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LotV Beta Balance Update - October 23 - Page 6

Forum Index > Legacy of the Void
116 CommentsPost a Reply
Prev 1 4 5 6 All
halomonian
Profile Joined January 2012
Brazil255 Posts
October 25 2015 23:05 GMT
#101
I still think Adepts, as they are now, should be higher tech. They overlap too much with the stalkers at the gateway tech and i think it would be nice as twilight council/templar archives tech or even a new tech building like we had with the observatory and the arbiter tribunal back in bw.
thoughts in chaos | enjOy[dream]
NyxNax
Profile Joined March 2014
United States227 Posts
October 26 2015 00:26 GMT
#102
What i dont get is the delay on siege tank firing when dropping a sieged tank..

I mean whats the whole point of picking them up while sieged if the firing delay is almost as long as it takes to siege???

Why not make the delay when you pick the siege tank up instead? Show a little animation of something lowering to pick it up(Like a magnet they use to pick up cars). To me that seems to make more sense, but i'll just say I could be completely wrong. And they could still have a tiny delay before it fires as well,
parkufarku
Profile Blog Joined March 2014
882 Posts
October 26 2015 01:03 GMT
#103
On October 26 2015 09:26 NyxNax wrote:
What i dont get is the delay on siege tank firing when dropping a sieged tank..

I mean whats the whole point of picking them up while sieged if the firing delay is almost as long as it takes to siege???

Why not make the delay when you pick the siege tank up instead? Show a little animation of something lowering to pick it up(Like a magnet they use to pick up cars). To me that seems to make more sense, but i'll just say I could be completely wrong. And they could still have a tiny delay before it fires as well,


Because the entire idea behind picking up while sieged is not only used for offensive purposes but to save your tanks while they are sieged?
TimeSpiral
Profile Joined January 2011
United States1010 Posts
October 26 2015 01:04 GMT
#104
On October 24 2015 22:45 Big J wrote:
Show nested quote +
On October 24 2015 22:30 TimeSpiral wrote:
These are humongous nerfs to Terran, lol. My god.

On October 24 2015 20:00 StarscreamG1 wrote:
The liberator change was needed because of the maps. But can someone explain the lurker den time nerf? It already takes a lot of time.


I get that there were one or two mineral patches, in the nat and some third bases, on some maps, that were one or two squares out of range ... so if the Terran tech-rushed and attacked a greedy Zerg, some damage could be done. So, nerf the casting range by a little bit ... But a 61% reduction initially? Then an upgrade in the fusion core to return it to a 30% nerf of the original version?

And the tanks firing cool down after drop increased by 275%?

I mean ... this seems extreme.

I thought the cast range was 9 before, can anyone confirm what number it was before the patch? And the liberator thing is also quite a buff in certain situations, especially defensively early on when you suddenly have a quite some extra resources from not researching the upgrade and still can use the defender mode.


I'm almost certain it was 13 ... that's still what it says on Liquipedia for the Liberator. But, I don't know. I could be wrong. Either way, it's a huge nerf. The Liberator is a glass cannon, and the targeting area is essentially the same as a Marine (exactly the same, except that it can't move). If it's that close to it's targeting area, then it's flanks are even more exposed than they already were, because now the Lib is significantly closer to the action.

The delayed cost of 150/150 plus a techlab is nice, but now we need a fusion core and a 150/150 upgrade, and a tech lab--fucking lol!--so expect to never see range researched except for late-game (if people even bother).

I've seen some try and dice this up as a buff -- definitely not Terran players saying this. This is--without question, in my mind--a nerf, and it's a gigantic one, as I tried to explain in my original comment.

The Medivac drop siege timing is extremely slow now. I mean, I get it why they're doing this, but now it just feel unresponsive. You have time to think to yourself, "what's happening? Why isn't my tank shooting?" Then it shoots. It's stupid.

