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HotS Balance Update #6 10/12/12 - Page 23

Forum Index > StarCraft 2 HotS
551 CommentsPost a Reply
Prev 1 21 22 23 24 25 28 Next All
Scrubadubdub
Profile Joined November 2011
United States9 Posts
October 14 2012 17:23 GMT
#441
Name change OP
Fwiffo
Profile Joined March 2010
Canada57 Posts
October 14 2012 18:23 GMT
#442
On October 15 2012 01:37 Pr0wler wrote:
After playing that patch I feel that zergs are forced to go Spire every single ZvP. Now when the Tempest is tier 2 there is no way to deal with it without Spire. That is pretty dumb if you ask me... Maybe they need to lower the range now when tempest is tier 2.

I can certainly see your concern. However in it's current form the Tempest takes 7 seconds to kill a worker. At a cost of 300/200 (assuming gas = minerals, silly but the norm) it would have to kill at least 10 workers to pay for it self. The Zerg response can be much the same as if it were a Void Ray rush. Drone up, mass Roach and stomp the Protoss. For it's cost with a DPS less than a single Roach, the Tempest won't be viable until the +massive upgrade.

Frankly, I'm disappointed with Blizzard. After all this time with a company possessing so many resources and talent, I'd expect them to have far more elegant solutions by now. This trial & error approach, while not bad, should have been done years ago with a much more narrow list to test in the HOTS Beta. Heck, even Alpha WOL didn't have this many cuts/additions/reworks.

It's too late for HOTS, but in development of LOTV Blizz should have a "closed Alpha" only for Masters (and up) for a year or two. Here they can try stuff out (with top level feedback and suggestions) and refine the final contenders in an open Beta.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
October 14 2012 18:30 GMT
#443
On October 14 2012 18:43 GARcher wrote:
Show nested quote +
On October 14 2012 18:40 DeCoup wrote:
On October 14 2012 18:37 GARcher wrote:
On October 14 2012 18:35 Hattori_Hanzo wrote:
On October 14 2012 18:28 GARcher wrote:
On October 14 2012 18:24 DeCoup wrote:
On October 14 2012 17:43 GARcher wrote:
On October 14 2012 17:39 Hattori_Hanzo wrote:
On October 14 2012 17:27 GARcher wrote:
On October 14 2012 17:24 Hattori_Hanzo wrote:
[quote]

No...

You scan the terrain your medivacs will fly past enroute to the LZ (landing zone), then place widow mines two at a time along the route.

This is actually a good thing as it'll catch mid-game vikings trying to stop an incoming drop.


I see what you are misunderstanding now. It doesn't matter if the path to the opponent's base is clear. As long as there are mines AT THE OPPONENT'S base, the drop won't work because the Medivac will get blown up.


That's what the the money scan / macro OC is for.


I scan and see mines. So what? Still doesn't change the fact that mines shut down drops.

Scan then drop a Mule or 2 to detonate the mines?


Mules aren't Banelings. And it's 100 energy on Orbital.


I think that's his point, I've seen zerglings kill widow mines (during cool down), with no problem.
Therefore after the MULE is destroyed, you can safely drop ON TOP OF the widow mine.


At which point you HAVE to commit and do damage or else you will be behind. All of that forced by 75 minerals and 25 gas.

Keep in mind that a MULE only trigger 1 mine due to smart AI.

Terrans exploit macro orbitals starting very early in the game now. I don't think it is a problem to be forced to use additional scans and mule drops in order to break into minefields.


Bio is VERY mineral heavy. Every scan you use up is a MULE you aren't getting and every Orbital you put up that's not at a non saturated expansion is 11 marines you aren't getting.

The medivac thing is excluding the chance that it will get blown up halfway across the map by hidden mines.


You get a raven and take it with your drops. You should do that anyway for PDD against turrets.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Crosswind
Profile Joined May 2010
United States279 Posts
October 14 2012 19:34 GMT
#444
I sort of thought that a clever protoss being able to get useful mid-map detection out of the oracle was a neat use, maybe in response to the Terran Viking-Obs-Snipe-then-cloak-ghosts tactic.

Neeever mind on that.

-Cross
GARcher
Profile Joined October 2012
Canada294 Posts
October 14 2012 20:22 GMT
#445
On October 14 2012 20:35 Hattori_Hanzo wrote:
Show nested quote +
On October 14 2012 19:23 GARcher wrote:
On October 14 2012 19:17 DemigodcelpH wrote:
On October 14 2012 17:11 GARcher wrote:
On October 14 2012 16:59 Hattori_Hanzo wrote:
On October 14 2012 16:09 GARcher wrote:
On October 14 2012 15:01 Hattori_Hanzo wrote:
On October 14 2012 14:52 GARcher wrote:
On October 14 2012 13:17 dragonblade369 wrote:
On October 14 2012 10:03 GARcher wrote:
[quote]

I sincerely hope that you are trolling.


Widow mines are amazing. It creates a lot of positional play and makes TvX an interesting dynamism


No it doesn't. It makes Bio TvT completely obsolete.


No, it just means A-move across the map with your MMM is obsolete.
It takes between 3-5 scans to move across most maps.
Then secure your attack paths with widow mines of your own.

