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Benefits of removing macro mechanics for Z , T , P - Page 2

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wrj
Profile Joined August 2012
219 Posts
Last Edited: 2015-08-17 12:40:16
August 17 2015 12:38 GMT
#21
Nice post.With the inject nerf i would love to see now hydra change
Hydra now hatch tech(raoch still as well)hydra got 70 hp,4 range(lair upgrade only make them 5 range),same AS and 7 damage,1 supply,cost 100/25.
With this lair focus more on more advanced unites like muta/luker/raveger(its removed to lair tech)
Also it will reward players who will expand in order to get more money and making more stuff
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-17 12:46:58
August 17 2015 12:43 GMT
#22
@-Archangel-
That can solve protoss production by reducing build times by 5s.

In what way that will help against scans??
And if queen produce 2 larva per inject you can skip a cycle for ez def creep.

@ZergLingShepherd1
BW didnt have all this and it was more fun and better overall.

Blizzard tried with adding specifics mechanics for each race. Didnt work (a bit sad). How long do you think it will take blizzard to complete regain sanity ? ( comsat requirement, no more creep and inject)

-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 17 2015 13:06 GMT
#23
On August 17 2015 20:44 KelsierSC wrote:
"A lot of balance things will happen "

That is my point, they haven't thought the change through. They just did this because apparently some people found the game hard? That is a pathetic reason, it is supposed to be a difficult game that is why Korean pros have 300 apm.

If they said we want to make zerg feel more swarm by giving them some stronger units of low supply but not be able to re max. But no they are changing inject first for reasons and then balancing the game around it.

My personal opinion is starcraft is supposed to be a difficult game with a focus on macro, it isnot supposed to be wc3 or a moba. It feels like a big fuck you to loyal players by making the game more appealing to casuals and removing the things that we worked hard on.

or they know that a huge number of changes will be needed and many of those will only come up once the macro changes are implemented. No need to make huge lists now with beta still going on for 4-5 months.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 17 2015 13:07 GMT
#24
On August 17 2015 21:43 Cazimirbzh wrote:
@-Archangel-
Show nested quote +
That can solve protoss production by reducing build times by 5s.

In what way that will help against scans??
And if queen produce 2 larva per inject you can skip a cycle for ez def creep.

I got no idea what is your point here. come back when you have one.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-17 13:11:32
August 17 2015 13:11 GMT
#25
On August 17 2015 21:43 Cazimirbzh wrote:
@-Archangel-
Show nested quote +
That can solve protoss production by reducing build times by 5s.

In what way that will help against scans??
And if queen produce 2 larva per inject you can skip a cycle for ez def creep.

@ZergLingShepherd1
Show nested quote +
BW didnt have all this and it was more fun and better overall.

Blizzard tried with adding specifics mechanics for each race. Didnt work (a bit sad). How long do you think it will take blizzard to complete regain sanity ? ( comsat requirement, no more creep and inject)



Maybe in starcraft 3, its to late for a complete ovehaul of Sc2
"The Fractured but Whole"
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
August 17 2015 13:11 GMT
#26
If Terran doesn't have MULE, it also rebalances their race in terms of mineral/gas ratio. Although Supply Drop may offset that a bit. Right now Terran just gets more minerals compared to the other races, which may be warping their builds.
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
August 17 2015 13:21 GMT
#27
On August 17 2015 22:06 -Archangel- wrote:
Show nested quote +
On August 17 2015 20:44 KelsierSC wrote:
"A lot of balance things will happen "

That is my point, they haven't thought the change through. They just did this because apparently some people found the game hard? That is a pathetic reason, it is supposed to be a difficult game that is why Korean pros have 300 apm.

If they said we want to make zerg feel more swarm by giving them some stronger units of low supply but not be able to re max. But no they are changing inject first for reasons and then balancing the game around it.

