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[A] Starbow - Page 394

Forum Index > SC2 Maps & Custom Games
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404AlphaSquad
Profile Joined October 2011
839 Posts
September 06 2013 18:52 GMT
#7861
I kind of like how mech and toss units interact by now.
So scout>tank than stalker<tank
scout<vults than stalker>vults
scout<goliaths than stalker>goliaths
scout>vessels than stalker<vessels

seems fine to me
aka Kalevi
SmileZerg
Profile Joined March 2012
United States543 Posts
September 06 2013 18:56 GMT
#7862
On September 07 2013 03:43 Hider wrote:
Show nested quote +
You said the reason you don't want Sentinel in Robo is because you like a harass option in each path, but Stargate already has Corsair and Scout? Why do we need a production facility with three different Air to Ground attack units (including Graviton Beam for Corsair of course)? Why buff Sentinels direct damage versus Queens when they can already plant Null Wards, and when Corsairs can lift them into Scout fire?


That's exactly the problem. If you go Robo (with sentinel) you can harass in the same way as if you go Stargate. Thus, it doesn't matter (as terarn) wheterh you scout robo tech or stargate tech. You will/can face the same type of harass (air-based). I believe harass should be different dependant on what type of tech you are getting.

Each tech pattern should have its weakness's and strenghts, and if move Sentinel to Robo we risk undermining that concept.

In that case we should probably nerf the Sentinel's direct damage so that it can have a better defined role as a support caster with Null Ward and Safeguard, which should require different responses than Stargate tech.

Show nested quote +
Is no one listening? Immortals are the new Dragoon. Immortals are the counter to Lurker Tech.


Noone is saying that.

No one is saying what? That Stalker's are the new Dragoon, or that Immortal is? Because everyone is treating the Stalker as though it's the Dragoon and it's just plain incorrect.

Show nested quote +
Instead of going through these crazy convoluted dances of tweaking damage on all these units and giving detection to the Sentinel while it's in the Stargate to free up Robo production time from Observers to Immortals in the Robo etc. etc. all we have to do is:


There is no easy way here. You will have to spend a lot of time tweaking stats regardless of what solution is used.

There will probably be more balance tweaks required in the future yes, but this solution cuts down on the number of them we will have to deal with imo.
"Show me your teeth."
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-09-06 19:00:36
September 06 2013 18:56 GMT
#7863
On September 07 2013 03:52 404AlphaSquad wrote:
I kind of like how mech and toss units interact by now.
So scout>tank than stalker<tank
scout<vults than stalker>vults
scout<goliaths than stalker>goliaths
scout>vessels than stalker<vessels

seems fine to me


No because you only get Goliaths vs Scouts. Vs stalkers you just gets tanks.

So vs a Scout-based unit composition, terran is A) Relatively less mobile and B) Less cost efficient due to having much more Goliaths and SV's being countered.

Further, remembmer that its not like Stalkers are good vs Goliaths. They trade evenly....

Once you can get out Scouts out (at some point in the midgame), you are always better off totally stopping stalker production.
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2013-09-06 19:01:33
September 06 2013 18:59 GMT
#7864
Stalkers don't need to be good vs Goliaths though, Immortals/Zealots are the counter to Goliaths.

Edit: Scouts probably should not be beating them cost-effectively though. How is that even possible?
"Show me your teeth."
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-09-06 19:50:59
September 06 2013 19:01 GMT
#7865
On September 07 2013 03:59 SmileZerg wrote:
Stalkers don't need to be good vs Goliaths though, Immortals/Zealots are the counter to Goliaths.


Yes they don't need to be. Stalkers I think are fine atm. They can keep their stats. Its just other units that are still imbalanced (scouts, dropships, banshee's perhaps, hydra offcreep HP regeneration).

Edit: Scouts probably should not be beating them cost-effectively though.


Scout don't do that. But it forces Goliaths to be produced, which sucks vs immortal + Zealot. Stalkers rewards the mech player for building tanks.
So Stalkers really doesn't result in any indirect costs for the terran player.

