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Stalker Attack Delay - The Protoss Fix - Page 9

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decaf
Profile Joined October 2010
Austria1797 Posts
September 23 2011 23:09 GMT
#161
On September 24 2011 07:52 axellerate wrote:
Show nested quote +
On September 24 2011 07:40 MorroW wrote:
if stalkers had 5 more damage it would also help? i dont understand your way of balancing the game. protoss just had a nice patch why dont we test this out and see if stalkers are too bad?

blink stalkers biggest fear was fungal and that was nerfed which means stalkers already had a buff this patch no?


It takes the same number of FG's to kill a stalker pre and post patch.

It does not unless you want to give them split seconds to blink away. Fungalling right the millisecond the first fungal ceases is sheer impossible.
ZenithM
Profile Joined February 2011
France15952 Posts
September 23 2011 23:11 GMT
#162
Actually if they implemented it also for roaches I would gladly keep my stalkers as bad as they are now if it means keeping roaches as good as they are now.

Just imagine burrowed roaches that unburrow, fire instantly a monstrous shot of acid, then burrow again. With their regeneration, that would be so sick. Same DPS as unborrowed roaches, plus the regeneration between shots. Thank god they fire slowly for now :D
(This point doesn't work for blink, you can blink between stalker shots without lowering your DPS, I don't think it's possible for roaches, and shield doesn't regenerate that quickly either).
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2011-09-23 23:12:22
September 23 2011 23:11 GMT
#163
On September 24 2011 08:09 decaf wrote:
Show nested quote +
On September 24 2011 07:52 axellerate wrote:
On September 24 2011 07:40 MorroW wrote:
if stalkers had 5 more damage it would also help? i dont understand your way of balancing the game. protoss just had a nice patch why dont we test this out and see if stalkers are too bad?

blink stalkers biggest fear was fungal and that was nerfed which means stalkers already had a buff this patch no?


It takes the same number of FG's to kill a stalker pre and post patch.

It does not unless you want to give them split seconds to blink away. Fungalling right the millisecond the first fungal ceases is sheer impossible.



I wasn't aware that not allowing protoss get get away from a situation where losing all your stalkers is going to occur because micro is impossible due to a rooting spell was out of the question?


Glon
Profile Joined December 2010
United States569 Posts
September 23 2011 23:12 GMT
#164
why would blink all ins need to be any more powerful vs zerg?
@QuanticGlon https://twitter.com/QuanticGlon
casualman
Profile Joined April 2010
United States1198 Posts
September 23 2011 23:13 GMT
#165
On September 24 2011 05:46 Sabu113 wrote:
Show nested quote +
On September 24 2011 05:41 Fig wrote:
On September 24 2011 05:38 coddan wrote:
Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future.

Stalkers have the worst DPS/cost ratio of any unit in the game, I think making the micro for them more important would do wonders for them, and the race as a whole. I mean marines have this and they are the exact opposite, highest DPS/cost ratio unit in the game.


Yeah but when you micro them they are useful. -.- Inane random first post.

This is definitely interesting. It was always wierd to me looking at Tempest's game on Bluestorm in BW and watching a dragoon kill 30 marines with lovely kiting and then watch sc2 where even with the best micro the stalker was almost guaranteed to recieve a modicum of damage.

edit: christ. It's interesting how good t and z's think stalkers are compared to Toss. Just play the map -.-


No, if you actually watched Light vs Tempest you would notice the dragoon took shitloads of damage, and even a little until after range finished. The reason his dragoon survived was because of the shield battery.

Anyways, I fully support this change. Stalkers just aren't very cost-efficient and are a shitty unit to make, and I feel when terrans start going mass hellions vs the zealot sentry high templar composition protoss favors lately protoss will be forced to use these rather unwieldy units. Alternatively blizz can increase the stalker upgrade to +1(+1) from +1(+0), which would also increase the potency of the unit as well.

That said, I am not a qualified balance judger.
GuMiho <3
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
September 23 2011 23:14 GMT
#166
Its hilarious how many of you fucking idiots are making sweeping comments without trying out the custom map with the stalker change live.

