I'll go ahead and post this link, as if you're getting any useful information out of this thread, then the HT/Colossi thread would be helpful to read:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=128792

My opinion on storm is essentially that, just because 1 HT can't kill 10 Hydras doesn't mean they suck, because 1 Storm followed by 3-4 Zealots can, since if a storm lands for full damage, the Zealots can 1shot all the Hydras. Basically I think that storms, rather than being used for huge mass slaughter (basically like they were in BW), they should be used in SC2 as a support spell, used to weaken enemy units, thereby making your own significantly more cost-effective.
Team Limited ftw! www.teamltd.net
chocoed
Profile Joined June 2007
United States398 Posts
June 09 2010 08:44 GMT
#43
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?


You never played since week one huh? Tanks were much underused and less cost-effective prior to the one patch (I forgot which #) that fixed tanks splash. Marauders cost-effectiveness led it to be highly preferred over tanks.
My life for Aiur!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 09 2010 08:44 GMT
#44
On June 09 2010 14:57 daewdasd wrote:
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.

With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 08:48:27
June 09 2010 08:45 GMT
#45
Blizzard is too intent on homogenizing units so the game is easier* to play.

That also goes for Psionic Storm. What should be happening is a move away from high dps and an emphasis on high damage. Colossi attack speed has been raised for higher attack speed, Tanks fire faster than before, Psionic Storm has higher dps for less total damage, and there are very few high-risk high-reward units anymore.

Units should be clearly divided into two types to make a good, Starcraft-like rts: High burst damage units and high damage-per-second units. High dps units should have the lowest durability, and high burst damage units should have more durability or be more micro-dependent.

Units like these simply don't exist anymore. Zerglings have nerfed dps, Marines and Marauders have high dps AND durability for some reason, Tanks have higher dps and attack smarter with less burst damage, units like the Colossus and High Templar have higher dps attack when they SHOULD be burst damage units, and the list goes on.

If you look at the way units have changed over time, Blizzard has favored higher dps over higher burst damage time and time again, which goes against Starcraft's style.

*by easier I mean less reliant on micro. I don't think the game is balanced around micro, which is fatal design flaw for a game like Starcraft if you ask me.
REEBUH!!!
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2010-06-09 08:48:31
June 09 2010 08:47 GMT
#46
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?

Did you miss the days when this happened? Do you think that Blizzard gave them +10 hp for no reason what so ever? I remember all the time when people thought tanks sucked. I think it was just the fact that Marine Marauder was much easier to win with at that time... and more people didn't realize the counter to it yet.


As for Storm, its pretty good, but I also wouldn't mind it being better. I almost think being able to click on the target would make it slightly better.
S1 3500+ Master T. S2 1600+ Master T.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-06-09 08:55:40
June 09 2010 08:54 GMT
#47
On June 09 2010 17:44 FrozenArbiter wrote:
Show nested quote +
On June 09 2010 14:57 daewdasd wrote:
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.

With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/

They need to make it get closer to killing more units, i know hydras don't have speed and are pretty fucked and mis microed rines dine in bundles, but storm should be more useful then that.

Only issue is how do you deal more damage do you make it last longer but have the same dps, give it more dps? give it a wider area? Making them stackable would be interesting imo.

Mostly what i miss is the ability to take out tanks with storms.
Radiomouse
Profile Joined November 2009
Netherlands209 Posts
Last Edited: 2010-06-09 09:02:35
June 09 2010 08:58 GMT
#48
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?


Every T thought tanks sucked pre patch 13. Mostly because they were to busy spamming marine marauder, but there were a lot of terrans saying that tanks were "just not worth it".

In my opinion a good idea for the high templar storm would be to make it a bigger area, longer uptime and lower dps, this way you reward players for actually getting out of storm instead of just staying in because it is going to be over in 3 seconds anyway.

Oh and they could remove the dark shrine again so that you can make dark templar and high templar after you've made your templar archives.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-06-09 09:10:14
June 09 2010 09:04 GMT
#49
On June 09 2010 15:16 jacen wrote:
make it range 8 (or even 9) so these slow ass mofos don't have to travel ages to cast the storm.
really, that annoys me the most about storm.

currently storm is at range 6 which is just as much as upgraded hydras.