Playing against Scouts though have huge indirect costs for the terran player.

Vs stalker + zealot + immortal. Terran can go: Vulture + tanks + SV's > Semi-rapes protoss.
Vs. Zealot + immortal + Scout --> Terran goes Vultures + tanks + goliaths and trades much worse due to wasting ressources on Goliaths and not being able to EMP.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 06 2013 19:03 GMT
#7866
Umm if the wiki is correct... scout's tickle cannon does +5 to armored. maybe that should be removed?
aka ChillyGonzalo / GnozL
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
September 06 2013 19:04 GMT
#7867
On September 07 2013 04:03 Fishgle wrote:
Umm if the wiki is correct... scout's tickle cannon does +5 to armored. maybe that should be removed?



It has been removed.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 06 2013 19:06 GMT
#7868
ah ok. nvm then.
aka ChillyGonzalo / GnozL
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2013-09-06 19:10:16
September 06 2013 19:06 GMT
#7869
Hydra off-creep regen should be counterable by +1 attack from Protoss, unless the Zerg player is also getting fast Carapace upgrade?

What's the trouble with Dropships exactly?

On September 07 2013 04:01 Hider wrote:
Show nested quote +
On September 07 2013 03:59 SmileZerg wrote:
Scouts probably should not be beating them cost-effectively though.


Scout don't do that. But it forces Goliaths to be produced, which sucks vs immortal + Zealot. Stalkers forces tanks on the other hand.
So Stalkers really have no indirect costs. Playing against Scouts though have huge indirect costs for the terran player.

Vs stalker + zealot + immortal. Terran can go: Vulture + tanks.
Vs. Zealot + immortal + Scout --> Terran goes Vultures + tanks + goliaths and trades much worse due to wasting ressources on Goliaths.

Oh okay, I follow. I'm not sure if I consider that a design problem though since it forces more diverse compositions, I'd say that's purely a balance issue which probably shouldn't be dealt with by making Scouts less viable.
"Show me your teeth."
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-09-06 19:14:28
September 06 2013 19:11 GMT
#7870

What's the trouble with Dropships exactly?


Turboboost.

Stalkers do crap damage to them. IF he drops tanks, the stalkers may have to run.
You need tons of stalkers=they are crap in direct combat=resources to crap

Most effective right now is scout kinda big time, though u need stargates for it.
Right now you need gateway= zealot, robo=immortal, stargate=scout.

@balance
its a big mess and the mess is increasing

@scout vs goliath
What has changed excactly?
Scout: +2 damage, 100minerals cheaper.
Goliath: Worse to micro=delayed attack
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-09-06 19:20:19
September 06 2013 19:12 GMT
#7871

Oh okay, I follow. I'm not sure if I consider that a design problem though since it forces more diverse compositions, I'd say that's purely a balance issue which probably shouldn't be dealt with by making Scouts less viable.

Its the other way around. An OP scout makes Stalker useless in the matchup. If Scout was nerfed in the role the stalker has (as anti vulture + anti dropship/banshee play), then it would still see usage vs Medi's, SV's and BC's.

By increasing the cost of the Scout it is much more expensive to get out to counter terran harass play, and thus it will mostly see usage as a response to terrans energy-based units. I suggest an anti-air based damage buff to keep it strong in its AA air role.

What's the trouble with Dropships exactly?


I think the combo of siege pick up and speed boost is imbalanced against stalkers.

@scout vs goliath
What has changed excactly?
Scout: +2 damage, 100minerals cheaper.
Goliath: Worse to micro=delayed attack


Ignore Scout vs Goliaths. Its not about that dynamic in it self.

Its about the fact that Scout is completely dominant to the Stalker and it makes the game unbalanceable as toss gets advantages relative to BW while it neutralizes the benefits terran has received in Sbow.

