The 8 Armor Ultralisk
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Piousflea84
17 Posts
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blade55555
United States17423 Posts
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sc2chronic
United States777 Posts
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-NegativeZero-
United States2141 Posts
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richlol
28 Posts
Despite the bio comp being more entertaining than mech in the TvZ matchup, it seems like Dkim wants mech to be the only option T has vs Z, unless things are changed. | ||
Gretorp
United States586 Posts
T and P have the harder times | ||
Big J
Austria16289 Posts
On April 26 2015 05:53 Gretorp wrote: I went 10 ultras against Stephano thinking I'd wreck him. He had lurkers and made me feel like a prison boy. T and P have the harder times haha, yeah lurkers counter everything except cyclones (according to his stream). Stephano's got it all figured out. ![]() | ||
Pontius Pirate
United States1557 Posts
On April 26 2015 05:47 richlol wrote: Combined with the Marauder vs Armored nerf, it also completely hard counters Bio, which I thought Dkim wanted to move away from (hard counters). Despite the bio comp being more entertaining than mech in the TvZ matchup, it seems like Dkim wants mech to be the only option T has vs Z, unless things are changed. Yeah, it would be nice if the Marauder nerf had instead been to 10 + 8 armored, or 12 + 6 armored, coupled with a mild cooldown nerf. It just seems too vulnerable to super high armor targets now. On April 26 2015 05:53 Gretorp wrote: I went 10 ultras against Stephano thinking I'd wreck him. He had lurkers and made me feel like a prison boy. T and P have the harder times Does the player with Lurkers usually need to engage the Ultras with Lings to hold them in place for the Lurker shots, or is it more of a straight-up counter relationship? | ||
Gretorp
United States586 Posts
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FrostedMiniWheats
United States30730 Posts
Additionally, I always thought it would be cool if Frenzied boosted the Ultralisks attack and movement speed when near death. That way they actually have a means of retreating if an engagement goes bad instead of getting picked off by stim bio, banshees, or blink stalkers. | ||
Pontius Pirate
United States1557 Posts
On April 26 2015 06:37 FrostedMiniWheats wrote: Additionally, I always thought it would be cool if Frenzied boosted the Ultralisks attack and movement speed when near death. That way they actually have a means of retreating if an engagement goes bad instead of getting picked off by stim bio, banshees, or blink stalkers. While I disagreed with your first point, as I mostly enjoy them being tweaked to increase their sense of towering titanic bulk and impervious carapace, that frenzy idea would be cool as hell, especially since that would effect BLs as well. In fact, I could imagine players weakening their BLs to the frenzy threshold to get them across the map faster. | ||
KiWiKaKi
Canada691 Posts
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404AlphaSquad
839 Posts
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royalroadweed
United States8301 Posts
On April 26 2015 07:17 404AlphaSquad wrote: Just reduce their ridiculous size already... These clunky big things by Activision Blizzard have only brought problems to this RTS. I'd prefer this with a small speed buff off creep, instead of making them practically immortal. | ||
Topin
Peru10055 Posts
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StatixEx
United Kingdom779 Posts
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FrostedMiniWheats
United States30730 Posts
On April 26 2015 06:46 Pontius Pirate wrote: While I disagreed with your first point, as I mostly enjoy them being tweaked to increase their sense of towering titanic bulk and impervious carapace, that frenzy idea would be cool as hell, especially since that would effect BLs as well. In fact, I could imagine players weakening their BLs to the frenzy threshold to get them across the map faster. Well, I was actually hoping they'd remove frenzied on the BL (along with adjusting fungal and removing abduct) ^^; but that's a separate topic. | ||
Charoisaur
Germany15919 Posts
On April 26 2015 07:37 StatixEx wrote: for me its the least u can have, just build a wall and some 1 hex spaces structures . .these things derp pretty hard doesnt matter how much hp they have and then you sit behind your wall for the rest of the game until you run out of money while the zerg takes the entire map and then kills you with endless remaxes | ||
Loccstana
United States833 Posts
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StasisField
United States1086 Posts
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Hot_Ice
139 Posts
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[PkF] Wire
France24193 Posts
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Wildmoon
Thailand4189 Posts
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Reptilia
Chile913 Posts
what happens if a marine with no upgrades (6dmg) attacks an ultra with 8 armor? does it always deal 1 damage? or it can miss? | ||
Pursuit_
United States1330 Posts
On April 26 2015 10:23 Reptilia wrote: question: what happens if a marine with no upgrades (6dmg) attacks an ultra with 8 armor? what about a marine with 6(+3) attack? does it always deal 1 damage? or it can miss? IIRC it goes down to .5 damage, which is the lowest. | ||
Big J
Austria16289 Posts
On April 26 2015 10:13 Wildmoon wrote: I wouldn't worry that much about it. Ultra will be nerfed in some ways or at the very least other races's options to deal with them will be buffed. Yeah, and that's what I fear so much about LotV. They introduce hardcounters and then introduce their hardcounter-solutions as well. And what happens if you have hardcounter armies? It becomes a numbers game. Did I build enough cyclones? If yes, ultralisks are dead. If no, ultralisks run me over. There's not much room for skill with units that just fuck up other units. Combats should be about dealing damage and receiving damage and trying to mini-maxing that through micro. But an 8armor ultralisk just doesn't receive damage from most of the units, and a longrange moving fortress neither. | ||
Wildmoon
Thailand4189 Posts
On April 26 2015 10:31 Big J wrote: Yeah, and that's what I fear so much about LotV. They introduce hardcounters and then introduce their hardcounter-solutions as well. And what happens if you have hardcounter armies? It becomes a numbers game. Did I build enough cyclones? If yes, ultralisks are dead. If no, ultralisks run me over. There's not much room for skill with units that just fuck up other units. Combats should be about dealing damage and receiving damage and trying to mini-maxing that through micro. But an 8armor ultralisk just doesn't receive damage from most of the units, and a longrange moving fortress neither. They could just buff options that's not obvious counter but deal with Ultralisk well based on circumstances. Tank? Archon? Immortal? whatever but I think nerfing Ultralisk is the best option here. 8 armor is a bit too much. | ||
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digmouse
China6329 Posts
On April 26 2015 10:24 Pursuit_ wrote: IIRC it goes down to .5 damage, which is the lowest. I thought it's 1 damage, you can't decrease damage below 1. | ||
Pursuit_
United States1330 Posts
On April 26 2015 11:45 digmouse wrote: I thought it's 1 damage, you can't decrease damage below 1. http://wiki.teamliquid.net/starcraft2/Armor Also just tested it in the HotS uni tester with an unupgraded marine vs a 6 armor battlecruiser, .5 damage per hit. | ||
andrewlt
United States7702 Posts
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[UoN]Sentinel
United States11320 Posts
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Just_a_Moth
Canada1948 Posts
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NasusAndDraven
359 Posts
Ultralisk were unstoppable in HotS zvz exept by broods and swarm host. Ultralisk are unstopable in lotv zvz exept by lurkers and broods to a smaller extent. Its just that getting hive tech is really hard in the match up. But if you think that its news that ultras can plow through zerglings banelings queens roaches hydras and infestors then the only problem is that you do not know the matchup. | ||
mCon.Hephaistas
Netherlands891 Posts
On April 26 2015 14:07 NasusAndDraven wrote: Ultralisk were unstoppable in WoL zvz exept by brood lords. Ultralisk were unstoppable in HotS zvz exept by broods and swarm host. Ultralisk are unstopable in lotv zvz exept by lurkers and broods to a smaller extent. Its just that getting hive tech is really hard in the match up. But if you think that its news that ultras can plow through zerglings banelings queens roaches hydras and infestors then the only problem is that you do not know the matchup. That's wrong, roach hydra could deal with broodlords decently well, especially if you use some infested terran to screw their pathing | ||
pure.Wasted
Canada4701 Posts
On April 26 2015 06:02 Gretorp wrote: Stephano just went roach/hydra/lurker and wiped the floor of my ultra/roach/ravager. I had no clue it was possible. He had some spines too. How he puts pressure is he takes more and more bases faster than you, and has small attacks around the map until he has his ultimate composition Action all over the map? In a ZvZ? Is this the promised land? | ||
Ramiz1989
12124 Posts
On April 26 2015 13:47 andrewlt wrote: This change is just redundant with the marauder and immortal changes. What is Blizzard thinking with it? Immortals still wreck Ultralisks, that didn't change. Marauder change was overdone, not the Ultralisk one. If Marauders still had 1 shot I think that it would be ok, they would deal more damage and coupled with Mines/Tanks/Cyclones they could handle Ultralisks. I have also seen Terran doing great job defending against Ultralisks when playing Bio with 5-6 Siege Tanks and Medivacs, just the fact that Siege Tanks are mobile now means a lot against Ultralisks and in the late game where Zerg can't have enormous flock of Mutalisks if he wants to make more Ultralisks, Zerglings and Banelings. Perhaps lowering armor to 7 would work. Right now units that deal ok or really well with current Ultralisks are: PvZ - Archons, Immortals, Void Rays, Tempests(new ability kills Ultralisk no matter what since there is no healing/regeneration for those 550 damage). TvZ - Siege Tanks with Medivacs, Thors, Cyclones, Widow Mines are somewhat ok. ZvZ - Roaches, Ravagers, Lurkers Not saying that there shouldn't be any changes but there are ways to deal with current Ultralisks with each race. | ||
404AlphaSquad
839 Posts
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avilo
United States4100 Posts
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Amazonic
Sweden239 Posts
Personally I don't see the reasoning behind buffing the ultra so hard, it was already so damn good. Maybe +1 armor, the change is super drastic. | ||
Big J
Austria16289 Posts
On April 26 2015 19:54 Ramiz1989 wrote: Immortals still wreck Ultralisks, that didn't change. Marauder change was overdone, not the Ultralisk one. If Marauders still had 1 shot I think that it would be ok, they would deal more damage and coupled with Mines/Tanks/Cyclones they could handle Ultralisks. I'm actually of the reverse opinion. The marauder change was pretty good. For units that are: armored with 0base armor, nothing changes unarmored with 0base armor, the marauder is a tiny bit buffed armored with 1base armor, the marauder is a tiny bit nerfed unarmored with 1base armor, the marauder is a tiny bit worse when unupgraded and a tiny bit better when upgraded Units with higher base armor: Ultralisk, Tempest, Battlecruiser. The later two fly and thus nothing changes The only real problem unit should be the ultralisk, unless they messed up the upgrading, which I'm not sure they haven't. It should be +1 (x2) instead of +1(+1vs armored) now, hence a buff against unarmored targets when considering higher upgrades. The real issue is still that Terran has a very hard time incorporating anything that doesn't come from the barracks into bio-play for the one or other reason. And that barracks play essentially means Marines and Marauders with some lategame applications for the ghost against protoss. Perhaps lowering armor to 7 would work. There would be much better solutions to buffing ultralisks if they wanted to. There have been suggestions by people on the forums as well as on the Late Game Show before. The only suggestion that I haven't seen in 5years of SC2 is buffing the armor. | ||
DeadByDawn
United Kingdom476 Posts
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andrewlt
United States7702 Posts
On April 26 2015 22:31 Big J wrote: I'm actually of the reverse opinion. The marauder change was pretty good. For units that are: armored with 0base armor, nothing changes unarmored with 0base armor, the marauder is a tiny bit buffed armored with 1base armor, the marauder is a tiny bit nerfed unarmored with 1base armor, the marauder is a tiny bit worse when unupgraded and a tiny bit better when upgraded This is what I was thinking as well. Would rather keep the marauder change than the ultralisk change. The marauder change is pretty subtle. It mainly prevents marauders from increasing in dps against armored targets assuming equal upgrades. It's the ultralisk change that is overdone. It's just overkill against marines and the armor becomes a harder counter to units like hydralisks and zerglings as well. | ||
Jarree
Finland1004 Posts
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varsovie
Canada326 Posts
On April 26 2015 22:47 DeadByDawn wrote: Equip ghost with a tranquilizer dart - it works on Elephants. Then you tranquilize the Ultras, they block all the Z units and your siege tanks demolish everything whilst they are asleep. Could be a little OP though ![]() Or better just neural them. :D | ||
Big J
Austria16289 Posts
On April 27 2015 07:47 Jarree wrote: Bring back snipe that ignores armor. David do some. that has never been out of the game | ||
Maniak_
France305 Posts
On April 27 2015 07:47 Jarree wrote: Bring back snipe that ignores armor. David do some. It already ignores armor. 1 full energy ghost can snipe nearly half the hp of an ultralisk, even fully upgraded. Add to that tanks, cyclones, banshees, seeker missiles or yamato, and I'm not sure terrans should be the ones to complain the most about a lack of options against 8 armor ultralisks. By the time a zerg gets there, the terran should have quite a few. | ||
Jarree
Finland1004 Posts
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parkufarku
882 Posts
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baabaa101
12 Posts
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babobbyj
636 Posts
On April 26 2015 05:21 blade55555 wrote: I think zvz is the least of the concern. If it gets that far that's pretty crazy as roach/ravager is so strong. Pft.. roach/ravager got nothing on my masses of crazy cracklings! (noob lvl tho) :D | ||
Grumbels
Netherlands7031 Posts
In comparison with Heart of the Swarm (and including the marauder change), this reduces marine damage from 2 to 0.5 which is a 75% nerf, and it reduces marauder damage from 17 to 10 which is a 41% nerf. Of course the marauder nerf is more significant since they constitute a higher portion of damage output. Using a sample unit composition of 3:1 for marines:marauders, the damage output goes down by 47%, so nearly 50%. It's funny that I incorrectly remembered the ultralisk change, thinking it was only improved by a single armor point, but I already considered that to be worrisome in conjunction with the marauder attack rearrangement. I really doubt this change will survive to the release version. These values seem too extreme and it will force Blizzard to create other counters to the ultralisk, perhaps ones that have more binary interactions like the current cyclone or the old snipe. The thor is another candidate for a unit that could be given anti-ultralisk capability. Maybe if snipe not only ignored armor but also reduced armor for about two seconds? That way you could use ghosts with your bio composition, but it would require some timing sense and would add complication to the (boring?) kiting micro. I don't know if that's fun though. There is precedent for armor reduction in the devourer's acid spores ability from Brood War and faerie fire from Warcraft 3. And the idea of highlighting focus firing and pullback micro, which is more common in smaller scale fights but loses its purpose in larger scale fights, is also noticeable in the design of the immortal shield. | ||