My personal opinion is starcraft is supposed to be a difficult game with a focus on macro, it isnot supposed to be wc3 or a moba. It feels like a big fuck you to loyal players by making the game more appealing to casuals and removing the things that we worked hard on.

or they know that a huge number of changes will be needed and many of those will only come up once the macro changes are implemented. No need to make huge lists now with beta still going on for 4-5 months.


Well apparently they are doing this to make the game easier so they have no idea how to balance the game afterwards. If they had a vision of how they wanted the game to look they would have released a statement about it and this change would have Benn released at the start of beta. This is nothing more than a band aid solution to appease players who cant handle a difficult game.
Zerg for Life
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-17 14:08:11
August 17 2015 13:59 GMT
#28
@-Archangel-
My point is that after the barrack, terran has a scan for only mineral cost (no requirement). or still in late game when the terran will have a unlimited amount of scans. Or even we can see where scans go in TvZ and PvZ.
If there is no limit to scan what's the point of invisible units ?
Creep in early game is very good for defense purpose. To be able to sacrifice only 2 larva for that kind of advantage is too much.
I am more concern about late game where we will still have the mass scan vs mass creep vs mass home.
Rexeus
Profile Joined October 2011
78 Posts
August 17 2015 14:02 GMT
#29
Finally an objective, positive post! Good job!
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 17 2015 14:03 GMT
#30
On August 17 2015 22:59 Cazimirbzh wrote:
@-Archangel-
My point is that after the barrack, terran has a scan for only mineral cost (no requirement). or still in late game when the terran will have a unlimited amount of scans. Or even we can see where scans go in TvZ and PvZ.
If there is no limit to scan what's the point of invisible units ?
Creep in early game is very good for defense purpose. To be able to sacrifice only 2 larva for that kind of advantage is too much.
I am more concern about late game where we will still have the mass scan vs mass creep vs mass home.





They said in the post that a rebalance between scans and supply drop must happen.
But also that creep might be looked at for a tone down, if its to problamatic.
"The Fractured but Whole"
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-08-17 14:12:07
August 17 2015 14:11 GMT
#31
On August 17 2015 22:59 Cazimirbzh wrote:
@-Archangel-
My point is that after the barrack, terran has a scan for only mineral cost (no requirement). or still in late game when the terran will have a unlimited amount of scans. Or even we can see where scans go in TvZ and PvZ.
If there is no limit to scan what's the point of invisible units ?
Creep in early game is very good for defense purpose. To be able to sacrifice only 2 larva for that kind of advantage is too much.
I am more concern about late game where we will still have the mass scan vs mass creep vs mass home.

So how is this different than BW where terrans ONLY had scans and as you say unlimited ones?
Why the slowest faction should not have lots of scans in late game?
Toss has fast invisible observers and zerg has creep and overlords (and burrowed lings).
Invisibly units will have a bigger point due not not being able to recover fast by using Mules. Each SCV kill will mean more.

It is not only 2 larva as whole zerg production is slower now. That is same sacrifice as before because all factions macro is still at equal relative strength. And everyone makes extra queens for creep anyways.
On August 17 2015 22:21 KelsierSC wrote:
Show nested quote +
On August 17 2015 22:06 -Archangel- wrote:
On August 17 2015 20:44 KelsierSC wrote:
"A lot of balance things will happen "

That is my point, they haven't thought the change through. They just did this because apparently some people found the game hard? That is a pathetic reason, it is supposed to be a difficult game that is why Korean pros have 300 apm.

If they said we want to make zerg feel more swarm by giving them some stronger units of low supply but not be able to re max. But no they are changing inject first for reasons and then balancing the game around it.

My personal opinion is starcraft is supposed to be a difficult game with a focus on macro, it isnot supposed to be wc3 or a moba. It feels like a big fuck you to loyal players by making the game more appealing to casuals and removing the things that we worked hard on.

or they know that a huge number of changes will be needed and many of those will only come up once the macro changes are implemented. No need to make huge lists now with beta still going on for 4-5 months.