JohnnyZerg
Profile Joined July 2012
Italy378 Posts
September 06 2013 19:25 GMT
#7872
@Scout
There is a solution: remove anti ground weapon. Scout is a unit that should counter armored units air. Due to graviton beam of the corsair, there is a great synergy between these two units, that has been overlooked by many players, who buried the true potential of the scout.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-09-06 19:35:04
September 06 2013 19:34 GMT
#7873
On September 07 2013 04:25 JohnnyZerg wrote:
@Scout
There is a solution: remove anti ground weapon. Scout is a unit that should counter armored units air. Due to graviton beam of the corsair, there is a great synergy between these two units, that has been overlooked by many players, who buried the true potential of the scout.


It is a bit weird that protoss then have two air units wihtout anti-ground. Also I don't think corsair + Scout is that strong - especially without Scout's anti-ground damage.
But besides, this is definitely a very effective suggestion that IMO would make balancing the game a lot simpler.
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2013-09-06 19:46:39
September 06 2013 19:41 GMT
#7874
On September 07 2013 04:25 JohnnyZerg wrote:
@Scout
There is a solution: remove anti ground weapon. Scout is a unit that should counter armored units air. Due to graviton beam of the corsair, there is a great synergy between these two units, that has been overlooked by many players, who buried the true potential of the scout.

Unnecessary. Besides how do we justify taking away one of the aspects of a unit that is taken directly from BW?

Removing AA attack from Immortal is different because it is an evolution of the Dragoon and the Stalker makes up for it. Removing AA attack from Banshee, again different because it is not the Wraith and has more powerful AtG. But we don't have a suitable replacement for the Scout, Blizzard never made one.
"Show me your teeth."
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-09-06 19:49:20
September 06 2013 19:46 GMT
#7875
Removing AA attack from Immortal is different because it is an evolution of the Dragoon and the Stalker makes up for it.


The Sentinel makes up for it. Without the Sentinel I agree that the Scout should have an anti-ground-attack. But I think the game becomes easier to balance when units have clear weakness's. The fact that Goliaths now beats Scouts isn't a clear weakness, because without the presense of Scouts you wouldn't build Goliaths in the first place.


Unnecessary. Besides how do we justify taking away one of the aspects of a unit that is taken directly from BW?


Maybe unncesary, but we buffed it in other ways which has had gigantic consequences on gameplay. It makes a lot of sense if we nerf it in other ways.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 06 2013 19:48 GMT
#7876
On September 07 2013 04:41 SmileZerg wrote:
Show nested quote +
On September 07 2013 04:25 JohnnyZerg wrote:
@Scout
There is a solution: remove anti ground weapon. Scout is a unit that should counter armored units air. Due to graviton beam of the corsair, there is a great synergy between these two units, that has been overlooked by many players, who buried the true potential of the scout.

Unnecessary. Besides how do we justify taking away one of the aspects of a unit that is taken directly from BW?

Removing AA attack from Immortal is different because it is an evolution of the Dragoon and the Stalker makes up for it. Removing AA attack from Banshee, again different because it is not the Wraith and has more powerful AtG. But we don't have a suitable replacement for the Scout.

The Sentinel is a stargate unit with an Anti-Ground attack

but yea. i'm not sure how i feel about changing the scout. i'd prefer to see its cost increased and its spell require research or something
aka ChillyGonzalo / GnozL
SmileZerg
Profile Joined March 2012
United States543 Posts
September 06 2013 19:56 GMT
#7877
On September 07 2013 04:46 Hider wrote:
Show nested quote +
Removing AA attack from Immortal is different because it is an evolution of the Dragoon and the Stalker makes up for it.


The Sentinel makes up for it. Without the Sentinel I agree that the Scout should have an anti-ground-attack. But I think the game becomes easier to balance when units have clear weakness's. The fact that Goliaths now beats Scouts isn't a clear weakness, because without the presense of Scouts you wouldn't build Goliaths in the first place.

Show nested quote +

Unnecessary. Besides how do we justify taking away one of the aspects of a unit that is taken directly from BW?