Isualin
Germany1903 Posts
On April 27 2015 20:31 Grumbels wrote: Maybe if snipe not only ignored armor but also reduced armor for about two seconds? That way you could use ghosts with your bio composition, but it would require some timing sense and would add complication to the (boring?) kiting micro. I don't know if that's fun though. This is a good idea imo. Kinda like holo targeting from xcom. That way terran players can get few ghosts and snipe each big enemy once for max efficiency | ||
hZCube
87 Posts
Unless, the minus armor only affects ultras - but that would be wierd and counterintuitive, and make the ghost a specific unit counter. Just doesn't seem intuitive is all. | ||
FrostedMiniWheats
United States30730 Posts
Both units need some love but not in that way imo. Revert ultra armor to 6 and buff elsewhere. | ||
Grumbels
Netherlands7031 Posts
On April 27 2015 22:41 hZCube wrote: And then all units get rebalanced around minus armor from a ghost snipe, and any terran player playing without ghosts is just going to practically default lose to overbalanced units? Unless, the minus armor only affects ultras - but that would be wierd and counterintuitive, and make the ghost a specific unit counter. Just doesn't seem intuitive is all. Two things: first of all the armor debuff would be attached to snipe and would mainly be meaningful when used on high health biological units, meaning ultralisks, brood lords, swarm hosts and lurkers; second of all, because of the way that armor is calculated, any armor debuff is especially helpful vs units with high armor to begin with and furthermore it's best used in conjunction with marines. Both serve to limit the number of strongly affected interactions and giving a two armor debuff to ghost snipe mainly affects the marine vs ultralisk interaction. This change to snipe probably won't force Blizzard to add higher armor to every zerg unit in the game. I'm not saying it's a good idea and that Blizzard should implement it, but your concerns seem a bit over the top. On April 27 2015 22:47 FrostedMiniWheats wrote: eh, I hate the Ghost idea in terms of countering ultras. It's building on a boring idea with another boring idea. Both units need some love but not in that way imo. Revert ultra armor to 6 and buff elsewhere. Yeah, I mainly devised it as a way to keep bio playable vs ultralisks with the new 5+3 armor, so it serves as a bandaid to fix the 8 armor ultralisk, but obviously it would be a pointless idea with 3+3 armor ultralisks. | ||
Isualin
Germany1903 Posts
On April 27 2015 22:41 hZCube wrote: And then all units get rebalanced around minus armor from a ghost snipe, and any terran player playing without ghosts is just going to practically default lose to overbalanced units? Unless, the minus armor only affects ultras - but that would be wierd and counterintuitive, and make the ghost a specific unit counter. Just doesn't seem intuitive is all. I don't think sniping roaches, ling/blings or hydras would be time efficient for the terran player in later stages of the game. But maybe we might see timing attacks with ghosts. This would be a reason to use ghosts against a zerg all the time(They have emp to use them against P already) | ||
BaronVonOwn
299 Posts
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Maniak_
France305 Posts
On April 27 2015 20:31 Grumbels wrote: Talking about 8 armor is somewhat confusing by the way. Why would you take attack and armor upgrades into account when discussing this kind of change, knowing that often they cancel each other out anyway? It's better to say that ultralisks now have 5 base armor as opposed to 3 base armor before, taking chitinous plating into account. Yes and no. By the time ultras are out, you should already be at 3/3 on your side. And the zerg should have upgraded melee if he intended to build ultras (though the buffed armor upgrade gives a bit more time to catch up). If you're 0/0 against ultras, something else went wrong ![]() But no matter if you take the upgrade into account or not, it's still irrelevant to look at marine/marauder against ultras. Zealots and stalkers don't counter ultras. Lings and roaches don't counter ultras. Why should marines & marauders be able to? Why should the same terran bio composition be able to kill each and every unit zerg can throw at them all game long, no matter the upgrades, no matter the tech tier? If the issue is terran transitioning from bio into something else (which is arguable), then fix *that*, instead of letting the same two tier-1 units be able to kill everything. Besides, there's not even any proven issue with any of this at the moment. Maybe there is, but with the cyclone, the economy, the disappearance of protoss and to a lesser extent the ravager, the waters are already pretty muddled. | ||
Grumbels
Netherlands7031 Posts
On April 26 2015 20:08 404AlphaSquad wrote: They are determined to try everything, but making it smaller. Bad things happen when you create units of excessive size. Units become too large and mess with the pathfinding, they start to overkill severely and will have unreliable unit interactions as a consequence, they will unload too quickly which messes up certain things like the nydus canal and dropships; they force abilities like abduct and neural to have high energy costs; they make larva a pointless late-game resource; they're too volatile for their cost and become hit-or-miss; they take too long to build when you're teching, they make certain area of effect attacks become unreliable. Units which have become more expensive since BW: brood lords > guardians, thors & vikings > goliaths, valkyries, ultralisks, colossi > reavers, motherships > arbiters, void rays & tempests > scouts, lurkers, hydralisks, vipers, infestors > queens, defilers. It's seemingly never the other way around, and it's not like it's just a global cost increase which is off-set by a mining increase. In most cases they cost more supply as well, and reference units like the workers and T1 units are unchanged. Yes, there is more diversity in unit costs, but I don't know if it works out. | ||
BaronVonOwn
299 Posts
On April 28 2015 00:18 Grumbels wrote: Bad things happen when you create units of excessive size. Units become too large and mess with the pathfinding, they start to overkill severely and will have unreliable unit interactions as a consequence, they will unload too quickly which messes up certain things like the nydus canal and dropships; they force abilities like abduct and neural to have high energy costs; they make larva a pointless late-game resource; they're too volatile for their cost and become hit-or-miss; they take too long to build when you're teching, they make certain area of effect attacks become unreliable. Units which have become more expensive since BW: brood lords > guardians, thors > goliaths, ultralisks, colossi > reavers, motherships > arbiters, void rays & tempests > scouts, lurkers, hydralisks, vipers, infestors > queens, defilers. It's seemingly never the other way around, and it's not like it's just a global cost increase which is off-set by a mining increase. In most cases they cost more supply as well, and reference units like the workers and T1 units are unchanged. Yes, there is more diversity in unit costs, but I don't know if it works out. You didn't mention the worst effects of this - it encourages deathballs and turtling. When your units are expensive and take a long time to build, you can't risk losing them. If you don't have any colossus left over after the clash of the deathballs, you're probably going to lose. On top of that AOE and other anti-deathball mechanics were weakened or removed in SC2. Dark swarm, psi storm, arbiter stasis, reaver scarabs, plague, irradiate, all of those things could save us from the deathball meta but they are either gone entirely or shadows of their former selves in SC2. The changes are so methodical it's like this is what Blizzard wants. | ||
crbox
Canada1180 Posts
Just like in BW you would transition to mines, or tank, or both, maybe you'll have to invest into higher tier instead of just brainlessly spawning MMM all game. Don't get me wrong you can still use those, but you'll need something extra to deal with those. Nevertheless, I haven't played yet so I can't tell if the Ultra's OP or not, but just hearing that they are reducing the Marauder's vs armored bonus damage makes me happy. Such a dumb game broken design in the first place. | ||
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Destructicon
4713 Posts
On April 27 2015 23:48 Maniak_ wrote: Yes and no. By the time ultras are out, you should already be at 3/3 on your side. And the zerg should have upgraded melee if he intended to build ultras (though the buffed armor upgrade gives a bit more time to catch up). If you're 0/0 against ultras, something else went wrong ![]() But no matter if you take the upgrade into account or not, it's still irrelevant to look at marine/marauder against ultras. Zealots and stalkers don't counter ultras. Lings and roaches don't counter ultras. Why should marines & marauders be able to? Why should the same terran bio composition be able to kill each and every unit zerg can throw at them all game long, no matter the upgrades, no matter the tech tier? If the issue is terran transitioning from bio into something else (which is arguable), then fix *that*, instead of letting the same two tier-1 units be able to kill everything. Besides, there's not even any proven issue with any of this at the moment. Maybe there is, but with the cyclone, the economy, the disappearance of protoss and to a lesser extent the ravager, the waters are already pretty muddled. Marines and Marauders should be able to counter Ultralisks, because terran can't tech switch from bio to mech or from mech to bio. Not only do they require two totally different upgrades but they also require different production facilities. I'm sick and tired of seeing this same ignorance being spewed on to the forums time and time again. I think the dynamic between bio and ultralisks in HotS was just about right, its already super hard to engage into an army like that as terran, more often then not you need to kite anyway or your army dies, and attacking on to creep against ultralisks or facing ultra infestor is a huge nightmare. | ||
TheDwf
France19747 Posts
On April 28 2015 02:04 Destructicon wrote: Marines and Marauders should be able to counter Ultralisks, because terran can't tech switch from bio to mech or from mech to bio. Not only do they require two totally different upgrades but they also require different production facilities. I'm sick and tired of seeing this same ignorance being spewed on to the forums time and time again. I think the dynamic between bio and ultralisks in HotS was just about right, its already super hard to engage into an army like that as terran, more often then not you need to kite anyway or your army dies, and attacking on to creep against ultralisks or facing ultra infestor is a huge nightmare. If you need it, you can find solace in the “Mammoth in the Room” section of Razzia des Blizzsters. | ||
plgElwood
Germany518 Posts
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klup
France612 Posts
They did an okay job for reaper so i'm confident for ultra with the same process. | ||
Maniak_
France305 Posts
On April 28 2015 02:04 Destructicon wrote: Marines and Marauders should be able to counter Ultralisks, because terran can't tech switch from bio to mech or from mech to bio. Which is precisely why I wrote that *if* this is the main issue, then *this* is what should be improved. Not nerfing everything else so that terrans can win with their one single bio composition. On April 28 2015 02:04 Destructicon wrote: Not only do they require two totally different upgrades but they also require different production facilities. Factories and armory are already there for thors against mutas, starports are already there for medivacs, it's not like there's nothing to build tanks, thors or cyclones. And remind me just how many upgrades are needed for zerg to keep up with the two bio upgrades? Unless mech upgrades are split again, terrans have both the lowest amount of attack/armor upgrades, and also the cheapest. If zerg can tech to hive, research 3/3 upgrades (not counting air and range), research chitinous plating and build lots of ultras, while defending continuous drops and bio pushes, maybe the terran can find a way to add one or two factories? It's not like zerg can just snap his fingers and instantly get a pack of fully upgraded ultras while the terran's entire resources and apm are dedicated to barely surviving with marines and marauders. Or we're really not watching the same games. On April 28 2015 02:04 Destructicon wrote: I think the dynamic between bio and ultralisks in HotS was just about right, its already super hard to engage into an army like that as terran, more often then not you need to kite anyway or your army dies, and attacking on to creep against ultralisks or facing ultra infestor is a huge nightmare. You're talking about hots. Have you tried it with lotv? Was there an obvious issue? And if it's very hard for terran to engage on the zerg portion of the map covered in creep, is it easy for zerg to engage the terran defenses on his side of the map? If yes, and I'm only caring about lotv games here, then maybe there's a problem. And maybe it could be addressed by helping terrans to transition instead of nerfing something else. | ||
DeadByDawn
United Kingdom476 Posts
Interesting to see that in the latest LotV patch notes they were talking about a building add on that allows the building to change type, from Rax to Factory for instance. Blizz knows that Terran cannot tech switch with a realistic chance of winning as they designed it this way - but now maybe they understand it was a dumb decision. | ||
Grumbels
Netherlands7031 Posts
On April 28 2015 04:17 DeadByDawn wrote: Isn't the problem transitioning not that you don't have factories and starports but that you do not have enough of them? A zerg with a large bank and larva can insta switch composition. Maybe you lack upgrades but you are still in a better position than the Terran trying to spot this and then building 8 factories to counter in time. Interesting to see that in the latest LotV patch notes they were talking about a building add on that allows the building to change type, from Rax to Factory for instance. Blizz knows that Terran cannot tech switch with a realistic chance of winning as they designed it this way - but now maybe they understand it was a dumb decision. Clearly terran should get the human macro mechanic from wc3 where you could speed build buildings by adding more workers to the construction. ![]() | ||
TheDwf
France19747 Posts
On April 28 2015 04:17 DeadByDawn wrote: Isn't the problem transitioning not that you don't have factories and starports but that you do not have enough of them? A zerg with a large bank and larva can insta switch composition. Maybe you lack upgrades but you are still in a better position than the Terran trying to spot this and then building 8 factories to counter in time. Interesting to see that in the latest LotV patch notes they were talking about a building add on that allows the building to change type, from Rax to Factory for instance. Blizz knows that Terran cannot tech switch with a realistic chance of winning as they designed it this way - but now maybe they understand it was a dumb decision. Terran not being able to tech switch brutally is normal. The problem comes from SC2 allowing other races to dump excessive amount of resources in wild tech switches. Zerg is naturally prone to this due to the larva mechanic, but the scale should be reduced; Terran/Protoss should favor slower transitions. The fact that things like this or this are not only normal, but necessary desperately needs to disappear. As usual, the environment of hyper-development leads to volatility and bulldozes skill in favor of coinflips and guessing games where everyone loses in the end. | ||