I've never thought about it until now, Storm DOES have a pretty bad range.

They should make storm range 7 or 8 so they don't get picked off so fast in combat, people also gotta stop seeing storm as a unit killer like it was in SC1. Think of it as a way to soften up the enemy units. Feedback is also amazing vs Thors and Battlecruisers (and Motherships).


On June 09 2010 17:44 FrozenArbiter wrote:
With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/


I wouldn't want a stronger storm, with the current lag on battle.net your Marine/Marauder ball will take heavy damage before they get away from the storm. If they make the damage 80x3 or 3.5 seconds instead of 80x4 seconds it would also be OK. Either that or making the storm radius a bit bigger.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Smu
Profile Joined July 2009
Serbia164 Posts
Last Edited: 2010-06-09 09:07:30
June 09 2010 09:04 GMT
#50
In that video Orb doubled the opponent in supply and at least tripled his army in cost (the difference in gas cost was probably like x5 though) so it doesn't really prove all that much. Also the Zerg clumsily attacked straight through his spine crawlers instead of trying to surround and force him to FF defensively.

Storm is just weaker in SC2. You can no longer rely on it to devastate the opponent's army alone with a few zealots and dragoons thrown in. There was simply no unit Zerg had until ultralisk that wasn't annihilated by a well thrown storm. Now it's just a counter for 2 or 3 units in the game. It can be decent enough versus mmm, but Ts don't really do pure barracks that often anymore.

Also HTs look kinda gay now, like giant toys. And the storm graphic looks awful as well.
Take us into orbit Mr. Malmsteen. We've seen enough.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 09:55:49
June 09 2010 09:07 GMT
#51
On June 09 2010 17:54 semantics wrote:
Show nested quote +
On June 09 2010 17:44 FrozenArbiter wrote:
On June 09 2010 14:57 daewdasd wrote:
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.

With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/

They need to make it get closer to killing more units, i know hydras don't have speed and are pretty fucked and mis microed rines dine in bundles, but storm should be more useful then that.

Only issue is how do you deal more damage do you make it last longer but have the same dps, give it more dps? give it a wider area? Making them stackable would be interesting imo.

Mostly what i miss is the ability to take out tanks with storms.

Higher dps is not the answer. Lower dps in exchange for higher maximum damage would help the game by encouraging army control and micro because storms would be more dodge-able.

Colossi also need higher burst damage at longer intervals, Sieged Tanks should have higher burst damage at longer intervals, and units overall need to be more split between burst damage and high damage per second.

Right now, this is not the case. Min/maxing and specialization has always produced more interesting gameplay than homogenization ever has.

EDIT:
Storm does 80 over 4 sec. That's 20 dps. It should be more along the lines of 110 over 8 seconds, in packets of 10 damage in a radius of 2 or 2.5. That's 13.75 dps. With these stats, it would take 4 seconds to kill a marine and 6 seconds to kill a Hydralisk.

What will this accomplish? Storms will be more dangerous, but it will enable Terran to Stimpack out of the Storm radius rather than be completely eaten up by Psionic Storm, and it will encourage Zerg players to be more careful about laying creep to dodge Psionic Storms. In other words, it will create more emphasis on army control.
REEBUH!!!
zephon
Profile Joined May 2010
France26 Posts
June 09 2010 09:47 GMT
#52
Storm now deals less damage on a smaller area (-> enemy units can easily dodge the area -> you need many HT to cover a larger area or you need sentries -> both alternatives require more gaz than just making colossi+zealots (usually prefered to HTs)

One single storm can only crush several units : marines, zerglings (if they stay quiet) and workers (Remember in BW you could shoot a lurker with a single storm!).

Storm now comes in late Tier 3, while fungus is Tier 2 and the dreadful ravaging EMP comes in Tier 1.5.

