The usual: Don't flame casters or players. Don't discuss balance in this or any LR thread. Don't call your fellow posters idiots. Be excited, happy and entertained.
On March 17 2013 15:37 Shikyo wrote: About Killer vs Last: Completely one-sided. Last has been crushing but sort of silently, I'd say. I wonder if people still consider that he's a major threat? Seems to be getting a lot less attention than most other Terrans.
MC did well to beat MVP, but I wonder if he'll be able to repeat that against the other Terrans. I don't think that MVP is in his best form at the moment, and MCs builds seemed like they could be quite counterable by Terran players who are more familiar with HotS or more creative players. Bomber comes to mind if I had to think about one who might be able to handle that better.
Last passing by unnoticed isn't really surprising considering the reputation/name value of the other Terrans at the tournament, but he's definitely playing well and his 3-0 against Stephano suggests that he might not do as poorly against Life as one might think at a glance. I still expect Life to win, but I wouldn't be terribly surprised if Last pulled the upset.
On March 17 2013 15:37 Shikyo wrote: About Killer vs Last: Completely one-sided. Last has been crushing but sort of silently, I'd say. I wonder if people still consider that he's a major threat? Seems to be getting a lot less attention than most other Terrans.
MC did well to beat MVP, but I wonder if he'll be able to repeat that against the other Terrans. I don't think that MVP is in his best form at the moment, and MCs builds seemed like they could be quite counterable by Terran players who are more familiar with HotS or more creative players. Bomber comes to mind if I had to think about one who might be able to handle that better.
Oh right, and Life vs Polt: It was one of the best series of the tournament, some really good matches. It's still sort of curious that I'm not seeing a whole lot of Swarm hosts even though they are supposed to be Widow Mines' natural enemy, what might be the reason for that?
Last hasn't gotten too much attention because he's only played foreigners so far, his true test will be a Korean with top-tier skills.
What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
On March 17 2013 13:01 DarkPlasmaBall wrote: TB and Husky really miscalled that final blow about how Mvp was almost certainly going to hold easily. MC rolled Mvp with that final attack even after stim finished.
We never said anything of the sort.
Don't have my keyboard so transcribing is a lot slower than usual, Still, here's the part in question from the G4 VoD:
TotalBiscuit: "Ten seconds before stimpack becomes available, that's gonna change the entire face of this battle. If he runs right into that a good stim could obliterate this army."
Husky: "Here it is, he has it now, does MVP realize the upgrade's done? He could stim right now - This would actually be perferct! He might not even need to here, TB, his units just aren't dying!"
TotalBiscuit: "These are well positioned, man, they really really are, the zealots are having trouble, really, getting to grips with the main army. But, (I? [very unclear, seems like he changed his mind halfway through the word or my English just is bad]) MC -may- just have enough, a force field on the ramp - It's not complete - MVP is able to continue his fire. Another wave is coming in right there -"
Husky & TotalBiscuit: "GEEGEEEEEE"
Even though something like that isn't directly said, one could say it was implied. Especially in the final sentence of Husky's portion.
Do note I'm merely a neutral observer here.
Then again MVP didn't really use the stim IIRC, or if he did it was late.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
I like it more than a big energy cost or a long cooldown It would be more taxing for Terran to repair medivacs, while still allowing them to drop as often as they want as long as they control well.
Edit: One thing is that it's too close to stim. That would be a bit redundant.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
It's too much. Repairing mechanical units may be too much of a hassle for players to even consider using the booster upgrade if it was like stim. There are better solutions than this, and perhaps there may even be no solutions required.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
That's too harsh I think. That means any air unit that's chasing them will kill them instantly once the speed has cooled down.
What makes more sense to me is making the medivacs go slower than their normal speed for a few seconds after they've used the boost. This forces the player to think about not only using the boost sparingly but where they use it. If there are units chasing the boosted medivacs, they would have to strategically boost them towards reinforcements so they're protected once they've slowed down.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
If there was going to be any change I'd really prefer a slightly longer cooldown so players have to think about when they want to use it.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
I think that if anything, this tournament is demonstrating that there's nothing wrong with medivacs or mines or anything else at the moment. The foreigners got embarrassed as everyone should've expected, and the Korean Protosses and Life are playing well against the Terrans.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
That's too harsh I think. That means any air unit that's chasing them will kill them instantly once the speed has cooled down.
What makes more sense to me is making the medivacs go slower than their normal speed for a few seconds after they've used the boost. This forces the player to think about not only using the boost sparingly but where they use it. If there are units chasing the boosted medivacs, they would have to strategically boost them towards reinforcements so they're protected once they've slowed down.
That's cool too. I also like the "medivacs are more difficult to control" (less acceleration and more inertia) nerf.
I think Blizzard can manage a slight nerf while still preserving the fun, interesting and compelling aspect of it.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
That's too harsh I think. That means any air unit that's chasing them will kill them instantly once the speed has cooled down.
What makes more sense to me is making the medivacs go slower than their normal speed for a few seconds after they've used the boost. This forces the player to think about not only using the boost sparingly but where they use it. If there are units chasing the boosted medivacs, they would have to strategically boost them towards reinforcements so they're protected once they've slowed down.
On March 17 2013 15:43 kevinmon wrote: What do you guys think about the afterburner causing minor damage to the medivac with each use? Pushing the engines so hard causing some damage sounds reasonable.. and it would mean medivacs would need to use that ability more sparingly.
That's too harsh I think. That means any air unit that's chasing them will kill them instantly once the speed has cooled down.
What makes more sense to me is making the medivacs go slower than their normal speed for a few seconds after they've used the boost. This forces the player to think about not only using the boost sparingly but where they use it. If there are units chasing the boosted medivacs, they would have to strategically boost them towards reinforcements so they're protected once they've slowed down.
That's cool too. I also like the "medivacs are more difficult to control" (less acceleration and more inertia) nerf.
I think Blizzard can manage a slight nerf while still preserving the fun, interesting and compelling aspect of it.
Longer cooldown is really too boring imo...
I think the "hard to control" concept might be really interesting to experiment with. Perhaps make it so that afterburner Medivacs control quite different than normal Medivacs, maybe having a wider turn radius so that a greater understanding of its movement behavior and positioning are required to fully control it properly.
Like, if normal Medivacs are controlled like ponies, then afterburner Medivacs maybe should be controlled like a wild stallion that needs to be wrestled and understood to be used most effectively.