JCoto
Spain574 Posts
On April 28 2015 04:59 TheDwf wrote: Terran not being able to tech switch brutally is normal. The problem comes from SC2 allowing other races to dump excessive amount of resources in wild tech switches. Zerg is naturally prone to this due to the larva mechanic, but the scale should be reduced; Terran/Protoss should favor slower transitions. The fact that things like this or this are not only normal, but necessary desperately needs to disappear. As usual, the environment of hyper-development leads to volatility and bulldozes skill in favor of coinflips and guessing games where everyone loses in the end. Well, I'd say that is the trademark of the Zerg race. It could also happen in BW, but was quite uncommon to maxout there. I think the problem is that when you pair Larva mechanic (being able to bank 19 larva per hatch LOL) with the economy in SC2, that extreme remax capability appears. I think that limiting the maximum amount of larva banked could help that a bit, or applying some penalty to banked larva. Also, while I think that arguing about remaxes on ZvZ is quite pointless as it is a mirror matchup, another big problematic we have with mutas is that is very problematic to counter them properly since they are squishy, mobile, and have insane HP regen in HotS. Protoss have poor AA on gateways or inexistent in robo, being very dependant on Phoenixes (I'd say that BW archons were stronger vs Mutas) and Terrans rely in mineshots and thors to decimate moving Mutas when playing Mech, something that is really hard to achieve. However turrets do quite well against mutalisks in that lategame scenario.. | ||
Grumbels
Netherlands7031 Posts
Oh, oh, idea: any banked larva exceeding the standard capacity of a hatchery(i.e. 3) will slowly die off at a rate of 1 per X. Could be useful maybe? | ||
TheDwf
France19747 Posts
On April 28 2015 05:21 JCoto wrote: Well, I'd say that is the trademark of the Zerg race. It could also happen in BW, but was quite uncommon to maxout there. I think the problem is that when you pair Larva mechanic (being able to bank 19 larva per hatch LOL) with the economy in SC2, that extreme remax capability appears. I think that limiting the maximum amount of larva banked could help that a bit, or applying some penalty to banked larva. Yep, fully agree. | ||
Big J
Austria16289 Posts
On April 28 2015 04:17 DeadByDawn wrote: Isn't the problem transitioning not that you don't have factories and starports but that you do not have enough of them? A zerg with a large bank and larva can insta switch composition. Maybe you lack upgrades but you are still in a better position than the Terran trying to spot this and then building 8 factories to counter in time. Interesting to see that in the latest LotV patch notes they were talking about a building add on that allows the building to change type, from Rax to Factory for instance. Blizz knows that Terran cannot tech switch with a realistic chance of winning as they designed it this way - but now maybe they understand it was a dumb decision. Terrans do use their factories and starports, often 3-4 of them with their barracks. The problem is that Terrans are both allowed and forced at the same time to make certain compositions and hit certain timings. It's more a problem of gamepace and unit balance rather than production imbalance. There are few ways for a Terran to abuse an opponent's unit composition through adjustment and prediction, neither can you do that against a Terran that just plays that certain standard style of the TvP or TvZ matchup. That's what makes macro TvT so great strategically, because there you actually do get advantages by reading the game properly and adjusting your compositions and attack/defense timings properly. This is the result of the matchup being very well balanced on a greater scale than just winrates. The opposite end of that would be macro ZvZ in which adjusting your compostion once you have reached roach vs roach is hardly possible. An topnotch aggressive mono-roach player will most likely always beat a player that tries something else or to counter it the defensive player has to maneuver himself into such a disadvantage that it is strategically bad to begin with. That is the core problem with why the - current, aggressive - bio-style can only exist for as long as Marine/Marauder/Medivac works against most things - thus making transitions worthless - or has a good chance of killing the opponent "before he gets there" - thus making the game very unsatisfying and rage-infusing to play. | ||
WhenRaxFly
45 Posts
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Meff
Italy287 Posts
It's materially impossible for 3/3 ultras to be out any earlier than 320 seconds after Hive has started, and even 2/2 ultras with chitinous take 275 seconds to be on the field. Four minutes and a half are not a sudden switch, T should be able to do something to avoid being caught with its pants down. At most, I could see problems with a very late-game switch... but I'm not too sure of it, because even then we have 55 seconds of build time. In an even game, Z should only manage to freeze so much supply/resources in army that will not be able for a long while, and which spawns in isolation. Does anybody have VoDs of T suffering from that sort of switch? Otherwise, we risk losing ourselves in theorycraft. | ||
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Destructicon
4713 Posts
On April 28 2015 23:41 Meff wrote: Let's keep it grounded, please. It's materially impossible for 3/3 ultras to be out any earlier than 320 seconds after Hive has started, and even 2/2 ultras with chitinous take 275 seconds to be on the field. Four minutes and a half are not a sudden switch, T should be able to do something to avoid being caught with its pants down. At most, I could see problems with a very late-game switch... but I'm not too sure of it, because even then we have 55 seconds of build time. In an even game, Z should only manage to freeze so much supply/resources in army that will not be able for a long while, and which spawns in isolation. Does anybody have VoDs of T suffering from that sort of switch? Otherwise, we risk losing ourselves in theorycraft. Even if it takes a considerable amount of time for Zerg to get to 3/3 Ultralisk its still a massive problem that once they are out they are practically invincible. That is not good design at all, the races should be balanced to both be able to hit timings pre best units/army become available and have the tools to still combat said units/army once they are fielded. People ignorantly shouted at Terrans and Protoss that it was their job to kill Zergs before they got their Brood Lord/Infestor armies. Guess how that turned out? | ||
brickrd
United States4894 Posts
On May 02 2015 10:24 Destructicon wrote: Even if it takes a considerable amount of time for Zerg to get to 3/3 Ultralisk its still a massive problem that once they are out they are practically invincible. That is not good design at all, the races should be balanced to both be able to hit timings pre best units/army become available and have the tools to still combat said units/army once they are fielded. People ignorantly shouted at Terrans and Protoss that it was their job to kill Zergs before they got their Brood Lord/Infestor armies. Guess how that turned out? yeah, i've always disagreed with the "kill them before it happens" model of argument for a lot of reasons. even if it is possible, viable, strong etc. to just use a strategy that kills your opponent before they get their MegaComposition, the mere existence of such compositions severely skews incentive in a way that hurts strategy and diversity. if i'm zerg and i have a major winrate incentive to sit back and defend until i can get ultras out, i still have a full breadth of options plus a trump card at the end. i can allin or do any number of strategies and styles, but my opponent has to fixate on killing or critically damaging me before a certain point it's especially bad for common ladder players who are less likely to have the initiative to scout out greedy/defensive strategies and go for a punishing move. swarm host turtle was less popular in korea because pro koreans always had a strong killer insinct and ability to find deadly timings, but if you don't have the perfect macro and game sense to achieve those timings it can be very frustrating to find yourself facing someone who's going for something passive and abusive imo balance means that even if a game carries on passively up to 15, 20, 30 minutes each race should have some kind of viable strategy other than "do damage or you're fucked" (i don't have any firsthand experience with lotv ultras, just speaking to design theory here based mostly on hots) | ||
Caihead
Canada8550 Posts
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Maniak_
France305 Posts
On May 02 2015 10:24 Destructicon wrote: Even if it takes a considerable amount of time for Zerg to get to 3/3 Ultralisk its still a massive problem that once they are out they are practically invincible. Which is pretty much the exact same thing as late game terran mech/protoss deathball, at least against zerg. I'm not really disagreeing on the "not good design at all" front, but if the various late game compositions of all races can stand up to each other, isn't that enough of a balance? If you get to your late game composition first, you have a potentially huge advantage, which is logical. This advantage may be *too* huge compared to lower-tier compositions, that should be adjustable with balance changes. However if both players manage to get to the late game and can stand up to each other, or if the player that's behind manages to buy time or even gain an advantage with superior usage of his lower-tier army (dare I say with superior strategy and control), I don't see the issue. Where I see a bigger design issue is when the lowest-tier army *has* to be able to win against another race's highest-tier army, only having to research the only two weapon/armor upgrades needed for those units. That may be necessary right now for terran bio, but that's a problem with the design of terran bio which should be fixed on this side of the fence. You *should not* be able to easily destroy the highest-tier army of a race with the lowest-tier army of another. If you have to attempt it, you should have to play out of your mind to compensate. To earn it. With sweat and blood. The player who manages to squeeze out enough tech to get to his highest-tier *should* have an advantage against a player who simply sits on the same units all game long. The issue is when a player *has* to sit on the same units all game long. And that's a very different issue, that doesn't have much to do with zerg having a unit that can, given enough time, resources and space, wreck terran bio if the terran stays on marines/marauders. Colossus, disruptors, storms, terran mech can all destroy terran bio. Are 8 armor ultralisks even more effective? Should bio be buffed to be able to kill absolutely everything without ever changing the army composition? Or should terrans be able (and willing, that could help) to transition from any number of occurences of the letter M to something else? On May 02 2015 10:24 Destructicon wrote: People ignorantly shouted at Terrans and Protoss that it was their job to kill Zergs before they got their Brood Lord/Infestor armies. Guess how that turned out? And by the magic of copy/paste: Which is pretty much the exact same thing as late game terran mech/protoss deathball, at least against zerg. Again, I'm not disagreeing that there may be an issue, more specifically a design issue, but I do believe that in this particular instance, this issue is with terran bio. Not the ultralisk. Maybe also with MULEs, since such a big mineral boost obviously favors staying with a mineral-based army. Unlimited stackable MULEs throw the mineral-to-gas income ratio out the window. That doesn't help. | ||
pure.Wasted
Canada4701 Posts
On May 02 2015 12:40 Maniak_ wrote: Where I see a bigger design issue is when the lowest-tier army *has* to be able to win against another race's highest-tier army, only having to research the only two weapon/armor upgrades needed for those units. That may be necessary right now for terran bio, but that's a problem with the design of terran bio which should be fixed on this side of the fence. You *should not* be able to easily destroy the highest-tier army of a race with the lowest-tier army of another. If you have to attempt it, you should have to play out of your mind to compensate. To earn it. With sweat and blood. The player who manages to squeeze out enough tech to get to his highest-tier *should* have an advantage against a player who simply sits on the same units all game long. The issue is when a player *has* to sit on the same units all game long. And that's a very different issue, that doesn't have much to do with zerg having a unit that can, given enough time, resources and space, wreck terran bio if the terran stays on marines/marauders. Colossus, disruptors, storms, terran mech can all destroy terran bio. Are 8 armor ultralisks even more effective? Should bio be buffed to be able to kill absolutely everything without ever changing the army composition? Or should terrans be able (and willing, that could help) to transition from any number of occurences of the letter M to something else? And every Terran in the world said "give us useful tier2/3 bio units to tech to." And Blizzard looked down and whispered "no." | ||
Meff
Italy287 Posts
On May 02 2015 10:24 Destructicon wrote: Even if it takes a considerable amount of time for Zerg to get to 3/3 Ultralisk its still a massive problem that once they are out they are practically invincible. That is not good design at all, the races should be balanced to both be able to hit timings pre best units/army become available and have the tools to still combat said units/army once they are fielded. People ignorantly shouted at Terrans and Protoss that it was their job to kill Zergs before they got their Brood Lord/Infestor armies. Guess how that turned out? Oh, I was just stating that 3/3 ultras are not a sudden tech switch and, therefore, if a decent antagonizing composition exists, then T and P should have plenty of time to tech toward it. The question of whether such a composition exists is entirely different. | ||
y0su
Finland7871 Posts
On May 02 2015 18:01 Meff wrote: Oh, I was just stating that 3/3 ultras are not a sudden tech switch and, therefore, if a decent antagonizing composition exists, then T and P should have plenty of time to tech toward it. The question of whether such a composition exists is entirely different. I think that's the first question that needs to be addressed. (Let's see if we get any clues from a future LotV intro video as landing vikings has NOT worked.) :D The "time" factor is still an issue though since it requires that hive be scouted relatively quickly AND that it's Ultra instead of BL (which are making a comeback in HotS post-SH nerf). | ||
weikor
Austria580 Posts
On May 02 2015 16:50 pure.Wasted wrote: And every Terran in the world said "give us useful tier2/3 bio units to tech to." And Blizzard looked down and whispered "no." To be fair, Terrans Bio tier 2/3 is in a way the medivac. And I fully disagree with the first post, saying a tier 3 army should destroy a tier 1 army. The point of higher tiers, upgrades and the likes - is that while you make an original investment (the tech) 100 Minerals of your army, will destroy 100 minerals worth of his army. - its about getting more cost effective. In the long run, Ultralisks will definitely outvalue Bio, but just because you somehow managed to turtle to 200 supply colossus - shouldnt mean you win the game. | ||