But, maybe I'm wrong and the tank drop is supposed to be purely defensive, to individually with two units a piece dodge the new point-and-kill abilities of Zerg and Protoss. *shrugs*
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2015-10-26 03:10:16
October 26 2015 02:48 GMT
#105
On October 26 2015 10:04 TimeSpiral wrote:
Show nested quote +
On October 24 2015 22:45 Big J wrote:
On October 24 2015 22:30 TimeSpiral wrote:
These are humongous nerfs to Terran, lol. My god.

On October 24 2015 20:00 StarscreamG1 wrote:
The liberator change was needed because of the maps. But can someone explain the lurker den time nerf? It already takes a lot of time.


I get that there were one or two mineral patches, in the nat and some third bases, on some maps, that were one or two squares out of range ... so if the Terran tech-rushed and attacked a greedy Zerg, some damage could be done. So, nerf the casting range by a little bit ... But a 61% reduction initially? Then an upgrade in the fusion core to return it to a 30% nerf of the original version?

And the tanks firing cool down after drop increased by 275%?

I mean ... this seems extreme.

I thought the cast range was 9 before, can anyone confirm what number it was before the patch? And the liberator thing is also quite a buff in certain situations, especially defensively early on when you suddenly have a quite some extra resources from not researching the upgrade and still can use the defender mode.


I'm almost certain it was 13 ... that's still what it says on Liquipedia for the Liberator. But, I don't know. I could be wrong. Either way, it's a huge nerf. The Liberator is a glass cannon, and the targeting area is essentially the same as a Marine (exactly the same, except that it can't move). If it's that close to it's targeting area, then it's flanks are even more exposed than they already were, because now the Lib is significantly closer to the action.

The delayed cost of 150/150 plus a techlab is nice, but now we need a fusion core and a 150/150 upgrade, and a tech lab--fucking lol!--so expect to never see range researched except for late-game (if people even bother).

I've seen some try and dice this up as a buff -- definitely not Terran players saying this. This is--without question, in my mind--a nerf, and it's a gigantic one, as I tried to explain in my original comment.

The Medivac drop siege timing is extremely slow now. I mean, I get it why they're doing this, but now it just feel unresponsive. You have time to think to yourself, "what's happening? Why isn't my tank shooting?" Then it shoots. It's stupid.

But, maybe I'm wrong and the tank drop is supposed to be purely defensive, to individually with two units a piece dodge the new point-and-kill abilities of Zerg and Protoss. *shrugs*


Cast range for the ablity was 9, the weapon range is 13. It made little sense because even with the extended range from the AoE of the ability, the range was only 11.5
In Somnis Veritas
Big J
Profile Joined March 2011
Austria16289 Posts
October 26 2015 02:55 GMT
#106
the liberators weapon range was and I think still is 13. the cast range of the circle is 5(+4) and I think it was previously 9 as well.
you place the circlecenter in up to 9range which means that the furthest part of the circle can be (assuming the circleradius is 4) 13range away, thus the weaponrange of the liberator needs to be 13 to shoot even at the furthest possible point within its circle.
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
Last Edited: 2015-10-26 03:14:45
October 26 2015 03:14 GMT
#107
On October 26 2015 11:55 Big J wrote:
the liberators weapon range was and I think still is 13. the cast range of the circle is 5(+4) and I think it was previously 9 as well.
you place the circlecenter in up to 9range which means that the furthest part of the circle can be (assuming the circleradius is 4) 13range away, thus the weaponrange of the liberator needs to be 13 to shoot even at the furthest possible point within its circle.


I think the radius is a few range longer than you're giving it - 5(+4) + 6 for circle edge.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TimeSpiral
Profile Joined January 2011
United States1010 Posts
October 26 2015 15:08 GMT
#108
On October 26 2015 11:55 Big J wrote:
the liberators weapon range was and I think still is 13. the cast range of the circle is 5(+4) and I think it was previously 9 as well.
you place the circlecenter in up to 9range which means that the furthest part of the circle can be (assuming the circleradius is 4) 13range away, thus the weaponrange of the liberator needs to be 13 to shoot even at the furthest possible point within its circle.