Well apparently they are doing this to make the game easier so they have no idea how to balance the game afterwards. If they had a vision of how they wanted the game to look they would have released a statement about it and this change would have Benn released at the start of beta. This is nothing more than a band aid solution to appease players who cant handle a difficult game.

You are just looking at their statement and seeing what you want to see. Of course they understand it is going to change the game a lot, that is why they said balance changes will be coming after it once people start playing with macro changes and they decide to stick with it.
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-17 14:26:55
August 17 2015 14:18 GMT
#32
@ZergLingShepherd1
It will.
Big maps + late game (no more need for supply drop, macro hatch) free map control ....
and that's why i dont understand this halfjob policy.

-Archangel-
scan or nuclear silo academy + gas requirement.
Dt in mid game to force scan so no mule = -250 minerals. Late game, vs PF, no limit to scan how can you try to take it ? :S But i agree that now "Each SCV kill will mean more."
PvZ We'll see about warp buff but chronoboost helped a lot to push before creep was ready
BaronVonOwn
Profile Joined April 2011
299 Posts
August 17 2015 14:29 GMT
#33
On August 17 2015 20:44 KelsierSC wrote:
"A lot of balance things will happen "

That is my point, they haven't thought the change through. They just did this because apparently some people found the game hard? That is a pathetic reason, it is supposed to be a difficult game that is why Korean pros have 300 apm.

If they said we want to make zerg feel more swarm by giving them some stronger units of low supply but not be able to re max. But no they are changing inject first for reasons and then balancing the game around it.

My personal opinion is starcraft is supposed to be a difficult game with a focus on macro, it isnot supposed to be wc3 or a moba. It feels like a big fuck you to loyal players by making the game more appealing to casuals and removing the things that we worked hard on.

How is that a pathetic reason? And who said Starcraft is supposed to be difficult? What you call "difficulty" I call brainless menial tasks about as interesting as doing the dishes. I realize people play games for different reasons, but I play Starcraft because it's supposed to be a strategy game that's mainly about decisionmaking. Right now any strategy in this game is being completely overwhelmed by mechanics and poor game design and that's why I don't play. I am hopeful that these LOTV changes will make it possible to win games strategically rather than mechanically.
Big J
Profile Joined March 2011
Austria16289 Posts
August 17 2015 14:30 GMT
#34
On August 17 2015 23:18 Cazimirbzh wrote:
@ZergLingShepherd1
It will.
Big maps + late game (no more need for supply drop, macro hatch) free map control ....
and that's why i dont understand this halfjob policy.


I agree with blizzard to first test the vanillia changes for a week or so. It's very hard to predict which direction everything will go. We can theorycraft all day, but if at the end of the day this change is so drastic that it needs at least a few days of gameplay to see whether something of this dimension can even be implemented with the short timeframe left for this beta.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 17 2015 14:30 GMT
#35
On August 17 2015 23:18 Cazimirbzh wrote:
@ZergLingShepherd1
It will.
Big maps + late game (no more need for supply drop, macro hatch) free map control ....
and that's why i dont understand this halfjob policy.

-Archangel-
scan or nuclear silo academy + gas requirement.
Dt in mid game to force scan so no mule = -250 minerals. Late game, vs PF, no limit to scan how can you try to take it ? :S But i agree that now "Each SCV kill will mean more."
PvZ We'll see about warp buff but chronoboost helped a lot to push before creep was ready



Bad news they wont make only big maps.
So it wont be fixed that way.
"The Fractured but Whole"
jinjin5000
Profile Joined May 2010
United States1553 Posts
August 17 2015 14:43 GMT
#36
Not quite convinced by it

Early game terran will suffer due to mules not making up for scv away on building without proper mule replacement, and protoss upgrades were geared to be chronoboosted so without proper tweaks on either, it could either become too good or way worse off than before
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 17 2015 15:18 GMT
#37
I went back to read this post because several people were saying what a good and objective OP it was. I was really hoping it would be!