Grumbels
Netherlands7031 Posts
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DinoMight
United States3725 Posts
Of course I'm Protoss so half the units in the game feel this way :D | ||
Beelzebub1
1004 Posts
On April 28 2015 03:02 klup wrote: I won't worry that much about ultras. It's the new design philosophy of blizzard since Hots. Overbuff some stuffs (like reaper) then find the right balance. The idea is to force the use of the unit to see a lot of play and therefore be able to proper balance it with the new elements introduced in the extension. They did an okay job for reaper so i'm confident for ultra with the same process. Kind of how I'm viewing the whole thing, because as a Zerg player I'll admit that the new Ultralisk is pretty damn strong atm. But that's not bad, it's easier to tone something down and make it nice and balanced then it is to buff it up, I'm just wondering why Ultralisks were almost "double buffed" in a way. If they were going to beef the armor up I'm not so sure the Marauder needed the double shot change and kind of vice versa, Blizzard could have just done one at a time and I'm sure it would boost Ultralisk viability. Plus we need to wait and see if the new Terran unit will help in any way or if perhaps Ghosts can get some type of rework to help bio late game? Been years since I've seen Ghosts in TvZ and with Blizzard's new design and balance approach high micro spell casters should be more rewarded, I would loveto see less Ravens and more Ghosts. | ||
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Destructicon
4713 Posts
On May 05 2015 01:36 Beelzebub1 wrote: Kind of how I'm viewing the whole thing, because as a Zerg player I'll admit that the new Ultralisk is pretty damn strong atm. But that's not bad, it's easier to tone something down and make it nice and balanced then it is to buff it up, I'm just wondering why Ultralisks were almost "double buffed" in a way. If they were going to beef the armor up I'm not so sure the Marauder needed the double shot change and kind of vice versa, Blizzard could have just done one at a time and I'm sure it would boost Ultralisk viability. Plus we need to wait and see if the new Terran unit will help in any way or if perhaps Ghosts can get some type of rework to help bio late game? Been years since I've seen Ghosts in TvZ and with Blizzard's new design and balance approach high micro spell casters should be more rewarded, I would loveto see less Ravens and more Ghosts. I'm guessing the Marauder nerf was so it won't wreck protoss as much (since most of their units are armored), given that they are switching the focus of toss more towards basic gateway units. But yeah, if they nerfed the marauder they really didn't need to also buff the ultra. | ||
Tyrhanius
France947 Posts
Another good solution will be just to add some HP with the research of citinious instead of some armor (or back to the old value +2 + HP). | ||
Beelzebub1
1004 Posts
On May 05 2015 03:30 Tyrhanius wrote: The thing is the 8 armor is really strong vs some high rate fire like Terran bio, but not that much vs some heavy dmg units like mech/protoss deathball/lurker. Another good solution will be just to add some HP with the research of citinious instead of some armor (or back to the old value +2 + HP). I like this, still adds to their tank potential in a more killable way haha Maybe reduce the size of the Ultralisk so it won't derp behind a few units with the health buff? Kinda let's it close in to do more damage without breaking it? | ||
Dangermousecatdog
United Kingdom7084 Posts
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DinoMight
United States3725 Posts
On May 05 2015 04:01 Dangermousecatdog wrote: With all the lotv changes, it seems like Blizzard just wants to kill Bio dead. Maybe vs. Zerg. Vs. Protoss 4M is stronger than ever. | ||
The_Masked_Shrimp
425 Posts
It's no more crazy than sieged tank lifting and flying locusts ! | ||
Roadog
Canada1670 Posts
On May 05 2015 03:51 Beelzebub1 wrote: I like this, still adds to their tank potential in a more killable way haha Maybe reduce the size of the Ultralisk so it won't derp behind a few units with the health buff? Kinda let's it close in to do more damage without breaking it? I think the Ultra should just not collide with small units (Zerglings, Broodlings, Marines, Zealots, workers, etc.), like what Colossi do (I think). Imagine the Ultralisk just stepping over small units and those small units finding a way under the Ultra. Then give it a passive trample attack that deals damage over time to small enemy units under it. | ||
JCoto
Spain574 Posts
On May 05 2015 04:56 Roadog wrote: I think the Ultra should just not collide with small units (Zerglings, Broodlings, Marines, Zealots, workers, etc.), like what Colossi do (I think). Imagine the Ultralisk just stepping over small units and those small units finding a way under the Ultra. Then give it a passive trample attack that deals damage over time to small enemy units under it. Trust me, being able to push units away (Push priority) is already a big update and fairly more simple to balance than stepping over units. It would be fun for ultras to have a manual mode to push units away like in the HotS trailer. | ||
pure.Wasted
Canada4701 Posts
On May 04 2015 23:07 weikor wrote: To be fair, Terrans Bio tier 2/3 is in a way the medivac. It absolutely is, and so is the Widow Mine. They're not bio units, but they complement bio play enough to fit into the bio playstyle. But there's a huge discrepancy between the way Ts tech and the way other races tech, and that's not good. Terrans who make the decision to go bio are completely predictable. They have no lategame options. And they have no new tricks to figure out, because they've been relying on largely the same inflexible composition for 4 years. Why Blizzard would choose to shut down bio, the most exciting playstyle in the game, instead of trying to revitalize it with some new unit interactions is beyond me. | ||
vOdToasT
Sweden2870 Posts
On April 27 2015 12:53 baabaa101 wrote: and thank you for nerfing the one unit unit zerg needs to slow down terran mech and protoss air, that was so awesome a decision it ranks in the same class as inventing the cyclone, warhound and terran rax before supply depot. They "invented" that a Terran can build a barracks before a supply depot in 1998 with StarCraft 1, and it works fine in that game. So that in itself is not a problem. When it turned out to be bad for StarCraft 2, they changed it. | ||
royalroadweed
United States8301 Posts
On May 05 2015 08:49 vOdToasT wrote: They "invented" that a Terran can build a barracks before a supply depot in 1998 with StarCraft 1, and it works fine in that game. So that in itself is not a problem. When it turned out to be bad for StarCraft 2, they changed it. I think they should experiment with reverting the change tbh. When the maps were jungle bason, steps of war and xelnaga ofc its a bad idea. I wouldn't be opposed to them experimenting with reverting the stim nerf and queen movement speed on maps that aren't archaic as well. | ||
Deleted User 132135
702 Posts
On April 28 2015 02:04 Destructicon wrote: Marines and Marauders should be able to counter Ultralisks, because terran can't tech switch from bio to mech or from mech to bio. Not only do they require two totally different upgrades but they also require different production facilities. I'm sick and tired of seeing this same ignorance being spewed on to the forums time and time again. I think the dynamic between bio and ultralisks in HotS was just about right, its already super hard to engage into an army like that as terran, more often then not you need to kite anyway or your army dies, and attacking on to creep against ultralisks or facing ultra infestor is a huge nightmare. This is one of the reasons SC2 isn't yet as good of a game as it could: Bio best choice against everything in every matchup. It bores players to death. You are majorly wrong if you think that metagames of terran matchups that allow to never switch away from bio as 80% component of the army can make starcraft a better and more deep game. The main thing of RTS games is the rock scissor paper thing. That means when bio allows terran to be more mobile than basically everything aside of muta/ling/bane (btw. the main reason for zerg being narrowed to this composition, which again creates boredom and for nexus cannon gotten implemented) in the game then they cannot be the strongest against everything at the same time. It is time for a major change here. If this ultralisk change does the job well or not we will have to see. In any way, the right way to go cannot be to go back to WOL/HOTS 80% bio styles (what you demand) but to proceed and see how the terran race can be allowed to transition easier. This can be achieved in several ways: building size, building costs, production times etc. In fact this is something that I demanded already one to two years ago in the balance discussions of hots. On May 05 2015 03:17 Destructicon wrote: I'm guessing the Marauder nerf was so it won't wreck protoss as much (since most of their units are armored), given that they are switching the focus of toss more towards basic gateway units. But yeah, if they nerfed the marauder they really didn't need to also buff the ultra. Seriously when I read stuff like this, then I see that you neither wanna see basic changes that could make the game more appealing to alot of "lost" players again and nor you overview the whole thing. Why would you think that blizzard wanted to change marauder only for PvT and accidently missed the fact that it changes other matchups too? Why would you believe that marauders even matter or should matter when dealing with ultralisks? The answer is easy to me: You wanna keep your 10 rax spamming pure bio all game long in every matchup metagame at all costs. You don't see that this creates severe disadvantages for both TvP and TvZ metagames and at best was appealing in TvT as mech is an equal alternative there (hence TvT was rightfully considered best matchup in SC2 yet (lol)). Funny enough that you have the writers symbol next to your name when one must have already acknowledged in the past that major parts of the tl stuff and ppl close to them are quite favouring the terran race and very narrow minded about that. And at the same time for the sake of it you guys lose sight with the big goal of sc2 to become a better and more appealing game to everyone. Not appealing: Pure mechanics spam from 10 rax with close to zero strategy involved in all matchups (see SC2's decline, see glorious SCV pull gameplay (you seriously wonder why SC2 has lost viewers and players?), see every game being bio vs muta/bling). Appealing: Possible switches and transitions (instead of scv pull), favouring strategy a bit more than pure mechanics spam (See e.g. current successful games that allow more strategy than SC2, see Broodwar which didn't allow terran to do everything with bio in every matchup and which was quite a well designed and balanced game). | ||
pure.Wasted
Canada4701 Posts
On May 05 2015 13:05 LSN wrote: This is one of the reasons SC2 isn't yet as good of a game as it could: Bio best choice against everything in every matchup. It bores players to death. You are majorly wrong if you think that metagames of terran matchups that allow to never switch away from bio as 80% component of the army can make starcraft a better and more deep game. The main thing of RTS games is the rock scissor paper thing. That means when bio allows terran to be more mobile than basically everything aside of muta/ling/bane (btw. the main reason for zerg being narrowed to this composition, which again creates boredom and for nexus cannon gotten implemented) in the game then they cannot be the strongest against everything at the same time. It is time for a major change here. If this ultralisk change does the job well or not we will have to see. In any way, the right way to go cannot be to go back to WOL/HOTS 80% bio styles (what you demand) but to proceed and see how the terran race can be allowed to transition easier. This can be achieved in several ways: building size, building costs, production times etc. In fact this is something that I demanded already one to two years ago in the balance discussions of hots. Bio is the most skill intensive composition in the game. If 80% of Protoss and Zerg was also bio, SC2 would be a much better competitive sport. It would have no depth, though, because Blizzard refuses to make Reapers and Ghosts relevant, or add new units. ![]() | ||
Big J
Austria16289 Posts
On May 05 2015 13:19 pure.Wasted wrote: Bio is the most skill intensive composition in the game. If 80% of Protoss and Zerg was also bio, SC2 would be a much better competitive sport. It would have no depth, though, because Blizzard refuses to make Reapers and Ghosts relevant, or add new units. ![]() Pretty simple solution, buff roaches, buff stalkers and everyone will have their "bio". Just that noone wants that, because it makes for stupid mexican standoff combating and a-moving if everyone is just spamming low tier singlefire bullshit into each other. | ||
Deleted User 132135
702 Posts
On May 05 2015 13:19 pure.Wasted wrote: Bio is the most skill intensive composition in the game. If 80% of Protoss and Zerg was also bio, SC2 would be a much better competitive sport. It would have no depth, though, because Blizzard refuses to make Reapers and Ghosts relevant, or add new units. ![]() This is the myth that disables you to understand why CS:GO and LoL (just two examples) are bottom line at the same time two better and more successful games than SC2. | ||
pure.Wasted
Canada4701 Posts
On May 05 2015 13:44 LSN wrote: This is the myth that disables you to understand why CS:GO and LoL (just two examples) are bottom line at the same time two better and more successful games than SC2. I didn't say "more popular." I said better. | ||
Deleted User 132135
702 Posts
On May 05 2015 14:04 pure.Wasted wrote: I didn't say "more popular." I said better. And I said that you are disabled to understand why they are better and more popular at the same time, what you here and now have proven to be right. :p | ||
pure.Wasted
Canada4701 Posts
On May 05 2015 14:07 LSN wrote: And I said that you are disabled to understand why they are better and more popular at the same time, what you here and now have proven to be right. :p If you think that LoL is a better competitive event than StarCraft, then we have irreconcilably different opinions on what makes a competitive event good and worthwhile. There's no point arguing. | ||
Deleted User 132135
702 Posts
On May 05 2015 14:14 pure.Wasted wrote: If you think that LoL is a better competitive event than StarCraft, then we have irreconcilably different opinions on what makes a competitive event good and worthwhile. There's no point arguing. Well the point is that both LoL and CS:GO allow real strategy and it allows the technically lower skilled player/team to overcome the higher one with good strategy. This is something that doesn't or does barely exist in SC2. (probably I should add that I am aware of the fact that the team charackter of these games plays a big role for their success (see Archon Mode). But this is something SC2 1on1 obviously can't come up with so that we have to focus on what SC2 can do better where e.g. these two games are superior as well) But the thing is, I really believe and know that you are unable to understand this. I can see this already from the way you argument in a thread like this: - wrong SC2 elitism - wrong terran elitism Anyway, have a nice day! | ||
pure.Wasted
Canada4701 Posts
On May 05 2015 14:17 LSN wrote: Well the point is that both LoL and CS:GO allow real strategy and it allows the technically lower skilled player/team to overcome the higher one with good strategy. This is something that doesn't or does barely exist in SC2. Yeah, I'd love to see you walk into FIFA HQ and tell the president that soccer is a worse competitive sport than League of Legends, because in soccer my local team with a "good strategy" will lose 1000 out of 1000 games against Manchester United on autopilot. But... but they had a good strategy! Shouldn't that matter?!?! Good strategy should not be enough for a mechanically inferior player to overcome a mechanically superior player. What it should do is provide a player with an edge over another player just as mechanically skilled, but with a worse strategy. But thanks for the assumptions and the insults. Have a nice day. | ||
