[A] Starbow - Page 150
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Danko__
Poland429 Posts
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Kabel
Sweden1746 Posts
This patch focuses mostly on Terran in TvP. - Reactor BT reduced from 50 to 25 seconds . Cost reduced from 50/50 to 50/25. (Same as Tech lab) - Marine BT reduced from 23 to 22 seconds. (Same as workers.. I take small steps ^^) - Barrack requires no supply depot. (This is a joker.. I just wanna try to see how it works.. ) Reasons: + Show Spoiler + This will strengthen the early production capability of Terran. Z and P has not so much to fear from early game Terran.. But now T is able to apply pressure too, even from 1 barrack or 1 factory.. I fear that the Barrack before supply depot might lead to lot of cheeses. On the other hand, it gives some more room for Terrans early base management. They can cut workers to get the tech up faster.. Barrack - Refinery - Supply depot - Early Factory - Reactor - 2 Vultures - gogogog! Vulture Speed increased from 4 to 4.25. Attack upgrades gives + 1 attack as normal AND +1 extra damage vs light. (Vultures with +1 Upgrade can 2-shot workers..) Spider mine deal damage in a larger radius now. - 100% damage is dealt in a 0.75 radius. (Earlier 0,5 radius) - 50% damage is dealt in 1.35 radius. (Earlier 1.0 radius) - 25% damage is dealt in 2 radius. (Earlier 1.75 radius) Spider mines burrows 0.5 seconds faster. Reasons: + Show Spoiler + I want to be careful with the Vulture and the Spider mine. I considered increasing their HP from 90 to 100, base damage from 6 to 8 and Spider mine damage. But since the Reactor is cheaper and faster to get, I wanted to see how it impacts the game first. If these changes are not enough then further adjustments can be made in the next patch. Turrets deal +6 dmg vs armored units. Reasons: + Show Spoiler + A few months ago I reduced the cost of Turrets from 100 minerals to 75. To compensate for that I decreased the damage by 25% too. The reason was to make T able to defend more space in their base vs the nasty Reaver. Turrets now deal 9x2 = 18 dmg to all units. (In SC2 they deal 12x2 dmg to all units) With the extra bonus vs armored, Turrets will deal 12x2 dmg vs amored air units only. In this way, T will be better at defending vs Warp Prism (which still is painful to deal with), Swarm Guardians, Void Rays, doom drops from Overlords etc. Siege tank base damage changed from: 35 vs light - 35 vs light 45 vs all - 50 vs all 65 vs armored - 65 vs armored Each upgrade gives +5 damage instead of +3 damage. Reasons: + Show Spoiler + I acutally though that Siege tanks had 35/50/65 dmg all the time. I just noticed that they did not.. O_o This is a way to make Siege tanks even more deadlier. Maybe the upgraded dmg is too good.. Who knows Upgraded Zerglings speed increased from 4.25 -> 4.5. Reasons: + Show Spoiler + Since I boosted the speed of Vultures, I thought that Zerglings would need some love too.. And they have in fact looked quite fat and slow lately.. A little more speed will be healthy for them.. Archons have larger splash.. That is to make them better to fight vs mutalisks... I think that was all. I always forget something when I write this stuff. When I get time I will take a look at Void Shell, Brood lords, Reaver and some other things. Ps. It has been sent to NA now | ||
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Kabel
Sweden1746 Posts
http://cybergame.tv/vrumfondel/ | ||
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Deleted User 97295
1137 Posts
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Traceback
United States469 Posts
-Tanks haven't really had a problem with non-light non-armored units so doesn't matter I think. -Mech upgrades now encouraged -No reason ever to get barracks before depot unless you're cheesing. I'm not really a fan of adding more cheese. | ||
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Kabel
Sweden1746 Posts
I will change that in the next patch within a couple of days.. unless 50/50 works fine.. | ||
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SolidSMD
Belgium408 Posts
But if you decide to bring the banshee back in the game i'd suggest to reduce its range by one to not break tvt, so you can at least defend for a little bit with marines. | ||
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Deleted User 97295
1137 Posts
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Deleted User 97295
1137 Posts
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Caas
Sweden51 Posts
wanna try out the new terran stuff :D | ||
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Traceback
United States469 Posts
I see rax before depot having the biggest impact on tvz which was doing fine as it was. I guess people like getting 2 rax'd right? | ||
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Danko__
Poland429 Posts
If the match-up is balanced you shouldn't have to cheese. Wait, what? | ||
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Caas
Sweden51 Posts
what? cheese is the funniest thing to watch.. people get sooo angry when they didnt scout it. | ||
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Traceback
United States469 Posts
If we are trying to balance the matchup, the depot change doesn't really help with that. You should have to rely on the threat of cheese to win a matchup. The depot change doesn't help with TvP balance and hurts TvZ. I don't think it's a good change. | ||
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Caas
Sweden51 Posts
then we should make the protoss cannons cost 200min to make incase of a cannon rush? nah.. the change is good incase you need to wall off and as kabel said. terran need to have the units being made earlier and faster coz of their weakness.. | ||
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Danko__
Poland429 Posts
You should have to rely on the threat of cheese to win a matchup. No. Protoss shouldnt feel completly save in PvT at any moment. Its same for every mu and every race. There should be always treat forcing players to activly scout and respond to opponents actions. The depot change doesn't help with TvP balance and hurts TvZ. I don't think it's a good change. This change is not about balance. Its design decision. Everything can be adjusted still. | ||
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decemberscalm
United States1353 Posts
NA is patched. Thank you Laertes for getting it up while I was at my parents house for a wedding weekend. | ||
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decemberscalm
United States1353 Posts
As long as safe play and scouting correctly eliminates all cheese, no problem there. | ||
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Traceback
United States469 Posts
Whatever about cheese I guess. I'm not going to be using it much if at all. I think if we start chessing it will be like the 4 gate in beta. 4 gate set back the protoss metagame by months compared to terran and zerg because everyone just cheesed instead of working on the late game. | ||
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decemberscalm
United States1353 Posts
http://imgur.com/fVU6A,Jrbf7,9hP4S The setup http://imgur.com/fVU6A,Jrbf7,9hP4S#1 Overlapping field of fire, overkill shouldn't occur too harshly Toss is given an a-move attack with their units clumped up just like that. The mines and tank splash should annihilate clumped units, but immortals are the vanguard. That is one round of spider mines placed (T is lucky to have even that in a mid map fight, even luckier to have his tanks spread its a pretty defensive posture for T). After the fight. http://imgur.com/fVU6A,Jrbf7,9hP4S#2 Target firing the immortals with the vultures doesn't help as its a brutal waste of dps that could go to the zealots instead. This is with the latest patch, imagine how sad prepatch would have been. | ||
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