On August 17 2015 18:45 ZergLingShepherd1 wrote:
I would like to remind people that there are some huge benefits design wise and balance wise for all races. This might change the minds of many people who still dont know if macro mechanics removal is good.



Protoss

Every upgarade, every timing has been nerfed for the sole reason of chrono boost, they had to balance everything in case protoss used chrono boost to prepare some powerful timings.

This didnt help the game at all, tho you could choose what upgrade you want to chrono boost and think you had some "chooice" , you where then very limited if you wanted to transition into another composition with some decent upgrades.

Not to mention most Chrono Boosts would go to workers.

Removing Chrono Boost would give more way for Protoss to transition, get more specific upgrades.
Basically more freedom of chooice.

Zerg

Inject Larva with 4 larvas is the worst thing that ever happened to the true nature of Zerg, the true swarm. Basically every unit was heavily nerfed in WoL Beta just because zerg had potential of huge remax that where totally IMBA

This lead to Zerg doing timings in most games, also having to remax over and over again to win a battle, but the big problem is that there is no REWARD for expanding alot in WoL and HotS, people would just stay on 3-4 bases and so the Zerg remax was not that beneficial in the most cases, not to mention alot of supply was in drones and queens, making the Zerg army look small.... with some units having alot of supply just to tone down the possiblity of insane remax.

This also lead to another terrible design to help Zerg... the "free units" concept that alot of people hate.

With larva inject being nerfed to 2, Zerg could get a 1 supply unit finally, we might get to be swarmy and maybe supply for other units could go down as well, Zerg units might get some buffs, to do remax being heavily nerfed in ealry and mid game.

Auto-Inject leads to less punishing macro, injects being to punishable, tho i would prefer a change to hatchery that could spawn larva at a higher rate, and a change for Queens to nurture like they do in Stabow and Spread Creep.

Terran

MULE was mostly put in the game to play catch up with the Zerg production, but over time it has turned into a very gimmick and sometime OP mechanic, mostly in late game when you dont even need SCV's and you kill them for a bigger army then your enemy. We also saw some very strong comebacks that could never be possible for a Protoss or a Zerg

Killing SCV's also sometime feels that is not rewarding for both Protoss and Zerg and even other Terrans.

The benefits to removing the MULE is that some Terran units might get cheaper, you will have more SCANS, and that means more map awarness, you could still get supply drops that are basically 120 free minerals.

I guess you might say Terran gets a little less rewards then Z and P but in truth Terran was way to forgiving from the start in my opinion.


PROTOSS
It's a hard argument to make that not being able to intermittently dedicate double-speed production on anything you want is going to enhance freedom of choice. I think Protoss is getting hit really hard with this. Their play will become significantly more predictable. However, their timings will probably end up getting buffed, and will probably split the different between chrono and now. Overall, I think this will probably be a loss for Protoss.

ZERG
Why do you keep saying that Zerg doesn't have a 1-supply unit? Seriously: what are you talking about? The Zergling, bro. The Baneling, bro. Those are two staple, and incredibly good units. You have two 1-supply units--technically, they are half supply, which is even better. It's literally a BOGO unit. I'd be completely fine with a small buff to the ling/bane if you want them to become 1 supply each : )

And you get free units, dude. Zero supply, lol! Locusts, broodlings, but more notably, the Overseer. A tanky, supply-free flying spellcaster / detector with energy-scouting spells.

The only 1-supply units in the game--other than workers--are Marines and Zealots. Your half-supply units can completely wreck these units, unless they have substantial upgrade leads and high-tech support units in play.

Inject larva doesn't change the way larva works. You could always just build more hatches. It is the nature of larva itself that required the balance tweakings of the Zerg units. Even if inject was completely removed (like it probably should be), you'd still have access to insane tech switches and remaxes.

The Zerg nerf is going to end up being a buff. Just wait and see.