Qwyn
United States2779 Posts
On May 05 2015 13:05 LSN wrote: This is one of the reasons SC2 isn't yet as good of a game as it could: Bio best choice against everything in every matchup. It bores players to death. You are majorly wrong if you think that metagames of terran matchups that allow to never switch away from bio as 80% component of the army can make starcraft a better and more deep game. The main thing of RTS games is the rock scissor paper thing. That means when bio allows terran to be more mobile than basically everything aside of muta/ling/bane (btw. the main reason for zerg being narrowed to this composition, which again creates boredom and for nexus cannon gotten implemented) in the game then they cannot be the strongest against everything at the same time. It is time for a major change here. If this ultralisk change does the job well or not we will have to see. In any way, the right way to go cannot be to go back to WOL/HOTS 80% bio styles (what you demand) but to proceed and see how the terran race can be allowed to transition easier. This can be achieved in several ways: building size, building costs, production times etc. In fact this is something that I demanded already one to two years ago in the balance discussions of hots. Seriously when I read stuff like this, then I see that you neither wanna see basic changes that could make the game more appealing to alot of "lost" players again and nor you overview the whole thing. Why would you think that blizzard wanted to change marauder only for PvT and accidently missed the fact that it changes other matchups too? Why would you believe that marauders even matter or should matter when dealing with ultralisks? The answer is easy to me: You wanna keep your 10 rax spamming pure bio all game long in every matchup metagame at all costs. You don't see that this creates severe disadvantages for both TvP and TvZ metagames and at best was appealing in TvT as mech is an equal alternative there (hence TvT was rightfully considered best matchup in SC2 yet (lol)). Funny enough that you have the writers symbol next to your name when one must have already acknowledged in the past that major parts of the tl stuff and ppl close to them are quite favouring the terran race and very narrow minded about that. And at the same time for the sake of it you guys lose sight with the big goal of sc2 to become a better and more appealing game to everyone. Not appealing: Pure mechanics spam from 10 rax with close to zero strategy involved in all matchups (see SC2's decline, see glorious SCV pull gameplay (you seriously wonder why SC2 has lost viewers and players?), see every game being bio vs muta/bling). Appealing: Possible switches and transitions (instead of scv pull), favouring strategy a bit more than pure mechanics spam (See e.g. current successful games that allow more strategy than SC2, see Broodwar which didn't allow terran to do everything with bio in every matchup and which was quite a well designed and balanced game). I don't understand why you would use BW as an example when it is far more mechanically demanding than SC2 ever will be. And after 15 years of exploration, there's almost no divergence in game-play (TvZ bio, possible mech transition or pure mech / TvP mech / TvT mech) If anything, it's all about convergence... I have to point out that the style of bio used in TvP feels completely different from the style of bio used in TvZ / TvT...and SCV pull timings have almost nothing at all to do with whether or not bio is used in TvP...As to whether or not it's entertaining to watch...As I said this sort of thing tends to happen in RTS games like SC...it's all about CONVERGENCE, not excessive divergence. It's more interesting to see a unique opener or build transition into what we would call standard game-play after achieving some sort of objective...than it is to watch several completely different styles founded on a rock/paper/scissors element. I think you're confusing DEPTH with this rock/paper/scissors element which you keep throwing out there. Designed properly, designed with DEPTH, and there is no reason why bio cannot be extremely entertaining for YEARS on end. Designed properly, there should exist multiple different ways to play with the same composition. Sure I'm making units of of a barracks in every matchup, but the way that I use these units in different match-ups should feel completely different! These differences exist in SC2. As to whether they are different ENOUGH, well, that's up for debate. But difference does not have to mean making different units, nor should it. That's shallow design. And, uh, the TL staff writers are as mixed race as any group of StarCraft players...I see a fair share more Protoss favored articles than I do Terran and Zerg these days, anyhow ![]() | ||
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Destructicon
4713 Posts
On May 05 2015 13:05 LSN wrote: This is one of the reasons SC2 isn't yet as good of a game as it could: Bio best choice against everything in every matchup. It bores players to death. You are majorly wrong if you think that metagames of terran matchups that allow to never switch away from bio as 80% component of the army can make starcraft a better and more deep game. The main thing of RTS games is the rock scissor paper thing. That means when bio allows terran to be more mobile than basically everything aside of muta/ling/bane (btw. the main reason for zerg being narrowed to this composition, which again creates boredom and for nexus cannon gotten implemented) in the game then they cannot be the strongest against everything at the same time. It is time for a major change here. If this ultralisk change does the job well or not we will have to see. In any way, the right way to go cannot be to go back to WOL/HOTS 80% bio styles (what you demand) but to proceed and see how the terran race can be allowed to transition easier. This can be achieved in several ways: building size, building costs, production times etc. In fact this is something that I demanded already one to two years ago in the balance discussions of hots. Seriously when I read stuff like this, then I see that you neither wanna see basic changes that could make the game more appealing to alot of "lost" players again and nor you overview the whole thing. Why would you think that blizzard wanted to change marauder only for PvT and accidently missed the fact that it changes other matchups too? Why would you believe that marauders even matter or should matter when dealing with ultralisks? The answer is easy to me: You wanna keep your 10 rax spamming pure bio all game long in every matchup metagame at all costs. You don't see that this creates severe disadvantages for both TvP and TvZ metagames and at best was appealing in TvT as mech is an equal alternative there (hence TvT was rightfully considered best matchup in SC2 yet (lol)). Funny enough that you have the writers symbol next to your name when one must have already acknowledged in the past that major parts of the tl stuff and ppl close to them are quite favouring the terran race and very narrow minded about that. And at the same time for the sake of it you guys lose sight with the big goal of sc2 to become a better and more appealing game to everyone. Not appealing: Pure mechanics spam from 10 rax with close to zero strategy involved in all matchups (see SC2's decline, see glorious SCV pull gameplay (you seriously wonder why SC2 has lost viewers and players?), see every game being bio vs muta/bling). Appealing: Possible switches and transitions (instead of scv pull), favouring strategy a bit more than pure mechanics spam (See e.g. current successful games that allow more strategy than SC2, see Broodwar which didn't allow terran to do everything with bio in every matchup and which was quite a well designed and balanced game). You forgot one thing. RTS games like BW and Starcraft2 (well mainly BW) aren't just pure rock<paper<scissors, the element of execution is also mixed in. If you take a pro at BW and put him against just a good player then you could conceivably see the balance turned on its head to rock>paper>scissors. This is why I like bio, its so skill intensive that you could realistically go up against nearly any composition and come out ahead if your execution is better then the other guy. Mech doesn't have that and its the reason I despise it, as well as protoss deathballs. Contrary to what you think though, I don't exactly like the way bio works now. They lack a good gas dump. In BW bio was a ton different, you had marines as the core of your army and you supported them with medics (T1 units), tanks (T2 units) and later Science Vessel (T3 units). The zerg's army operated the same way in principle, you had lings in T1, lurkers in T2 (to control space, stall and create ambushes), mutalisk & scourge, also T2 (to harass and kill off vessels later on) and Ultralisk at T3 (to deal damage and tank). If you pay close attention to the above you'll notice that the core of the army still remain the T1 units, however as the game progresses more and more support units are needed to anchor them. Bio and ling, bling, muta nearly achieve this, it would be better if tanks and ravens were more useful and if zerg did indeed have a viable late game unit to add. What I don't want is the ultralisk to become THE core of the army. The units that are the core of the army should be units that are highly skill intensive on their own but also require other units to support them to increase their survivability or damage output. T1 units most easily fall into that category, T3 units most of the time are clunky, slow, unresponsive and a-moveish, they should nearly never be core units. For a example of how fucked it is to have boring a-move units as the core of the army just look at Protoss. The only exception was the BW carrier, it was a extreme late game unit but it behaved like T1 units in that it was somewhat fragile if caught out of position and focused by anti-air, but it was extremely skill intensive and rewarding. Right now ultralisk is just too good, it deals tremendous damage but it also absorbs a abominable amount of damage, these characteristics sort of push other units to the way side and it becomes the optimal late unit and every other unit becomes its support. That is just wrong because the ultralisk is not particularly skillful to use. The ultralisk should be altered in some way to actually fulfill the T3 support role the zerg requires. It should either be a high damage unit that can bulldoze through enemy ranks but dies to focus fire, or it should be a very strong tanking unit that can draw fire away from the lings and banes so they can do more damage, IT SHOULD NOT BE BOTH! | ||
Para199x
United Kingdom40 Posts
If they just made the model a bit smaller/allowed them to step over more units ultras would be much more reliable. | ||
pure.Wasted
Canada4701 Posts
On May 05 2015 18:49 Para199x wrote: The problem with the ultra in HotS is not how tanky it is or how much damage it does but that it is SO big. The pathing is so bad on them and it is almost impossible to micro to correct unless you are in an open field. If they just made the model a bit smaller/allowed them to step over more units ultras would be much more reliable. What you say presupposes that Blizzard is trying to buff the Ultralisk. I think it's far more likely that they're trying to kill lategame bio, and the Ultralisk simply happens to be their murder weapon of choice. | ||
Nuf
Denmark145 Posts
On April 26 2015 05:47 richlol wrote: Combined with the Marauder vs Armored nerf, it also completely hard counters Bio, which I thought Dkim wanted to move away from (hard counters). Despite the bio comp being more entertaining than mech in the TvZ matchup, it seems like Dkim wants mech to be the only option T has vs Z, unless things are changed. Bio is low tier, ultra is god tier. It would be silly to say that ultra is the hard counter, as it is used at the later stages of the game, while bio is used in the early game. Yes I do know it is the backbone of terran, but my statement still holds true. You cannot possibly say that it hard counters something, when the units barely meet early - mid and even some of the late game.. That's just my opinion | ||
JCoto
Spain574 Posts
Bio is not going to be dead at all, you'll simply need to mix in some Broken mech unit, which is something that gas-wise the Bio style is going to allow. Bio is commonly played with Thor support, in a possible future that will be split between cyclones and the Antimutalisk flying unit for terran. And don't forget that the Ghost is going to be revamped for sure, so in the end Bio will still work without much trouble. Never forget that Bio is supposed to be more than MMM. Terrans are short-minded on that. | ||
DinoMight
United States3725 Posts
Honestly, mass Cyclone just rapes them haha. My friend and I played some Archon mode and we made Hellbats/Cyclone/Raven.. killed basically anything zerg made. | ||
Ramiz1989
12124 Posts
On May 05 2015 21:52 DinoMight wrote: Played as Terran vs Ultras yesterday. Honestly, mass Cyclone just rapes them haha. My friend and I played some Archon mode and we made Hellbats/Cyclone/Raven.. killed basically anything zerg made. Yes, but some people are quite delusional. | ||
DinoMight
United States3725 Posts
We were going Mech and kept trying different unit comps. Everytime there was a fight all our stuff would die except the Cyclones. So we just ended up with a whole bunch of Cyclones and I was like alright, fuck it dude, just keep making Cyclones. And we won. It was pretty simple haha. | ||
Hider
Denmark9376 Posts
Never forget that Bio is supposed to be more than MMM. Terrans are short-minded on that. The problem is that adding in hardcounters to reward diversity is the wrong solution here. Yes some units should be better vs other units, but making it impossible for bio to deal damage to Ultralisks while further rewarding a kite-forever interaction is 100% the wrong direction. If Ultras were a bit faster off creep and lower model size instead, I think the game would be much more fun for both the terran bio player and the zerg player. On top of that, what is even the point of mixing in Cyclones? It doens't change any dynamics at all. Terran bio is still mobile and still kite bite-based. All you forced terran to do was mix in one unit that is produced from the factory instead of the barrack and is terribly binary in how you play it and leaves no counterplay for the opponent. The proper way to reward diversity here is to nerf terran kiting efficiency vs Ultras and instead reward the terran player for mixing in units that changes the dynamic of the game. That's what BW did in TvZ as you would slowly transition into mech in the late game after opening bio. That meant that you transitioned from playing aggressively into defensively which had an interesting dynamic. Mixing in Cyclones on the other hand is anything but interessting. You cannot possibly say that it hard counters something, when the units barely meet early - mid and even some of the late game.. That's just my opinion Hardcounters have nothing to do with tiers as the whole idea notion of tier 3 units > tier 1 units is flawed. No tier 1 units, tier 2 units and tier 3 units should all be viable with different advantages and disadvantages. On top of that, you seem to confuse "one unit being a bit better vs certain units" with "one unit completely dominating other units". The former is fine and the latter is a hardcounter which isn't fun. | ||
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Firebolt145
Lalalaland34490 Posts
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JCoto
Spain574 Posts