It makes no difference in the power of the unit. It simply makes it more fun to control.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
September 23 2011 23:15 GMT
#167
On September 24 2011 08:11 axellerate wrote:
Show nested quote +
On September 24 2011 08:09 decaf wrote:
On September 24 2011 07:52 axellerate wrote:
On September 24 2011 07:40 MorroW wrote:
if stalkers had 5 more damage it would also help? i dont understand your way of balancing the game. protoss just had a nice patch why dont we test this out and see if stalkers are too bad?

blink stalkers biggest fear was fungal and that was nerfed which means stalkers already had a buff this patch no?


It takes the same number of FG's to kill a stalker pre and post patch.

It does not unless you want to give them split seconds to blink away. Fungalling right the millisecond the first fungal ceases is sheer impossible.



I wasn't aware that not allowing protoss get get away from a situation where losing all your stalkers is going to occur because micro is impossible due to a rooting spell was out of the question?




Use your brain

Fungal does 40 damage, stalkers have 160 hp

Yet fungal does damage over time. Unless every fungal hits the max 4 second duration, meaning you don't over-lap any fungals at all, it won't kill a stalker. If you don't over-lap them, then the stalkers can blink away, since blink is instant.
goldendwarf
Profile Joined January 2011
Canada170 Posts
September 23 2011 23:16 GMT
#168
some people seem to lack reading skills, what hes asking to be changed is the attack delay which is not the same as projectile speed. What makes the marine imbalanced is that projectile speed is instant.

He wants the rotation speed of the stalker and the attack delay(its the delay before the stalker finally attacks, and then the projectile comes out and you also have to wait for the projectile to hit the target), he wants the delay for the stalker to attack to be removed, not the cooldown or the projectile speed.
ZenithM
Profile Joined February 2011
France15952 Posts
September 23 2011 23:17 GMT
#169
On September 24 2011 08:12 Glon wrote:
why would blink all ins need to be any more powerful vs zerg?


Blink actually got nerfed. And it doesn't improve blink micro at all, just stutter step forwards and backwards. Do you see many protoss players that stutter step forward their stalkers into spines, roaches, and lings? Do you see many protoss players able to pull off a combination of blink + stutter step backwards micro?

So no, it wouldn't change anything to blink all ins, and they are slower now (no more one base versions at least, most likely slower 2 base versions, doesn't change the 3, 4, 5 or 6 base + colossus/mothership variations of the all in)
Hikari
Profile Blog Joined May 2010
1914 Posts
September 23 2011 23:18 GMT
#170
I have always felt that stalkers (read the name!) are supposed to be good at raiding and harassing: this little change suits the unit well, and makes stalker harassment more effective!
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 23 2011 23:18 GMT
#171
Why no video for this, would seem so simple to do and show a better visual representation of what he's trying to do.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-09-23 23:22:14
September 23 2011 23:18 GMT
#172
gauss > lasers > needle spit. Sorry always loved the gauss theory. I still can't understand this, we want units have the same stats. Blizzard really just should have taken terran, and just changed the models. So people are happy.
Stalkers aren't prisoners put into an armor given a big bad gun. So they actually aim and don't have a weapon build to just shoot as many projectiles as possible, so it hits something knowing the state of mind the person using it has.
The game has a lore and you can't go around that, just because you prefer a redneck shooting lasers every 0.05 seconds hitting maybe with every 20th shot, rather then a ninja, avoiding damage, wearing down the opponent, headshotting every time.
My advice use the immortal, they are the paladins of the toss race.

I really don't want the stalker to become dragoon 2.0. It wouldn't be dark templarish on one side. And i really don't want easy mode stalker kiting. The challenge for marines is their 2 different aspds and that their aspd is so high that its actually not easy to do without loosing damage. And while stalkers don't care if a few aoes hit them and they just kite through, a giant marine blob will be dead, making kiting dangerous late game. (you know how marauders don't even care about a few storms when kiting and that you have to lay a whole field of storms to wear them down, and they aren't close to the hp stalkers have)

o the challenge with stalkers is to actually use the stalkers with shields to tank a bit of damage slowing the opponent down, to get more and more shots of over a shorter distance. Normally you see people just kite like they would do with marines, and the opponent just a clicks getting the weak stalkers thrown at them as tanks.
Jebotres
Profile Joined August 2011
Croatia48 Posts
Last Edited: 2011-09-23 23:21:09
September 23 2011 23:20 GMT
#173
Wish I could try the map, but alas, not hosted in EU.

Since alot of Z/T claim that this would horrendously break the early game.. how about a change in the same direction but not so severe?

