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Active: 1649 users

LotV Beta Balance Update — September 3 2015 - Page 2

Forum Index > Legacy of the Void
341 CommentsPost a Reply
Prev 1 2 3 4 5 16 17 18 Next All
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 03 2015 23:34 GMT
#21
On September 04 2015 08:25 TheWinks wrote:
The automule spams the same patch over and over and over unless it tries to start mining the moment before the old mule dies. This is awful behavior. Optimal macro means having to manually control your mules.

The CCs should do something like prioritize the highest patch or have a secondary mule rally somehow. My dream behavior would be having a mule rally button where you pick a mineral line and then the mule calldown prioritizes the highest patch in that field.

they should just set the mule drop to the CC rally location, problem solved.
vibeo gane,
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
September 03 2015 23:35 GMT
#22
Can't play until the weekend. I am really interested in how blinding cloud and ravager 13 range change the TvZ matchup with regards to siege tanks.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 03 2015 23:43 GMT
#23
I kinda wish the ravager was at like 12 range instead of 13. So that you have to look for slight weaknesses against siege tanks.

I think this upgrade will also help quite a bit vs. liberator harass, which makes me happy.
Magnifico
Profile Joined March 2013
1958 Posts
September 04 2015 00:04 GMT
#24
The new chronoboost is a nightmare to use. You have to individually select the nexus if you want to put that nexus's chronoboost in some place. Imagine doing that with three nexus.

It's harder than inject.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
September 04 2015 00:08 GMT
#25
On September 04 2015 09:04 Tiaraju9 wrote:
The new chronoboost is a nightmare to use. You have to individually select the nexus if you want to put that nexus's chronoboost in some place. Imagine doing that with three nexus.

It's harder than inject.

But (the old) inject is time sensitive. As a Terran I was always impressed when someone had the rythm of injects. With CB you set it on something and leave it until you want to change it. This cannot be harder than timing injects.
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
Last Edited: 2015-09-04 00:09:07
September 04 2015 00:08 GMT
#26
I think the auto-mule and auto-chrono implementations are rather quick ones just for testing purposes. Obviously the auto-mule should either cycle through each mineral patch on each cast or follow the rally of the OC, and the auto-chrono should cycle through each Nexus every time you place it on another building.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
WhiteLuminous
Profile Joined July 2015
43 Posts
September 04 2015 00:11 GMT
#27
On September 04 2015 09:08 DeadByDawn wrote:
Show nested quote +
On September 04 2015 09:04 Tiaraju9 wrote:
The new chronoboost is a nightmare to use. You have to individually select the nexus if you want to put that nexus's chronoboost in some place. Imagine doing that with three nexus.

It's harder than inject.

But (the old) inject is time sensitive. As a Terran I was always impressed when someone had the rythm of injects. With CB you set it on something and leave it until you want to change it. This cannot be harder than timing injects.


I'm not going to say that the new Chrono is harder than Larvae injects, but you do have to remember which nexus is chronoing which structure. I try to chrono my second forge and then my first forge stops chronoing so I have to specifically select my second nexus to chrono my first forge...

This is arguably harder than old Chrono.
parkufarku
Profile Blog Joined March 2014
882 Posts
September 04 2015 00:11 GMT
#28
Calldown: MULE is back.
Ability is set to autocast on nearby minerals.
No energy cost.
Now has a cooldown.
30 range from casting Orbital Command.
Harvest amount decreased to 40 from 45.

40 per trip still sounds incredibly OP. Looks like enough Terrans whined that Chronoboost / Inject got nerfed while T's macro remains relatively unchanged
BamBam
Profile Blog Joined November 2009
745 Posts
September 04 2015 00:19 GMT
#29
On September 04 2015 09:11 parkufarku wrote:
Calldown: MULE is back.
Ability is set to autocast on nearby minerals.
No energy cost.
Now has a cooldown.
30 range from casting Orbital Command.
Harvest amount decreased to 40 from 45.

40 per trip still sounds incredibly OP. Looks like enough Terrans whined that Chronoboost / Inject got nerfed while T's macro remains relatively unchanged


Actually its a buff from HOTS when they only carried 30 minerals;

http://wiki.teamliquid.net/starcraft2/MULE

Cant say that I agree with nerfing zerg's only form of early harass (drop overlords). Hell it just doesnt make any sense that at the beginning of these patches it was all about harassment and skirmishing battles, and now its like they want to go the opposite direction. WHY?!

