Maybe make them do less damage to Mech units, so you can dance around the Orbs, but it will take an inefficient amount of Disruptors to punish siege tanks. What is it now, 2 Orbs? Make it 4 or 5. Tanks surviving and Window Mines taking 2 hits would allow Terran some room against the mobility of a Toss army. Can Ravens stop their ability once casted?
[GSL 2020] Code S - Quarterfinals - Day 1 - Page 19
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Supah
708 Posts
Maybe make them do less damage to Mech units, so you can dance around the Orbs, but it will take an inefficient amount of Disruptors to punish siege tanks. What is it now, 2 Orbs? Make it 4 or 5. Tanks surviving and Window Mines taking 2 hits would allow Terran some room against the mobility of a Toss army. Can Ravens stop their ability once casted? | ||
deacon.frost
Czech Republic12127 Posts
On October 16 2020 16:42 Supah wrote: Whatever the answer is, it CANNOT be just make Ghost counter more Protoss units. I'm actually a little bit impressed that that's the floated conclusion. Maybe make them do less damage to Mech units, so you can dance around the Orbs, but it will take an inefficient amount of Disruptors to punish siege tanks. What is it now, 3 Orbs? Make it 4 or 5. Tanks surviving and Window Mines taking 2 hits would allow Terran some room against the mobility of a Toss army. Can Ravens stop their ability once casted? At that stage ravens will get a feedback before they reach the range, probably. As it usually goes colossi, templar, boom balls. | ||
Russano
United States425 Posts
I think Disruptors are fine, balance wise, but they are tremendously unfun on both sides of the equation, and a huge pain in the ass to deal with if you aren't good. I would be happy for them to removed entirely and replaced with something else.. | ||
WombaT
Northern Ireland23383 Posts
On October 16 2020 13:45 Slydie wrote: Doable, yes, but I think there are some very good reasons why extra CCs are the late game Terran mineral sink rather than PF depot walls. Mules are a pretty good unit after all. @Deacon yeah, even a half ‘moat’ leaving the mining zone free and you cut off half the surface area. Load some SCVs into the building and body block it. Their sacrifice will be remembered. I dunno, you’re not going to be able to protect every base, what you could do is sim city in such a way to buy time to pull units without having to give up promising positions. A little extra time to assess the situation properly etc. As I said Terrans have got very good at making sim cities in other locations to mess with things like charge and make it a nightmare to attack in. DTs blinking won’t be able to one shot, Zealots, Lings babes and ultras will have to chew through a shell to get to the juicy innards. One clear downside of reducing available surface area like this is it makes mass repairs less effective though, which is perhaps a reason players don’t do this. It’s quite a situational thing. Looking how games go when the base count increases Terran really is susceptible to runbys with cheap melee units. When say bases 4-6 are going up they can end up with their main army covering the access zone to quite a lot of their territory, with one base generally being too hard to cover. Say if you have bases at 2 and 8 o clock or something. Shame I suck at the game or I’d test this idea haha. | ||
WombaT
Northern Ireland23383 Posts
On October 16 2020 18:51 Russano wrote: Or you can just be Clem and charge into 10 disruptors and kill all of them, while dodging the balls so well that you only lose 6 units making them look like the worst unit in the game. I think Disruptors are fine, balance wise, but they are tremendously unfun on both sides of the equation, and a huge pain in the ass to deal with if you aren't good. I would be happy for them to removed entirely and replaced with something else.. Clem’s pretty good. Or Maru killing Collosus armies without Vikings. The problem is when a Protoss has both, maybe with Templar too in a maxed army. You’re having to kite back from Chargelots and Archons but you want to close the distance on the AoE units, all the while eating Collosus lasers. | ||
deacon.frost
Czech Republic12127 Posts
On October 16 2020 19:23 WombaT wrote: Mules are a pretty good unit after all. @Deacon yeah, even a half ‘moat’ leaving the mining zone free and you cut off half the surface area. Load some SCVs into the building and body block it. Their sacrifice will be remembered. I dunno, you’re not going to be able to protect every base, what you could do is sim city in such a way to buy time to pull units without having to give up promising positions. A little extra time to assess the situation properly etc. As I said Terrans have got very good at making sim cities in other locations to mess with things like charge and make it a nightmare to attack in. DTs blinking won’t be able to one shot, Zealots, Lings babes and ultras will have to chew through a shell to get to the juicy innards. One clear downside of reducing available surface area like this is it makes mass repairs less effective though, which is perhaps a reason players don’t do this. It’s quite a situational thing. Looking how games go when the base count increases Terran really is susceptible to runbys with cheap melee units. When say bases 4-6 are going up they can end up with their main army covering the access zone to quite a lot of their territory, with one base generally being too hard to cover. Say if you have bases at 2 and 8 o clock or something. Shame I suck at the game or I’d test this idea haha. From my view the issue is how fast and strong blink DTs are. Sure, it's a HUGE investment, but imagine 10 cloaked ghosts nuking instantly, that would be similarily wrong. I have no proper solution to this, I just think it's wrong edit> if they use chargelots/cracklings, some units will die and it's not this fast, at least against a PF. Also you can see them closing in on the minimap and/or the scan tower. This isn't happening with the blink DTs who kill things much faster. | ||
WombaT
Northern Ireland23383 Posts
On October 16 2020 20:17 deacon.frost wrote: From my view the issue is how fast and strong blink DTs are. Sure, it's a HUGE investment, but imagine 10 cloaked ghosts nuking instantly, that would be similarily wrong. I have no proper solution to this, I just think it's wrong edit> if they use chargelots/cracklings, some units will die and it's not this fast, at least against a PF. Also you can see them closing in on the minimap and/or the scan tower. This isn't happening with the blink DTs who kill things much faster. I personally don’t like that use. Almost impossible to defend unless you use the patented WombaT method. I’m not sure how you tweak it. It feels the intent of that upgrade is to increase DT survivability, not to jump and nuke things. A small cooldown after using it where the DTs can’t attack might give the opportunity to get units over. But that aside I can’t think of much. Depends how the meta shifts. If DTs blinking is only used to snipe things, then alternatively decloak them after a blink for a period. Which I don’t like as a proposal because it kind of eliminates the use of blink in retaining your DTs. | ||
Supah
708 Posts
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