On May 05 2015 23:01 Hider wrote: On top of that, what is even the point of mixing in Cyclones? It doens't change any dynamics at all. Terran bio is still mobile and still kite bite-based. All you forced terran to do was mix in one unit that is produced from the factory instead of the barrack and is terribly binary in how you play it and leaves no counterplay for the opponent. The proper way to reward diversity here is to nerf terran kiting efficiency vs Ultras and instead reward the terran player for mixing in units that changes the dynamic of the game. That's what BW did in TvZ as you would slowly transition into mech in the late game after opening bio. That meant that you transitioned from playing aggressively into defensively which had an interesting dynamic. Mixing in Cyclones on the other hand is anything but interessting. Hardcounters have nothing to do with tiers, and you seem to confuse "one unit being a bit better vs certain units" with "one unit completely dominating other units". The former is fine and the latter is a hardcounter which isn't fun. Very contradictory (something rare on you, Hinder) to say that you should reward diversity, mixing units that change the dynamic of the game, the Bio transition into Mech, BW-like.... And after that you say that Cyclones don't achieve that. It achieves it. and offers an interesting transition point towards mech or Bio mech. Cyclones completely change the dynamic of the game since it forces the Zerg to move out of their Anti-Bio compo with Ultras. T: MMM-> MMMM -> MMMMC/T or New starport unit -> MMMMCG Z: LMB -> LBMU -> LBMUI> LBMUQI -> It is false that Bio is dead with the ultralisk change, you can check last Lycan League TvZs. They dealt Ultras with MMMM in some occasions, but Cyclones were the good response. And It is false that Zerg has no counterplay to Cyclones. Cracklings and Mutas already counter Cyclones. And both of them demand transition into Mech to deal with them quite properly (Hellion/New air unit) once Ultras hit the field. And Infestors and Vipers are a very interesting option. Broodlords can also be considered there. Infestors are specially interesting since they have the Neural Parasite range buff (can pick Cyclones before they acquire your units) and can stop the kiting thing.And Vipers have abduct and blinding cloud. What's more, every Zerg unit is faster than cyclones on creep except the queen, and most fighting units are faster than Cyclones and move around the same speed when offcreep. Maybe the problem is that the unit appears too early or it seems uninteresting to you. If you don't like the unit, say it, there is many people that dislikes it. But Cyclones are exaclty the thing you have been talking about. I think it is good to have ultras as an answer to Bio. It makes sense, considering that the LBM style was anchored in the early-midgame. Also, the Ultralisk tech path is part of the Zerg meele, so it complements it perfectly. It brings game proggression. Forcing terran to move out of their all-around basic compo demanding them to use one unit that complements Bio (Mobile, Kiting friendly) Is not the end of the world. And please don't talk about hardcountering and bring on Terran. Marauders, Ghost EMP, Hellbats, Mines and Ravens are in the game. | ||
Odowan Paleolithic
United States232 Posts
On April 28 2015 04:49 Grumbels wrote: Clearly terran should get the human macro mechanic from wc3 where you could speed build buildings by adding more workers to the construction. ![]() Behold the new 14 14 proxy rax. You just need to pull more scvs. | ||
Hider
Denmark9376 Posts
Cyclones completely change the dynamic of the game since it forces the Zerg to move out of their Anti-Bio compo with Ultras. Different unit compositions =/ different dynamics. What I mean by dynamics is more about playstyle. E.g switching from an aggerssive style to a defensive style. Multitask-based style to a timing/deathball-style. With Cyclone mixed in to bio you just kite vs Ultras, which is something you would have done regardless. Mixing in Tanks on the other hand (as in BW) would change the dynamics. Marauders, Ghost EMP, Hellbats, Mines and Ravens are in the game. EMP and Ravens = Just awfully designed abilities/spellcasters, but aren't really hardcounters per se. While you could argue that Mines are poorly designed, they are far away from a hardcounter as its efficiency depends on the unit control of the opponent (and how well you set them up as a terran). Hardcounters = When one unit dominates another unit in every single way (or perhaps there is one area where it doesn't dominate, but its other advantages clearly outweights the one disadvantage - production speed also matters here). The implication of hardcounters are typically that micro/unit-control is put into background and instead becomes more about having the right unit compositions, which imo makes the game less fun to play and watch. You could make a case for Maurauders and Hellbats. However, the former has an important impact on the dynamic as it makes bio less vulnerable to splash/abilities. On top of that, the Maurauders have several soft-counters (Zealot, Immortal vs protoss) and vs Collosus its also kinda of a soft-counter. While there are some situations where the Maurauder feels a bit like a hardcounter, the actual gameplay implications aren't as signifciant. Especially because protoss easily can mix in Zealots with Stalkers and terran can't outproduce the zerg in Maurauders vs Roaches. Versus Ultralisks, the issue isn't as much the damage the Maurauders deals, but rather that Ultras can be kited infinitively off-creep which creates very lame interactions. I don't agree with Blizzards decision to make Hellbats better vs light units than armored units, but that's a result of Siege Tank being too weak. It does kinda hardcounters Speedlings (despite it being much slower), however against Marines on the other hand, there is lots of counterplay potential. TLDR: The armor buff to Ultralisks doesn't add any value to the gameplay that otherwise could be not created in a more fun way by a movement speed off creep along with lower model size. Imo it makes more sense to scrap the Cyclone or completely redesign it, and buff the Siege Tank in the late game. | ||
Loccstana
United States833 Posts
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Big J
Austria16289 Posts
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ejozl
Denmark3364 Posts
So I guess what I'm saying is, if Ultras are truly broken, wouldn't it be cool if you could Abduct/Neural/Fungal/Time Warp it instead? I actually don't know if Stasis works against Ultras. | ||
Big J
Austria16289 Posts
On May 06 2015 21:04 ejozl wrote: I like the clunkiness and how abusive you can be against the Ultralisk. So I much prefer what they've done with a stat buff, instead of the usual adding in of abilities such as Frenzy. It really creates a clear dynamic of: Zerg has the strongest freaking beast in the Ultralisk and you cannot contest Zerg on the ground unless you abuse the shit out of it. So I guess what I'm saying is, if Ultras are truly broken, wouldn't it be cool if you could Abduct/Neural/Fungal/Time Warp it instead? I actually don't know if Stasis works against Ultras. Having "no control as a counter" is frustrating. That's fungal/forcefield all over again, just on a smaller scale. Also they still aren't that good with 5base armor. They are just insane against certain units, mainly the ones that people tend to call "core". If you bring out Thor/Tank and Immortals and Lurkers, they are still far from uncontestable on the ground without abuse. Short of kiting play and air play. The unit as it is is just a big "fuck you" to certain playstyles while keeping all of the weaknesses that make it so extremely weak once an opponent is allowed to just build appropriate counters. I think swapping the ultralisk and the lurker in Tiers and tweaking them accordingly would be cool. Ultralisks never really felt like a T3 unit. It's always been a tempo-based unit you eventually had to transition out of because melee just doesn't make for a good unit in endgame considerations. Making it T2.5 would give it a bigger timeframe to do its magic. | ||
ejozl
Denmark3364 Posts
Having "no control as a counter" is frustrating. That's fungal/forcefield all over again, just on a smaller scale. Also they still aren't that good with 5base armor. They are just insane against certain units, mainly the ones that people tend to call "core". If you bring out Thor/Tank and Immortals and Lurkers, they are still far from uncontestable on the ground without abuse. Short of kiting play and air play. The unit as it is is just a big "fuck you" to certain playstyles while keeping all of the weaknesses that make it so extremely weak once an opponent is allowed to just build appropriate counters. Yes, but Zerg gets to feel powerful and beastly when the unit works and the other player gets to feel clever, or finesseful when he gets to counter the unit. I think as a whole they are introducing a lot more counters, ex. how Ultras really deals well with BIO, in hope of getting more unit variety and transitioning between unit compositions. If a unit is too much Core and there's no counter, you end up with Roach vs Roach. They can't be too extreme though or you end up with mech vs Protoss (Immortal,) which limits variety. So I agree with you in essence, but it's just hard to tell where the unit is as of now. | ||
Grumbels
Netherlands7031 Posts
On May 06 2015 23:09 Big J wrote: I think swapping the ultralisk and the lurker in Tiers and tweaking them accordingly would be cool. Ultralisks never really felt like a T3 unit. It's always been a tempo-based unit you eventually had to transition out of because melee just doesn't make for a good unit in endgame considerations. Making it T2.5 would give it a bigger timeframe to do its magic. Lurkers feel like a unit which should be used in T2, they add positional control at a point that players are taking more bases. Lurkers wouldn't contribute much in the late game as they are especially useful versus lower tier units, they might not be adequate space control later on. The ultralisk on the other hand serves as a zergling shield in the late-game when area of effect abilities are standard. Those aren't as prevalent in the mid-game outside of widow mines and the ultralisk is less necessary then. | ||
Big J
Austria16289 Posts
On May 07 2015 01:00 Grumbels wrote: Lurkers feel like a unit which should be used in T2, they add positional control at a point that players are taking more bases. Lurkers wouldn't contribute much in the late game as they are especially useful versus lower tier units, they might not be adequate space control later on. The ultralisk on the other hand serves as a zergling shield in the late-game when area of effect abilities are standard. Those aren't as prevalent in the mid-game outside of widow mines and the ultralisk is less necessary then. Lurkers with the amount of damage they do and the range they have feel too strong against ground right now. They are much stronger and trickier than siege tanks for direct combating. And they are a zerg unit, available in huge numbers pretty easily. The current implementation changes the pace of the game so much, once they are out that I think they were better fit deeper in the techtree. The role of the ultralisk in zergling-based play is exactly why I would like to have this unit a little lower in the techtree. The gap in tech between zerglings and ultralisks is so big that only when banelings are strong the playstyle is truely viable. In (WoL and HotS) ZvZ, ZvP and ZvMech zergs usually have to deviate from zergling based play because they cannot bridge the gap. | ||
DinoMight
United States3725 Posts
On May 07 2015 02:59 Big J wrote: Lurkers with the amount of damage they do and the range they have feel too strong against ground right now. They are much stronger and trickier than siege tanks for direct combating. And they are a zerg unit, available in huge numbers pretty easily. The current implementation changes the pace of the game so much, once they are out that I think they were better fit deeper in the techtree. The role of the ultralisk in zergling-based play is exactly why I would like to have this unit a little lower in the techtree. The gap in tech between zerglings and ultralisks is so big that only when banelings are strong the playstyle is truely viable. In (WoL and HotS) ZvZ, ZvP and ZvMech zergs usually have to deviate from zergling based play because they cannot bridge the gap. Yeah but do you want to see just Zerlings in every MU all the time? I like the diversity this forces. Lurker is a bit strong, admittedly. Lurker positions seem impoosible to break in ZvZ but it creates dynamic, positional play. Played some ZvZ yesterday and it was a lot of fun. | ||
Big J
Austria16289 Posts
On May 07 2015 03:10 DinoMight wrote: Yeah but do you want to see just Zerlings in every MU all the time? I like the diversity this forces. Lurker is a bit strong, admittedly. Lurker positions seem impoosible to break in ZvZ but it creates dynamic, positional play. Played some ZvZ yesterday and it was a lot of fun. Yes, I like to have the option to go for one playstyle or another. Having players that almost exclusively play and master certain playstyles is a lot of the charm of the competitive scene. You don't just watch sOs because he is a crisp player, but because he is unique in his play. I want to see Hyun roach busting and Life going muta/ling/bling and Goody build up his tankcount, but that is only possible if their playstyles are somewhat viable. Don't get me wrong, I love players that can play any style, that's strategical perfection. But it is easily reached for as long as there are only one and half styles you can do in any matchup. | ||
Hider
Denmark9376 Posts
I think swapping the ultralisk and the lurker in Tiers and tweaking them accordingly would be cool. Ultralisks never really felt like a T3 unit. It's always been a tempo-based unit you eventually had to transition out of because melee just doesn't make for a good unit in endgame considerations. Making it T2.5 would give it a bigger timeframe to do its magic. I think the issue is that a terran and protoss player simply doesn't have the proper tools to attack into a defensive Lurker player in the midgame. That was obviously differnet in BW due to the lower larva generation of Zerg. Im still curious though whether the Adept + buffed Immortal as a core unit could impact the game dynamic in PvZ, and whether a Siege Tank Buff (+ Raven redesign) could allow bio + tanks (+ ravens) to put pressure on a defensive Zerg Lurker player in the midgame. | ||
Beelzebub1
1004 Posts