TERRAN
They are going to remove the MULE. Nothing will get cheaper, lol. Maybe we get some new unit abilities, or maybe call-down supply will enhance the HP of the depot, or something. It will feel like a gigantic nerf at first, until everyone has to find a way to deal with PF's at every natural, and cloaked openers become much weaker.

Terran will end up having the same amount, or less scans in the long run, because there will be less OC's built.

Hopefully they give detection to another unit, like the Reaper (hint, hint), to compensate for the diminished number of scans Terrans will have in the early and mid-game.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Bazik
Profile Joined September 2010
Portugal104 Posts
August 17 2015 15:28 GMT
#38
This kind of "I know the future" post is really the kind of quality post needed.

Anyway, I advise reading the rest of the thread cause some of the other posts add insight to the OP comments.

Also I would like to refute the argument that u have double speed when ur chronoing tech, u should instead think of it as standard speed when being chronnoed and not the other way around. That's why blizzard said they will prob have to buff many of the tech paths of Protoss.

Zerg having access to less larva at the start via having less (2) larva at the start is prob just an attempt to curb the effects of no chrono which will mean less probes and a slower eco start and the same is true for no mules which in turn makes everything slower for the terran at the start.

People need to chill and try the changes before trying to predict the meta before the changes are even made.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-17 15:52:48
August 17 2015 15:41 GMT
#39
On August 18 2015 00:18 TimeSpiral wrote:
I went back to read this post because several people were saying what a good and objective OP it was. I was really hoping it would be!

Show nested quote +
On August 17 2015 18:45 ZergLingShepherd1 wrote:
I would like to remind people that there are some huge benefits design wise and balance wise for all races. This might change the minds of many people who still dont know if macro mechanics removal is good.



Protoss

Every upgarade, every timing has been nerfed for the sole reason of chrono boost, they had to balance everything in case protoss used chrono boost to prepare some powerful timings.

This didnt help the game at all, tho you could choose what upgrade you want to chrono boost and think you had some "chooice" , you where then very limited if you wanted to transition into another composition with some decent upgrades.

Not to mention most Chrono Boosts would go to workers.

Removing Chrono Boost would give more way for Protoss to transition, get more specific upgrades.
Basically more freedom of chooice.

Zerg

Inject Larva with 4 larvas is the worst thing that ever happened to the true nature of Zerg, the true swarm. Basically every unit was heavily nerfed in WoL Beta just because zerg had potential of huge remax that where totally IMBA

This lead to Zerg doing timings in most games, also having to remax over and over again to win a battle, but the big problem is that there is no REWARD for expanding alot in WoL and HotS, people would just stay on 3-4 bases and so the Zerg remax was not that beneficial in the most cases, not to mention alot of supply was in drones and queens, making the Zerg army look small.... with some units having alot of supply just to tone down the possiblity of insane remax.

This also lead to another terrible design to help Zerg... the "free units" concept that alot of people hate.

With larva inject being nerfed to 2, Zerg could get a 1 supply unit finally, we might get to be swarmy and maybe supply for other units could go down as well, Zerg units might get some buffs, to do remax being heavily nerfed in ealry and mid game.

Auto-Inject leads to less punishing macro, injects being to punishable, tho i would prefer a change to hatchery that could spawn larva at a higher rate, and a change for Queens to nurture like they do in Stabow and Spread Creep.

Terran

MULE was mostly put in the game to play catch up with the Zerg production, but over time it has turned into a very gimmick and sometime OP mechanic, mostly in late game when you dont even need SCV's and you kill them for a bigger army then your enemy. We also saw some very strong comebacks that could never be possible for a Protoss or a Zerg

Killing SCV's also sometime feels that is not rewarding for both Protoss and Zerg and even other Terrans.

The benefits to removing the MULE is that some Terran units might get cheaper, you will have more SCANS, and that means more map awarness, you could still get supply drops that are basically 120 free minerals.

I guess you might say Terran gets a little less rewards then Z and P but in truth Terran was way to forgiving from the start in my opinion.