This guy is proposing completely removing the attack delay and extending the firing arc to 360 degrees, ok, you say its too much - What about halving the attack delay? Or halving the attack delay and increasing the firing arc by a little bit?

Instead of being completely against the change, why not tone it down by a bit and see how it works out?
BeanerBurrito
Profile Joined December 2010
1010 Posts
September 23 2011 23:21 GMT
#174
On September 24 2011 08:18 FeyFey wrote:
gauss > lasers > needle spit. Sorry always loved the gauss theory. I still can't understand this, we want units have the same stats. Blizzard really just should have taken terran, and just changed the models. So people are happy.
Stalkers aren't prisoners put into an armor given a big bad gun. So they actually aim and don't have a weapon build to just shoot as many projectiles as possible, so it hits something knowing the state of mind the person using it has.
The game has a lore and you can't go around that, just because you prefer a redneck shooting lasers every 0.05 seconds hitting maybe with every 20th shot, rather then a ninja, avoiding damage, wearing down the opponent, headshotting every time.
My advice use the immortal, they are the paladins of the toss race.

I really don't want the stalker to become dragoon 2.0. It wouldn't be dark templarish on one side. And i really don't want easy mode stalker kiting. The challenge for marines is their 2 different aspds and that their aspd is so high that its actually not easy to do without loosing damage. And while stalkers don't care if a few aoes hit them and they just kite through, a giant marine blob will be dead, making kiting dangerous late game. (you know how marauders don't even care about a few storms when kiting and that you have to lay a whole field of storms to wear them down, and they aren't close to the hp stalkers have)


i'm sorry but game balance should not and cannot bend to accommodate the lore of the game

starcraft is a competitive game, not a role playing game


i think that this change feels good, looks interesting, but stalkers do feel a bit more powerful to me

whether stalkers need this or not is up for debate imo
What they say: "I'm gonna play support!" What they mean: "I'm gonna feed all game!"
axellerate
Profile Joined October 2010
Canada179 Posts
September 23 2011 23:22 GMT
#175
On September 24 2011 08:20 Jebotres wrote:
Wish I could try the map, but alas, not hosted in EU.

Since alot of Z/T claim that this would horrendously break the early game.. how about a change in the same direction but not so severe?

This guy is proposing completely removing the attack delay and extending the firing arc to 360 degrees, ok, you say its too much - What about halving the attack delay? Or halving the attack delay and increasing the firing arc by a little bit?

Instead of being completely against the change, why not tone it down by a bit and see how it works out?


It's really not as bad as it sounds. I lack the software to make a video. I asked the community if anyone could possibly make one, and i'll put it into the OP. It would be appreciated.
Rorschach
Profile Joined May 2010
United States623 Posts
September 23 2011 23:22 GMT
#176
i wish it was like old dragoons where they could fire in any directions without needed to turn.....
En Taro Adun, Executor!
Nakama
Profile Joined May 2010
Germany584 Posts
Last Edited: 2011-09-23 23:30:43
September 23 2011 23:23 GMT
#177
Threads like this and most ppl posting in here are the reason sc2 will need a long time till it is where sc:bw was. Instead of trying to make the best out of the circumstance and dont think much about balance every bronze player tries to change the circumstance i mean what a pussy attitude is this.

This way we wont see Legend players like bisu, savior etc arise who overcome any balance issue and show us what humans are capable of, no this way we´ll have a bunch of sissis wasting their brain power to create a usless thread like this .

Is this thread gonna help any player to be a better player ? - NO
Do u rly think blizz didnt take anything mentioned in the OP into account ? - NO

PLS STOP MAKING THREADS LIKE THIS .
Thx
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
September 23 2011 23:23 GMT
#178
Personally I as terran player wish they'd do that(well basically do it to all the ranged units), but at the same time, they'd need to rebalance the game.
In general I think nerfing the mobility of the stalker and buffing it's straight up combat capability would be a positive change though.It sucks to much PvT due to mobility not mattering to much and it imo rules to much PvZ because mobility matters so much.
0neder
Profile Joined July 2009
United States3733 Posts
September 23 2011 23:23 GMT
#179
Anything that makes micro more instant is good, at least for stalkers, IMO.
common_cider
Profile Joined July 2011
342 Posts
September 23 2011 23:24 GMT
#180
If the stalkers get this buff, their movement speed must be nerfed and blink cooldown increased
Never eat at a chinese restraunt located by the pound
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