On October 26 2015 12:14 Cyro wrote:
Show nested quote +
On October 26 2015 11:55 Big J wrote:
the liberators weapon range was and I think still is 13. the cast range of the circle is 5(+4) and I think it was previously 9 as well.
you place the circlecenter in up to 9range which means that the furthest part of the circle can be (assuming the circleradius is 4) 13range away, thus the weaponrange of the liberator needs to be 13 to shoot even at the furthest possible point within its circle.


I think the radius is a few range longer than you're giving it - 5(+4) + 6 for circle edge.


I assumed it was something like that. That makes this nerf a little more interesting. The fusion core + upgrade is going to come so late, it essentially removes full functionality from the majority of games. Part of me wishes they would have given a little something, maybe slightly reducing the time it takes to deactivate Defender Mode.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
Last Edited: 2015-10-26 18:53:37
October 26 2015 18:49 GMT
#109
I assumed it was something like that. That makes this nerf a little more interesting. The fusion core + upgrade is going to come so late, it essentially removes full functionality from the majority of games.


It's a big buff in a few ways, just faced a terran hitting before 7 mins with stim, 2-4 medivacs, liberators rallied and third base now that you don't have to worry about researching - the range doesn't change much, they have 10 range starting out so it's enough to bypass photon overcharge and comfortably get guarded by marines with some extra range.

Went 1gate-nexus-core-stargate (for a phoenix blob) and failed to hold it both times. Got adept upgrade the second time, didn't help that much. It seems like a very strong style.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Big J
Profile Joined March 2011
Austria16289 Posts
October 26 2015 20:47 GMT
#110
Btw, anybody know if there is another balance update this beta or will this mess be released?
Aquila-
Profile Blog Joined April 2011
516 Posts
October 26 2015 20:50 GMT
#111
On October 27 2015 05:47 Big J wrote:
Btw, anybody know if there is another balance update this beta or will this mess be released?



They just said the beta is going to end very soon so probably no patch before release. They will wait till everyone has bought the game and then hit hard with the nerfs.
Cyro
Profile Blog Joined June 2011
United Kingdom20340 Posts
October 26 2015 22:24 GMT
#112
On October 27 2015 05:47 Big J wrote:
Btw, anybody know if there is another balance update this beta or will this mess be released?


They're balance updating like every week ATM
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2015-10-26 23:00:46
October 26 2015 22:48 GMT
#113
On October 27 2015 07:24 Cyro wrote:
Show nested quote +
On October 27 2015 05:47 Big J wrote:
Btw, anybody know if there is another balance update this beta or will this mess be released?


They're balance updating like every week ATM



This just makes me sad since they could have been more 'active' all thoughout the beta
:p <-- this is my sarcasm face
91matt
Profile Joined March 2013
United Kingdom147 Posts
October 26 2015 23:32 GMT
#114
disruptors are a terrible unit for the game, they need to be addressed.
Beliskner
Profile Joined August 2015
111 Posts
October 26 2015 23:42 GMT
#115
On October 27 2015 08:32 91matt wrote:
disruptors are a terrible unit for the game, they need to be addressed.


Great points with well thought out reasoning and solutions. Thank you
91matt
Profile Joined March 2013
United Kingdom147 Posts
October 26 2015 23:46 GMT
#116
On October 27 2015 08:42 Beliskner wrote:
Show nested quote +
On October 27 2015 08:32 91matt wrote:
disruptors are a terrible unit for the game, they need to be addressed.


Great points with well thought out reasoning and solutions. Thank you


I keep it concise
bObA
Profile Joined May 2012
France300 Posts
October 27 2015 12:13 GMT
#117
With the new patch ( I am talking as a terran player ) Cyclones are still useless, Tanks drops are now almost useless and even with a bunch of marauders ghosts, ultras are still IMBAs !
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