On May 07 2015 02:59 Big J wrote: Lurkers with the amount of damage they do and the range they have feel too strong against ground right now. They are much stronger and trickier than siege tanks for direct combating. And they are a zerg unit, available in huge numbers pretty easily. The current implementation changes the pace of the game so much, once they are out that I think they were better fit deeper in the techtree. The role of the ultralisk in zergling-based play is exactly why I would like to have this unit a little lower in the techtree. The gap in tech between zerglings and ultralisks is so big that only when banelings are strong the playstyle is truely viable. In (WoL and HotS) ZvZ, ZvP and ZvMech zergs usually have to deviate from zergling based play because they cannot bridge the gap. While I wouldn't be too too opposed to perhaps increasing the gas cost or maybe the supply by 1, the Lurker doesn't need to be gimped from the get go just because it's strong vs. the units that it's meant to be strong against. It is a powerful positional tool to hold ground and allow Zerg to more safely transition to Hive which has always been a large issue. The Lurker takes great micro and control to work it and make it's strengths shine through, if we are going to talk about units that are too strong let's talk about the Cyclone xD To put it bluntly yet not "l2p", Terran and Protoss just aren't very used to dealing with a powerful space control unit from Zerg and that' ok. I mean for 6 months straight now the metagame in TvZ is literally for the Terran to shove units into the Zerg's face and down his throat until the Zerg either defends it with a good fight or is slowly choked to death by the cost efficient bio parage push, Lurkers completely flip flopping this on it's head is certainly going to cause some headaches Think even more recently, Terran not only is able to be super aggressive with multitudes of all ins and powerful macro bio play, Terran also more recently has the ability to turtle up and play an extremely defensive game with turtle mech. Which I'm sure nobody forgot totally forced Zerg to reevaluate our strategy from, "Defend the push and take a good fight, never leave creep" into "Well you have to play from a set of aggressive options because you cannot sit there and play defensive vs. turtle mech". It is literally the same principle. Terran and Protoss are simply going to have to fear (as they should) engaging into Lurker held positions, and are going to have to go Brood War status on them with good tank positioning, drops to spread Lurker defenses thin, so on and so forth. In spite of all of this defense, I do admit that beyond the Lurker Den upgrade they are extremely cheap and attainable once you have Hydralisks out. A small gas increase should prevent Lurkers being so casually built and deployed without gimping the ability to get them on the field in a timely enough manner to ward off frontal pushes and more safely tech up. Apologies if this comes off as passive aggressive towards anyone, I am just seeing lots of Lurker complaints (Not calling anyone out they are strong as hell vs. bio and lower tech units in general) now that Zerg is starting to utilize it more and I want this unit to be balanced and awesome as it was previously. | ||
TheDwf
France19747 Posts
On May 07 2015 04:02 Beelzebub1 wrote: + Show Spoiler + While I wouldn't be too too opposed to perhaps increasing the gas cost or maybe the supply by 1, the Lurker doesn't need to be gimped from the get go just because it's strong vs. the units that it's meant to be strong against. It is a powerful positional tool to hold ground and allow Zerg to more safely transition to Hive which has always been a large issue. The Lurker takes great micro and control to work it and make it's strengths shine through, if we are going to talk about units that are too strong let's talk about the Cyclone xD To put it bluntly yet not "l2p", Terran and Protoss just aren't very used to dealing with a powerful space control unit from Zerg and that' ok. I mean for 6 months straight now the metagame in TvZ is literally for the Terran to shove units into the Zerg's face and down his throat until the Zerg either defends it with a good fight or is slowly choked to death by the cost efficient bio parage push, Lurkers completely flip flopping this on it's head is certainly going to cause some headaches Think even more recently, Terran not only is able to be super aggressive with multitudes of all ins and powerful macro bio play, Terran also more recently has the ability to turtle up and play an extremely defensive game with turtle mech. Which I'm sure nobody forgot totally forced Zerg to reevaluate our strategy from, "Defend the push and take a good fight, never leave creep" into "Well you have to play from a set of aggressive options because you cannot sit there and play defensive vs. turtle mech". It is literally the same principle. Terran and Protoss are simply going to have to fear (as they should) engaging into Lurker held positions, and are going to have to go Brood War status on them with good tank positioning, drops to spread Lurker defenses thin, so on and so forth. In spite of all of this defense, I do admit that beyond the Lurker Den upgrade they are extremely cheap and attainable once you have Hydralisks out. A small gas increase should prevent Lurkers being so casually built and deployed without gimping the ability to get them on the field in a timely enough manner to ward off frontal pushes and more safely tech up. Apologies if this comes off as passive aggressive towards anyone, I am just seeing lots of Lurker complaints (Not calling anyone out they are strong as hell vs. bio and lower tech units in general) now that Zerg is starting to utilize it more and I want this unit to be balanced and awesome as it was previously. The Lurker is bound to suffer like the Tank in the SC2 environment. Hopefully it endures, but another formula that 30 damage 9 native range 3 supply has to be found. | ||
Maniak_
France305 Posts
On May 07 2015 03:45 Hider wrote: I think the issue is that a terran and protoss player simply doesn't have the proper tools to attack into a defensive Lurker player in the midgame. That was obviously differnet in BW due to the lower larva generation of Zerg. Im still curious though whether the Adept + buffed Immortal as a core unit could impact the game dynamic in PvZ, and whether a Siege Tank Buff (+ Raven redesign) could allow bio + tanks (+ ravens) to put pressure on a defensive Zerg Lurker player in the midgame. Are Banshee somehow impossible to use against lurkers? A cloakable air-to-ground unit that can become faster than mutalisks, that sounds like something that would be a bit more effective than running marines and marauders up ramps covered by lurkers. Not to mention the future air unit that may be usable as an aerial siege unit. | ||
JCoto
Spain574 Posts
On May 07 2015 04:33 Maniak_ wrote: Are Banshee somehow impossible to use against lurkers? A cloakable air-to-ground unit that can become faster than mutalisks, that sounds like something that would be a bit more effective than running marines and marauders up ramps covered by lurkers. Not to mention the future air unit that may be usable as an aerial siege unit. And flying siege tanks, mate, flying siege tanks. Not only to mention that Cyclones can go into Lurker range, acquire it, have a relatively easy time evading the ability, and kite it. You also can drop 2 unsieged tanks outside the lurker range, and order them to siege.... relatively easy time. Also I think that the Ultralisk discussion is too drastic. You can always reduce the bonus armor to balance it. One of the main complaints of Zergs was that Ultras were shit vs bio, making them unsuable lategame. Now that is the reverse situation, it's all terrans crying, even when they have a new unit which is strong against them and further redesign of Ghosts can easily happen. | ||
TheDwf
France19747 Posts
On May 07 2015 06:55 JCoto wrote: Also I think that the Ultralisk discussion is too drastic. You can always reduce the bonus armor to balance it. One of the main complaints of Zergs was that Ultras were shit vs bio, making them unsuable lategame. Yeah, but this complaint was completely wrong. The Ultralisk had problems, but “uselessness vs bio” was certainly not one of them. 6 armor was perfectly fine, changing other values such as the mineral/supply cost and the collision size (but certainly not to automate its positioning with 0 collision size as I read in this thread), etc., should be explored; not 8 armor so that it hardcounters every low damage, fast firing ground unit (i.e. most basic units) according to the idiotic “tier3 units should hardcounter tier1 units” principle promoted by hords of clueless players. | ||
Lexender
Mexico2627 Posts
On May 07 2015 03:45 Hider wrote: I think the issue is that a terran and protoss player simply doesn't have the proper tools to attack into a defensive Lurker player in the midgame. That was obviously differnet in BW due to the lower larva generation of Zerg. Im still curious though whether the Adept + buffed Immortal as a core unit could impact the game dynamic in PvZ, and whether a Siege Tank Buff (+ Raven redesign) could allow bio + tanks (+ ravens) to put pressure on a defensive Zerg Lurker player in the midgame. Its past the time for this, Ravens need a redesign so bad, tanks and ravens should work more like their BW counter parts, but the raven is pretty fucked, awfull in small numbers, slow. Raven should be faster and maybe also a bit more tanky, they should remove durable materials, and if PDD is still a problem change it for something else, there is a lot of room for this, it could also work as an buff to bio since raven its a spellcaster it doesn't needs mech upgrades, it would be a good gas sink and it could compliment it, we may see the return of SK terran (4MSK terran?). Maybe. | ||
rpgalon
Brazil1069 Posts
On May 07 2015 04:02 Beelzebub1 wrote: While I wouldn't be too too opposed to perhaps increasing the gas cost or maybe the supply by 1, the Lurker doesn't need to be gimped from the get go just because it's strong vs. the units that it's meant to be strong against. It is a powerful positional tool to hold ground and allow Zerg to more safely transition to Hive which has always been a large issue. The Lurker takes great micro and control to work it and make it's strengths shine through, if we are going to talk about units that are too strong let's talk about the Cyclone xD To put it bluntly yet not "l2p", Terran and Protoss just aren't very used to dealing with a powerful space control unit from Zerg and that' ok. I mean for 6 months straight now the metagame in TvZ is literally for the Terran to shove units into the Zerg's face and down his throat until the Zerg either defends it with a good fight or is slowly choked to death by the cost efficient bio parage push, Lurkers completely flip flopping this on it's head is certainly going to cause some headaches Think even more recently, Terran not only is able to be super aggressive with multitudes of all ins and powerful macro bio play, Terran also more recently has the ability to turtle up and play an extremely defensive game with turtle mech. Which I'm sure nobody forgot totally forced Zerg to reevaluate our strategy from, "Defend the push and take a good fight, never leave creep" into "Well you have to play from a set of aggressive options because you cannot sit there and play defensive vs. turtle mech". It is literally the same principle. Terran and Protoss are simply going to have to fear (as they should) engaging into Lurker held positions, and are going to have to go Brood War status on them with good tank positioning, drops to spread Lurker defenses thin, so on and so forth. In spite of all of this defense, I do admit that beyond the Lurker Den upgrade they are extremely cheap and attainable once you have Hydralisks out. A small gas increase should prevent Lurkers being so casually built and deployed without gimping the ability to get them on the field in a timely enough manner to ward off frontal pushes and more safely tech up. Apologies if this comes off as passive aggressive towards anyone, I am just seeing lots of Lurker complaints (Not calling anyone out they are strong as hell vs. bio and lower tech units in general) now that Zerg is starting to utilize it more and I want this unit to be balanced and awesome as it was previously. I think the lurker is currently being used more like a stronger and cheaper colossus with a small delay for the first attack than for holding positions. colossus comparison + cost 2/3 of the colossus supply, has better DPS, better Range, bigger splash, far better mov speed while moving arround the map, can't be hit by air attacks, has cloak while attacking. - has to stop to attack, small delay to get the first attack, can't walk over small cliffs I didn't watch pro BW games, but was the lurker being used to aggressively push as much as it is being used right now? | ||
JCoto
Spain574 Posts
On May 07 2015 08:07 rpgalon wrote: I think the lurker is currently being used more like a stronger and cheaper colossus with a small delay for the first attack than for holding positions. colossus comparison + cost 2/3 of the colossus supply, has better DPS, better Range, bigger splash, far better mov speed while moving arround the map, can't be hit by air attacks, has cloak while attacking. - has to stop to attack, small delay to get the first attack, can't walk over small cliffs I didn't watch pro BW games, but was the lurker being used to aggressively push as much as it is being used right now? Yes, the lurker was aggressively used, specially with the combo of the Defiler cloud (Immunity to ranged attacks). In a near future, we might see an HP nerf of it possibly. | ||
Big J
Austria16289 Posts
The same reasons why the lurker was thrown out in the WoL beta still apply in LotV: The unit is hard to make work in an enviroment with the marauder, the roach or the immortal (and others) while the newly introduced baneling was much easier to tweak against marines, hydras and zealots as it didn't have a history of combating armored units like dragoons. That doesn't mean I'm against the lurker being in the game, but I hope they put more effort in it. Currently it is just a bruteforce buff with more damage, more health and more range. | ||
JCoto
Spain574 Posts
On May 07 2015 08:45 Big J wrote: What they did with the lurker was that they looked at the concept of the unit in broodwar and then tried to translate that to SC2. But SC2 doesn't follow the same rules that are in Broodwar. If you make a unit that should hold ground against low-mid tier compositions, it means it destroys marauders and roaches and hellbats and adepts and ravagers and stalkers in SC2. All of those units have traits like health or speed or damage or gimmicks that marine, zealot, zergling, T1 hydralisk, firebat, vulture and dragoon, goliath don't and didn't have. The result is that the SC2 lurker is just much stronger than it used to be against everything. The power it had in broodwar against marine-like compositions, it has now against marauder-like compositions. Obviously, that makes the lurker even better against the marine-like compositions and much more useful against your higher tier units like ultralisks or thors or colossi. The same reasons why the lurker was thrown out in the WoL beta still apply in LotV: The unit is hard to make work in an enviroment with the marauder, the roach or the immortal (and others) while the newly introduced baneling was much easier to tweak against marines, hydras and zealots as it didn't have a history of combating armored units like dragoons. That doesn't mean I'm against the lurker being in the game, but I hope they put more effort in it. Currently it is just a bruteforce buff with more damage, more health and more range. Range is the same, and I think that fairly similar interactions apply to bio as it did in BW. Except that bio is stronger against it with the Marauder in. And bio has combined the Dropship with medics. Stalkers have blink and Adepts have the shade, + Immortals deal with lurkers better than dragoons. Hellbats are like pre-stim Firebats, and Roaches as as mobile as BW Hydras (with a 10% margin I'd say). Terrans also have banshees now and their Siege tanks can "fly". I think that the biggest problem is the amount of damage it deals. Back in WoL alpha it had 15+15vs light, but that was ported to the baneling. The old BW damage was 20 if i'm not wrong, but the lurker was more fragile and cheaper, specially on gas. It was thrown after all the Roach/Hydra debate, since Roaches made finally as the T1 unit and Hydras were moved to T2... and they tried to push the Lurker as a Hive unit. And obviously, it wasn't needed at Hive and even less with the need of the range upgrade. I think that in the end, it's all about getting it figured how to play against it and tweaking the animation attack speed and attack cd itself, some adjustements to damage and HP, and that's it. I think that from the 5 units we have in the Beta, the Lurker is possibly in the best position of balance right now. Cyclones are still a thing worth complaining, Adepts are obviously overbuffed, Disruptor drops are insane, and Ravager is now a shitty Roach strain that could be fairly more with a few tweaks to both Roach and Ravagers. The Lurker IMAO is quite balanced for the difficulty of getting good value of it considering how they can be countered, but in some cases I think that is still quite hard (specially PvZ). | ||
Big J
Austria16289 Posts