What probably astounds me the most is the buff to carriers... like they need any help.
"two is way better than twice as one" - artosis
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
Last Edited: 2015-09-04 00:23:42
September 04 2015 00:21 GMT
#30
On September 04 2015 09:11 parkufarku wrote:
Calldown: MULE is back.
Ability is set to autocast on nearby minerals.
No energy cost.
Now has a cooldown.
30 range from casting Orbital Command.
Harvest amount decreased to 40 from 45.

40 per trip still sounds incredibly OP. Looks like enough Terrans whined that Chronoboost / Inject got nerfed while T's macro remains relatively unchanged

I think that this is balanced around the fact that you can not drop the mule hammer anymore due to the cast range.

Don't forget that the OC costs 150 minerals and you lose two workers whilst it builds which is ~ 90 minerals per minute less permanently.
johnbongham
Profile Joined April 2014
451 Posts
September 04 2015 00:22 GMT
#31
12 range revelation....100 energy scans. wth?
Magnifico
Profile Joined March 2013
1958 Posts
Last Edited: 2015-09-04 00:23:43
September 04 2015 00:23 GMT
#32
On September 04 2015 09:11 WhiteLuminous wrote:
Show nested quote +
On September 04 2015 09:08 DeadByDawn wrote:
On September 04 2015 09:04 Tiaraju9 wrote:
The new chronoboost is a nightmare to use. You have to individually select the nexus if you want to put that nexus's chronoboost in some place. Imagine doing that with three nexus.

It's harder than inject.

But (the old) inject is time sensitive. As a Terran I was always impressed when someone had the rythm of injects. With CB you set it on something and leave it until you want to change it. This cannot be harder than timing injects.


I'm not going to say that the new Chrono is harder than Larvae injects, but you do have to remember which nexus is chronoing which structure. I try to chrono my second forge and then my first forge stops chronoing so I have to specifically select my second nexus to chrono my first forge...

This is arguably harder than old Chrono.


On top of all that, now we need to be SUPER careful with our pylon and gateway placement. For each pylon we build, one need to assess if its good to power gateways, to use photon overcharge and to prevent ling runby.

I'm not kidding when I say that Protoss macro in LotV is HARDER than in HotS.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-09-04 00:25:23
September 04 2015 00:23 GMT
#33
On September 04 2015 09:19 Energizer wrote:
Show nested quote +
On September 04 2015 09:11 parkufarku wrote:
Calldown: MULE is back.
Ability is set to autocast on nearby minerals.
No energy cost.
Now has a cooldown.
30 range from casting Orbital Command.
Harvest amount decreased to 40 from 45.

40 per trip still sounds incredibly OP. Looks like enough Terrans whined that Chronoboost / Inject got nerfed while T's macro remains relatively unchanged


Actually its a buff from HOTS when they only carried 30 minerals;

http://wiki.teamliquid.net/starcraft2/MULE

In legacy they make 6 trips.

9 x 30 = 270 <- hots
6 x 45 = 270
6 x 40 = 240 <- live beta

I didn't see it, but apparently they still can die on their last trip on far minerals, making it only 200 minerals.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
September 04 2015 00:25 GMT
#34
On September 04 2015 09:23 Tiaraju9 wrote:
Show nested quote +
On September 04 2015 09:11 WhiteLuminous wrote:
On September 04 2015 09:08 DeadByDawn wrote:
On September 04 2015 09:04 Tiaraju9 wrote:
The new chronoboost is a nightmare to use. You have to individually select the nexus if you want to put that nexus's chronoboost in some place. Imagine doing that with three nexus.

It's harder than inject.

But (the old) inject is time sensitive. As a Terran I was always impressed when someone had the rythm of injects. With CB you set it on something and leave it until you want to change it. This cannot be harder than timing injects.


I'm not going to say that the new Chrono is harder than Larvae injects, but you do have to remember which nexus is chronoing which structure. I try to chrono my second forge and then my first forge stops chronoing so I have to specifically select my second nexus to chrono my first forge...

This is arguably harder than old Chrono.