Maybe unncesary, but we buffed it in other ways which has had gigantic consequences on gameplay. It makes a lot of sense if we nerf it in other ways.

...Given the Sentinel, and the fact that we have Corsair with Graviton Beam, maybe. But I still think the Sentinel belongs in the Robo.
"Show me your teeth."
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
September 06 2013 22:42 GMT
#7878
Leg enchancement in BW was 133 seconds. Currently it is like 65 seconds. Blink and range are really fast as well.

http://starcraft.wikia.com/wiki/Zealot_(StarCraft)
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-09-06 22:57:09
September 06 2013 22:48 GMT
#7879
On September 07 2013 07:42 Hider wrote:
Leg enchancement in BW was 133 seconds. Currently it is like 65 seconds. Blink and range are really fast as well.

http://starcraft.wikia.com/wiki/Zealot_(StarCraft)

http://wiki.teamliquid.net/starcraft/Citadel_of_Adun
Who is right? ^^.

Damnit liquipedia, why are you so inconsistent.

I'll be checking side by side BW to SBOW research time for everything tonight. It'll be a pain in the ass :D



Edit: Some more inconsistencies at liquipedia
+ Show Spoiler +

http://starcraft.wikia.com/wiki/Evolution_chamber
vs
http://wiki.teamliquid.net/starcraft/Evolution_Chamber


100 second stim vs 80
http://starcraft.wikia.com/wiki/Academy
http://wiki.teamliquid.net/starcraft/Academy


While I'm pretty sure the wikia version is correct I'm going to double check.
This means I cannot rely on liquipedia for stats >.<
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-09-07 00:08:42
September 06 2013 23:55 GMT
#7880
Some further thoughts regarding Immortal.

So I hope next patch will adress this and I think Foxxan has a point that there is a core problem with protoss.
First of all, protoss is forced to mix in stalker and Immortals. Since Immortals are just Dragoons * 1.3, this means that the overall fighting force is worse vs tank heavy play than in BW.

Secondly, protoss does suffer in prodction relative to BW as it needs to invest in the more expensive robo facility.

In return it needs to rely heavily on Safeguard (to even it out), which does indeed create a bit weird gameplay. Sentinel was (I belive) intended as a voluntary support unit rather than a neccesity-unit. But relative to BW, I believe a protoss army without Sentinels in the midgame is roughly 25% worse.
Sentinels does even it out so it becomes somewhat equal. I think we should try to strife for a solution closer to BW, which means protoss core army in the midgame should only be 5-10% worse than in BW, and then the Sentinel also just adds another 5-10%. .

To obtain that, I see two different types of suggestions.

1) We buff Immortal vs armored units. This should have happened a long time ago I think. The immortal should never just have been a Dragoon * 1.3 in all stat values. Safeguard will be nerfed a bit more. This allows a core protoss army to combat better in terms of cost efficiency vs mech and Safeguard adds an extra 5-10% rather than an extra 25%.

2) We keep the current stat values of the Immortal, but put it at gateway which will reduce infastructure cost of protoss. Then Sentinel will go to Robo fac. This makes it possible for protoss to get more stuff out. At the moment there seems to be a bit of an issue in the midgame where terran actually has more stuff than protoss, which means protoss needs to rely too heeavily on spellcasters and can't army trade in a staight up fight.

Relative to BW protoss will have similar production. Without Sentinels, protoss wil fare slightly worse vs tanks than in BW, while Vultures are slightly worse. With a nerfed Safeguard in the mix tanks are roughly as strong as in BW.

The latter is probably the most clean solution and will resemble BW the most. Obviously there are stuff about it I am not that much a fan of, but it does make balancing both TvP and PvZ alot easier. In both solutions we can also consider to increase Vulture HP by 10 in order to take into account that Stalkers are stronger vs vultures.

Also, planetary needs to go. Its kinda dumb at the moment how well terran can defend on some maps.
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