EMP is more and more common in PvT and completly disable HTs (feedback is supposed to counter ghosts, but ghosts are hard to snipe in a middle of a marine ball and EMP range is bigger than both storm and feedback)

However HTs are fine as they are : feedback is great (especially VS many terran units) and make them more versatile than in BW I guess.
zomgzergrush
Profile Joined August 2008
United States923 Posts
June 09 2010 09:55 GMT
#53
So you can't snipe an entire group of units that aren't being watched at that very second anymore, QQ.

Storm in sc2 also deals all of its damage in a shorter amount of time, = less time to dodge.

Given players keeping an eye on their units and actively dodging, you'd need two storms in both SC1 and SC2 to take out a group of hydras. Not to mention there is NO MORE SPEED UPGRADE for hydras in SC2.

I feel that more units are beight caught in SC2 though due to the no-gap-between-units-whatsoever policy that the units follow, even if you try splitting them apart they clump right back together immediately. This is rather overlooked as well. If there is one additional unit that manages to get caught in the storm, the storm is doing 80 additional damage. Splash science 101.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 10:27:18
June 09 2010 09:58 GMT
#54
I made a custom map testing my suggested changes to Psionic Storm. DPS is very low, but the increased radius makes up for it. It works rather beautifully and feels more like a Starcraft Brood War Psionic Storm: very high damage but very much dodgeable.

Perhaps it lasts a bit too long. Maybe exactly 100 damage over 6 seconds at 2 radius would be more appropriate. In any case, the exact numbers might have to be ironed out, but I think a stronger storm with lower dps would benefit the game micro-wise.

Original Suggestion: + Show Spoiler +
Storm does 80 over 4 sec. That's 20 dps. It should be more along the lines of 110 over 8 seconds, in packets of 10 damage in a radius of 2 or 2.5. That's 13.75 dps. With these stats, it would take 4 seconds to kill a marine and 6 seconds to kill a Hydralisk.
REEBUH!!!
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2010-06-09 10:13:27
June 09 2010 10:11 GMT
#55
Yes, muta was a common counter to storm in SCBW, but it was not a HARD counter. Spawn Broodling was. Toss had no real way to stop enough queens from broodling all their templars (you could use feedback but that was usually very hard as queens had long range and would just appear from the fog of war). It was probably not used as much because it was really micro intense to do properly.
It was much easier to take a bunch of mutas and snipe HT. But mutas could be killed by same storm and Archon guardians. Muta sniping could cost too much to be worth it.

Anyways, in SC2 with smart casting and hydras being weaker I find storm really powerful and useful. I actually lost more games as Zerg to storm then to colossi.

Yes, roaches are more resistant to storm but Zerg has no chance to defeat toss only with roaches.

Storm his hydras and then faceroll the roaches.
lololol
Profile Joined February 2006
5198 Posts
June 09 2010 10:22 GMT
#56
It was not used much because it's 150 energy.
You have to build a lot of queens way before the protoss actually builds his templars, so if you make too much he can simply skip templars and overwhelm your crappy ground army and if you make too little, he'll storm the shit out of you anyway.
I'll call Nada.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
June 09 2010 15:33 GMT
#57
On June 09 2010 15:42 Monkeyz_Rule wrote:
Storm in SC1 also didn't have a cooldown, so you could often cast 2-3 storms with a single high templar as quickly as you could casting 1 storm from each with smartcasting. Meanwhile the enemy has infinite select making it far easier to dodge the less damaging storm.

However I think the ability to warp in and immediately cast storm anywhere you have power is incredibly useful, the only problem is surviving the huge investment needed to get that far into the tech tree without dieing or falling behind in expos. I think that problem would be taken care of if they just got rid of the Dark Shrine...



Storm in SC1 had a cooldown.
Moderator
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
June 09 2010 15:42 GMT
#58
Ï really don't understand the hate for templar tech. I think it's great. Used it exclusively in PvT and 50% of the time in PvZ.
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
June 09 2010 15:43 GMT
#59
storm is pretty fucking good in sc2, specially in pvt
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
June 09 2010 15:53 GMT
#60
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?


In the beginning no one built tanks... Only marine marauder medivac.
"No, whine not! Play, or play not! There is no whine."
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