PROTOSS
It's a hard argument to make that not being able to intermittently dedicate double-speed production on anything you want is going to enhance freedom of choice. I think Protoss is getting hit really hard with this. Their play will become significantly more predictable. However, their timings will probably end up getting buffed, and will probably split the different between chrono and now. Overall, I think this will probably be a loss for Protoss.

ZERG
Why do you keep saying that Zerg doesn't have a 1-supply unit? Seriously: what are you talking about? The Zergling, bro. The Baneling, bro. Those are two staple, and incredibly good units. You have two 1-supply units--technically, they are half supply, which is even better. It's literally a BOGO unit. I'd be completely fine with a small buff to the ling/bane if you want them to become 1 supply each : )

And you get free units, dude. Zero supply, lol! Locusts, broodlings, but more notably, the Overseer. A tanky, supply-free flying spellcaster / detector with energy-scouting spells.

The only 1-supply units in the game--other than workers--are Marines and Zealots. Your half-supply units can completely wreck these units, unless they have substantial upgrade leads and high-tech support units in play.

Inject larva doesn't change the way larva works. You could always just build more hatches. It is the nature of larva itself that required the balance tweakings of the Zerg units. Even if inject was completely removed (like it probably should be), you'd still have access to insane tech switches and remaxes.

The Zerg nerf is going to end up being a buff. Just wait and see.

TERRAN
They are going to remove the MULE. Nothing will get cheaper, lol. Maybe we get some new unit abilities, or maybe call-down supply will enhance the HP of the depot, or something. It will feel like a gigantic nerf at first, until everyone has to find a way to deal with PF's at every natural, and cloaked openers become much weaker.

Terran will end up having the same amount, or less scans in the long run, because there will be less OC's built.

Hopefully they give detection to another unit, like the Reaper (hint, hint), to compensate for the diminished number of scans Terrans will have in the early and mid-game.



PROTOSS

Not by a long shot, having more freedom to get certain upgrades and actually transtion better into some composition will be great for protoss. Basically protoss is the most predictable race since they cant really change up their game.
They always can do some tweaks to some builds... but once they follow a build they cant really try anything else.

Im talking about macro game not cheese.

ZERG

I keep saying that cuz in BW zerg has 1 supply unit, zerlings and banelings are 0,5 and Zerg is supposed to be the swarm rane, instead they have more supply in units then Terran, its almost like you where playing protoss except the cost of units is not that high and the units are not that great.

All people agree that Terran Bio is way swarmier then Zerg.

That is the problem free units is a dumb concept, it was made to help zerg feel swarmy but its acttualy very annoying for both players.

I dont know in what league you are but zerlings alone cant wreck marines or zealots without support, unless your better in upgrades.
Its never a cost efficient trade.

Again you fail to understand that in order to make tech switches on a large scale you need alot of larva, macro hatches take time, you dont build 8 hatches in early or mid game. Remax possibility could work in late game, and i doubt it will happen more then once, resource will already be mined by then, killing even more the possibility of a super remax.

Its going to be a buff and a nerf, but like i said it will need alot of balance to help zerg in early and mind game



TERRAN

Again your lack of knowledge here, if some units are cheaper you wont need the MULE in mid or late game cuz the units themself arent as costly as they where.
Supply Drop is 120 minerals free, tho it will be balanced with SCANS in order to prevent abuse.

If anything is worse for Terran economy they could reduce the time of some buildings so the SVC's could return faster to mining.

Only a plat terran would make PF's at natural and third, you still need to lift up as defense, and you still need to move into another mineral line without consuming the time of making another CC and minerals.
Also like i said no one would throw away free supply and 120 minerals.

Blizz said the number of SCANS will need to be balanced cuz they will be to many not to less.

Overall your post is a total fail.
"The Fractured but Whole"
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
August 17 2015 15:54 GMT
#40
i only use mules on the enemies armies when im winning, it's clearly op as it makes them leave the game
maru G5L pls
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