On top of all that, now we need to be SUPER careful with our pylon and gateway placement. For each pylon we build, one need to assess if its good to power gateways, to use photon overcharge and to prevent ling runby.

I'm not kidding when I say that Protoss macro in LotV is HARDER than in HotS.

Tracking what Nexus is chrono boosting what is ridiculous. The game should show one of those lines (like it does for the target of a widow mine) that shows where the Nexus is linked to.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
September 04 2015 00:27 GMT
#35
On September 04 2015 09:23 TheWinks wrote:
Show nested quote +
On September 04 2015 09:19 Energizer wrote:
On September 04 2015 09:11 parkufarku wrote:
Calldown: MULE is back.
Ability is set to autocast on nearby minerals.
No energy cost.
Now has a cooldown.
30 range from casting Orbital Command.
Harvest amount decreased to 40 from 45.

40 per trip still sounds incredibly OP. Looks like enough Terrans whined that Chronoboost / Inject got nerfed while T's macro remains relatively unchanged


Actually its a buff from HOTS when they only carried 30 minerals;

http://wiki.teamliquid.net/starcraft2/MULE

In legacy they make 6 trips.

9 x 30 = 270 <- hots
6 x 45 = 270
6 x 40 = 240 <- live beta

I didn't see it, but apparently they still can die on their last trip on far minerals, making it only 200 minerals.


Which with the lost of two workers whilst the OC builds means that (per minute) you get about 100 minerals extra. Woohoo OP!
Magnifico
Profile Joined March 2013
1958 Posts
Last Edited: 2015-09-04 00:29:08
September 04 2015 00:28 GMT
#36
On September 04 2015 09:25 DeadByDawn wrote:
Show nested quote +
On September 04 2015 09:23 Tiaraju9 wrote:
On September 04 2015 09:11 WhiteLuminous wrote:
On September 04 2015 09:08 DeadByDawn wrote:
On September 04 2015 09:04 Tiaraju9 wrote:
The new chronoboost is a nightmare to use. You have to individually select the nexus if you want to put that nexus's chronoboost in some place. Imagine doing that with three nexus.

It's harder than inject.

But (the old) inject is time sensitive. As a Terran I was always impressed when someone had the rythm of injects. With CB you set it on something and leave it until you want to change it. This cannot be harder than timing injects.


I'm not going to say that the new Chrono is harder than Larvae injects, but you do have to remember which nexus is chronoing which structure. I try to chrono my second forge and then my first forge stops chronoing so I have to specifically select my second nexus to chrono my first forge...

This is arguably harder than old Chrono.


On top of all that, now we need to be SUPER careful with our pylon and gateway placement. For each pylon we build, one need to assess if its good to power gateways, to use photon overcharge and to prevent ling runby.

I'm not kidding when I say that Protoss macro in LotV is HARDER than in HotS.

Tracking what Nexus is chrono boosting what is ridiculous. The game should show one of those lines (like it does for the target of a widow mine) that shows where the Nexus is linked to.


Yep. This new iteration is not elegant at all. I played five games so far.
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
September 04 2015 00:29 GMT
#37
"macro mechanics aren't strategic enough"

"so let's automate it!"

srsly
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
johnbongham
Profile Joined April 2014
451 Posts
September 04 2015 00:32 GMT
#38
Does blizz really think these drastic changes are going to reinvigorate the scene? All I see happening is plenty of people refusing to switch expansions and maybe a few new people get into starcraft and we end up with yet another split scene.
LHK
Profile Joined May 2015
204 Posts
September 04 2015 00:35 GMT
#39
If they're worried about tank drops being too strong early, why don't' they revert the Siege Mode research from WoL? It makes the timing more of an investment and hits a fair bit later. Not to mention plenty of people feel mech is too strong and should be slowed down a tad.
-Laura
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
September 04 2015 00:40 GMT
#40
On September 04 2015 09:35 LHK wrote:
If they're worried about tank drops being too strong early, why don't' they revert the Siege Mode research from WoL? It makes the timing more of an investment and hits a fair bit later. Not to mention plenty of people feel mech is too strong and should be slowed down a tad.

I believe that change was a response to the strength of Protoss all-ins in HotS. I feel that those all-ins are a little stronger now if anything. I cannot see this change ever being reverted. The 0.75 delay should help Zerg deal with this much easier if they have speedlings.
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