On May 07 2015 09:04 JCoto wrote: Range is the same, and I think that fairly similar interactions apply to bio as it did in BW. Except that bio is stronger against it with the Marauder in. And bio has combined the Dropship with medics. Stalkers have blink and Adepts have the shade, + Immortals deal with lurkers better than dragoons. Hellbats are like pre-stim Firebats, and Roaches as as mobile as BW Hydras (with a 10% margin I'd say). Terrans also have banshees now and their Siege tanks can "fly". I think that the biggest problem is the amount of damage it deals. Back in WoL alpha it had 15+15vs light, but that was ported to the baneling. The old BW damage was 20 if i'm not wrong, but the lurker was more fragile and cheaper, specially on gas. It was thrown after all the Roach/Hydra debate, since Roaches made finally as the T1 unit and Hydras were moved to T2... and they tried to push the Lurker as a Hive unit. And obviously, it wasn't needed at Hive and even less with the need of the range upgrade. I think that in the end, it's all about getting it figured how to play against it and tweaking the animation attack speed and attack cd itself, some adjustements to damage and HP, and that's it. I think that from the 5 units we have in the Beta, the Lurker is possibly in the best position of balance right now. Cyclones are still a thing worth complaining, Adepts are obviously overbuffed, Disruptor drops are insane, and Ravager is now a shitty Roach strain that could be fairly more with a few tweaks to both Roach and Ravagers. The Lurker IMAO is quite balanced for the difficulty of getting good value of it considering how they can be countered, but in some cases I think that is still quite hard (specially PvZ). Range is not the same. The lurker had 6range in broodwar (with some extra range past the target though; but it couldn't target anything past 6range). It has 9 in LotV currently. The dps went from 13 to 21 (the damage from 20 to 30). The hitpoints went from 125 to 200. Even someone who understands that the values of BW and SC2 cannot be understood the same given that all other units that are in both games have undergone changes, it is quite obvious that the SC2 lurker would vastly outperform the BW lurker if put into similar scenarios. The reasons are as you say, lots of units are in the game that would be very good against the original lurker. But balancing against those breaks the units against the others. A Terran can't play heavy marauderbased, just because this lurker is in the game. Another thing that needs to be mentioned is that the lurker carries over very few of the original micro interactions with other units, in particular due to the range and health buffs. That is another very important aspect to consider when talking about how the unit is much stronger now. I think you are right when talking about damage and health tweaks, but I think this will severely change how the unit can be used from the current status as end-all antiground unit. | ||
DinoMight
United States3725 Posts
Evidently, attacking up a ramp into a bunch of burrowed Lurkers SHOULD be a bad idea (the same way you wouldn't do it against Tanks). If it turns out that it's really imbalanced, they can always nerf it later. I'd rather have a slightly imba unit that people use at the start than a really weak unit (Adept) that nobody uses only to find out weeks later that it's actually quite good in certain cases. Will help with the beta process. (Suggestion: maybe give the Lurker some sort of + damage to light buff and decrease its base damage to keep it good vs Bio/Hellions/Lings/Hydras/Zealots/Adepts but decrease its effectiveness vs. ALL ground forces. So it becomes a more situational and anti-harass unit). | ||
Grumbels
Netherlands7031 Posts
@1:35 I think maybe that video is slowed down to emphasize the micro, since it didn't seem to me in watching LotV streams that the lurker attack was this slow, but I don't know. I suppose the lurker doesn't have SmartFire though? I was thinking of a fanciful micro trick which I'm not sure will work, but there you take a zergling and place it in lurker range with a lateral patrol command to draw out all the lurker attacks while the zergling avoids all damage. And maybe that way it's easier to run your remaining units through the lurker field. (?) (edit: it works, but I'm not sure how practical it is) By the way, on the topic of promises that Blizzard makes to the community, I think mentioning a new spell for the infestor in the "new expansion update video" and then removing it before beta and not bothering with a replacement even if no one likes neural parasite is a bit dubious. I know Blizzard doesn't remove units, but they've promised to do this in the past. Are they now extending this to promising to remove spells but reneging on this as well? Of course they should make whatever change they want to for the health of the game, but I can imagine someone watching that video (such as myself) to be disappointed. | ||
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Destructicon
4713 Posts
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Archer13
4 Posts
I think blizz is getting sc2 to a good place. They need to since this is their last opportunity to leave starcraft fan boys like myself with a game we can be proud to associate with. So will begin by asking a simple, humble question... Is it a problem that Terran shouldn't be allowed to dominate on a single tech path against every race including their own? I always thought of Terran as being a balance between Zerg and Protoss, yet I see toss players do tech transitions more often than Terran. IMO, I think it would be awesome to see Terran be forced into making more difficult tech decisions in the game. Also, what about the thing where toss is getting the short end of the stick?? Makes sense since Toss players are too afraid of lurkers to do anything but go skytoss. And while I really enjoy seeing the golden armada every now and then, Robo is hella weak right now, they need to bring back the original Immortal! Since when was the Immortal ever considered an OP unit? It would be so good vs hard hitting units like the Ultra and Lurker... The disruptor is great but they need to do something about the fact that they're vulnerable right after discharge... What would be awesome actually is just switching the order of events for the attack where they're vulnerable while charging up the attack but make them invulnerable for a short period post-attack so toss doesn't just immediately lose a shit ton of army supply and invested economy. You can then mess with the health and armor stats if they need to be made more or less resilient in attacking mode. The cyclone is pretty effective agains them all round. So all round that they could, at a stretch, be compared to the warhound, albeit a more micro-centric, less op in more ways than one warhound. The adept could fix that problem though they, sadly, fail to live up to their namesake and are clunky and slow. They need to at least make the attack more responsive though I imagine larger groups of adepts could then be quite dangerous to deal with early on. Isn't that the point though??? You want to be shitting bricks when these guys could be all up in your base!! I have though, an even more sinister and extremist suggestion: make the shades cloaked! That would be soo fuckin scary!!! Scary yet awesome. I think that in assessment the units they've introduced for Toss are great in concept, but need to be tweaked just a bit to make them and Toss more competitive. I don't really hav much to say about zerg because its soo OP right now. Suck on that other races!!! :D Jk I love you all <3 PS. Tank drops are silly looking, but so good. | ||
bo1b
Australia12814 Posts
Unrelated to the topic, but definitely related to the thread, every time someone has a sentence with something bolded as if the reader actually can't read, or starts off with a phrase such as "as a zerg player" as if that qualifies them to say anything on balance or design I pretty much immediately stop reading. Nine times out of ten people who express things in that manner don't have a lot to say beyond the obvious, or the blatantly wrong. On the subject of bio, 4m vs lmb is still imo the highest level of skill displayed in sc2, at least on the mechinal side of things, to be frank, I don't want to see a transition to mech in the same way I hate seeing transitions to swarmhosts. They're boring as fuck to watch. I do like the idea of wicked strong zoning units though. | ||
PinheadXXXXXX
United States897 Posts
On May 18 2015 09:38 bo1b wrote: Why would they buff ultras like this... urgh Unrelated to the topic, but definitely related to the thread, every time someone has a sentence with something bolded as if the reader actually can't read, or starts off with a phrase such as "as a zerg player" as if that qualifies them to say anything on balance or design I pretty much immediately stop reading. Nine times out of ten people who express things in that manner don't have a lot to say beyond the obvious, or the blatantly wrong. On the subject of bio, 4m vs lmb is still imo the highest level of skill displayed in sc2, at least on the mechinal side of things, to be frank, I don't want to see a transition to mech in the same way I hate seeing transitions to swarmhosts. They're boring as fuck to watch. I do like the idea of wicked strong zoning units though. A problem that I've faced with LBM vs bio in LotV is that its very difficult to get enough bio infrastructure out to compete properly against a committed muta-ling-bling player while also allowing for the earlier fourth and air support that is necessary to compete with ultras and lurkers. If they go through with some change to the ghost, though, then I don't think this will be a problem anymore. | ||
brickrd
United States4894 Posts
On May 18 2015 09:38 bo1b wrote:Unrelated to the topic, but definitely related to the thread, every time someone has a sentence with something bolded as if the reader actually can't read, or starts off with a phrase such as "as a zerg player" as if that qualifies them to say anything on balance or design I pretty much immediately stop reading. Nine times out of ten people who express things in that manner don't have a lot to say beyond the obvious, or the blatantly wrong. 79% of statistics are made up on the spot :p most times i see "as a [race] player" it's just a way of qualifying the post to account for what could be perceived bias or add some general context to how you're approaching design. it can mean "i'm not a protoss whining about zerg, this is my opinion about my own race" or "i'm not GM with all races or anything, my perspective is only as a terran ladder player". it can also be filler, sure, but what can't? | ||
BronzeKnee
United States5217 Posts
On April 26 2015 05:53 Gretorp wrote: I went 10 ultras against Stephano thinking I'd wreck him. He had lurkers and made me feel like a prison boy. T and P have the harder times When are rape jokes going to die? | ||
Trizz
Netherlands1318 Posts
I'm sorry you had to relive that experience. | ||
Archer13
4 Posts
On May 18 2015 10:07 brickrd wrote: 79% of statistics are made up on the spot :p most times i see "as a [race] player" it's just a way of qualifying the post to account for what could be perceived bias or add some general context to how you're approaching design. it can mean "i'm not a protoss whining about zerg, this is my opinion about my own race" or "i'm not GM with all races or anything, my perspective is only as a terran ladder player". it can also be filler, sure, but what can't? Exactly! It wasn't meant at all to make people feel like I am some legit source of information, but in fact the contrary. On May 18 2015 09:38 bo1b wrote: Why would they buff ultras like this... urgh On the subject of bio, 4m vs lmb is still imo the highest level of skill displayed in sc2, at least on the mechinal side of things, to be frank, I don't want to see a transition to mech in the same way I hate seeing transitions to swarmhosts. They're boring as fuck to watch. I do like the idea of wicked strong zoning units though. I think they should up the ultra supply count to balance their obvious OPness at this point. I mean marines do fuck all to Ultras. Rapid fire massage. Thors though... Thor may just be the ticket vs Ultras. Regarding switching to mech being an issue, how could you possibly compare that to Swarm Hosts? SHs are universally accepted to be bad units. Like they're really horrible. It wasn't mech that resulted in the hour long snooze-fests of HoTs, but the SH. Plus Terran players don't need to switch completely to mech or anything, just continue doing what they've always done by sprinkling mech units where necessary. People go hellbat drops into bio, hellions and reapers in the early game, marine marauder with tank or thor support in the mid to late game. Why couldn't they switch to something hardier in mech that comes out faster than lurkers but takes the punishment. Lurkers take a while to pop and cost quite a bit, so if you can punish a zerg player rushing for them or identify the tech switch during the game then you may be able to make the necessary adjustments in time. Ravens and hunter seeker could be good for breaking lurker lines? Terran don't really need gas for marines anyways... :p They may need to make some SLIGHT adjustments to the Lurker's responsiveness though. At the moment they're like Porches while they need to feel more like really deadly SUVs, less like a highly mobile, core army unit and more like a siege unit [slightly slower to move, burrow, attack etc.] | ||
Lexender
Mexico2627 Posts
On May 19 2015 08:00 Archer13 wrote: Exactly! It wasn't meant at all to make people feel like I am some legit source of information, but in fact the contrary. I think they should up the ultra supply count to the B_W 8 once more to balance they're obvious OPness at this point. I mean marines do fuck all to Ultras. Rapid fire massage. Thors though... Thor may just be the ticket vs Ultras. What's the Thor repair like in-field? Any good? Regarding switching to mech being an issue, how could you possibly compare that to Swarm Hosts? SHs are universally accepted to be bad units. Like they're really horrible. It wasn't mech that resulted in the hour long snooze-fests of HoTs, but the SH. Plus Terran players don't need to switch completely to mech or anything, just continue doing what they've always done by sprinkling mech units where necessary. People go hellbat drops into bio, hellions and reapers in the early game, marine marauder with tank or thor support in the mid to late game. Why couldn't they switch to something hardier in mech that comes out faster than lurkers but takes the punishment. Lurkers take a while to pop and cost quite a bit, so if you can punish a zerg player rushing for them or identify the tech switch during the game then you may be able to make the necessary adjustments in time. Ravens? Terran don't really need gas for marines anyways... :p Unexistant, as they took that ability away many patches ago. | ||
Archer13
4 Posts
On May 19 2015 08:14 Lexender wrote: Unexistant, as they took that ability away many patches ago. Cheers dude, I updated my post to reflect that. | ||
TheDwf
France19747 Posts
On May 19 2015 08:00 Archer13 wrote: I think they should up the ultra supply count to the B_W 8 once more to balance they're obvious OPness at this point. BW ultras cost 4 supply. | ||
Archer13
4 Posts
Ahhh can I not get anything right...?? Cheers dude. | ||
Randomaccount#77123
United States5003 Posts
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TheDwf
France19747 Posts
Yep, it is known. | ||
usethis2
2164 Posts
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Drake
Germany6146 Posts
remindes me of some pvp i played early wol when the other p flaming me sentrys would be imbalanced and i was thinking wtf man you can build them too how can a mirror be ever imbalanced at all On April 26 2015 09:26 Loccstana wrote: Marauder overnerfed, Ultra overbuffed ![]() no dude marauder nerf is fine and was needed, can terrans plz stop adding their whine in topics when theres absolute NOTHN about terran in the topic ? it rly starts getting anoying hearing it everywhere ... | ||
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