There, not obsolete again.

I don't know what kind of maps you play to have 3-5 scans cover base distances. Ravens are very expensive and come out relatively late.
Mines shuts down drops too which is a big part of playing bio. Simply put, Widow Mines take away mobility which is the sole advantage of MMM.

Also if you need Widow Mines to secure attack paths then there is no point in going bio because you are splitting resources into 2 tech paths. You will be better off just going straight mech.


It's called a macro OC. Widow mines have changed the dynamics of Terran. Deal with it.
Marauders are range 6.

Now you're just exaggerating. Placing two widow mines near or around the place you wish to drop is total of 300 min, 100 gas, less than two siege tanks.


So I have to blow all my energy on scans just so my army doesn't get blown up by something that cost 75 minerals and 25 gas while the opponent can mule all day. Yep, it does change the dynamics.

Marauders are range 6 so what? They still can't do anything if there's no detection which still comes back to blowing scans just to avoid mines. Keep in mind they aren't Banelings either. Banelings die when they explode while mines don't.

What do you mean placing mines at the place I'm going to drop? You aren't making any sense. The mines have to get there somehow and I doubt any good player will allow 2 enemy mines in his or her base.




That's because Widow mines don't have high dps, aren't extremely mobile, have a set-up time, and have to be stationary to attack. You have to understand the fundamentals of checks and balances before you make posts on this subject.

Yes board-control units require a reaction from the other player; no you can't a-move marines/lings/zealots across the map if board-control is out. No this is not a bad thing, as it creates more strategic decisions from both players. Common sense.


The low DPS is offset by the fact that the mines are cheap, can be reactored out, does huge single target damage, and has huge splash.


150 min and 50 gas, 2 supply for two widow mines that do 160 dmg and 40 splash every FORTY SECONDS.
Do you know what buildings finish under 40 seconds?

Spore Crawler 30s
Missile Turret 25s
Photon Cannon 40s


Tell me something that can tank 320 straight up damage that isn't a tier 3 flying fortress. Oh yeah, Widow Mines attack cloaked units too.

On October 15 2012 03:30 Qikz wrote:
Show nested quote +
On October 14 2012 18:43 GARcher wrote:
On October 14 2012 18:40 DeCoup wrote:
On October 14 2012 18:37 GARcher wrote:
On October 14 2012 18:35 Hattori_Hanzo wrote:
On October 14 2012 18:28 GARcher wrote:
On October 14 2012 18:24 DeCoup wrote:
On October 14 2012 17:43 GARcher wrote:
On October 14 2012 17:39 Hattori_Hanzo wrote:
On October 14 2012 17:27 GARcher wrote:
[quote]

I see what you are misunderstanding now. It doesn't matter if the path to the opponent's base is clear. As long as there are mines AT THE OPPONENT'S base, the drop won't work because the Medivac will get blown up.


That's what the the money scan / macro OC is for.


I scan and see mines. So what? Still doesn't change the fact that mines shut down drops.

Scan then drop a Mule or 2 to detonate the mines?


Mules aren't Banelings. And it's 100 energy on Orbital.


I think that's his point, I've seen zerglings kill widow mines (during cool down), with no problem.
Therefore after the MULE is destroyed, you can safely drop ON TOP OF the widow mine.


At which point you HAVE to commit and do damage or else you will be behind. All of that forced by 75 minerals and 25 gas.

Keep in mind that a MULE only trigger 1 mine due to smart AI.

Terrans exploit macro orbitals starting very early in the game now. I don't think it is a problem to be forced to use additional scans and mule drops in order to break into minefields.


Bio is VERY mineral heavy. Every scan you use up is a MULE you aren't getting and every Orbital you put up that's not at a non saturated expansion is 11 marines you aren't getting.

The medivac thing is excluding the chance that it will get blown up halfway across the map by hidden mines.


You get a raven and take it with your drops. You should do that anyway for PDD against turrets.


That means you can't even move out until you get a Raven out. Which is at the earliest around 7 minutes. And that leaves you with almost no units.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
zlefin
Profile Blog Joined October 2012
United States7689 Posts
October 14 2012 20:49 GMT
#446
i strongly concur fwiffo. or we just need to get together a team of our own and rebuild everything frmo the start; make it popular enough that it can't be ignord by making a better game.
Blizzard really should be able to do better with all that they have; so i'm guessing it's a problem with their leadership making unsound decisions.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
Dental Floss
Profile Joined September 2009
United States1015 Posts
October 14 2012 21:35 GMT
#447
On October 15 2012 03:23 Fwiffo wrote:
Show nested quote +
On October 15 2012 01:37 Pr0wler wrote:
After playing that patch I feel that zergs are forced to go Spire every single ZvP. Now when the Tempest is tier 2 there is no way to deal with it without Spire. That is pretty dumb if you ask me... Maybe they need to lower the range now when tempest is tier 2.

I can certainly see your concern. However in it's current form the Tempest takes 7 seconds to kill a worker. At a cost of 300/200 (assuming gas = minerals, silly but the norm) it would have to kill at least 10 workers to pay for it self.


I don't know anything about balancing a video game but I do know that 1 worker isn't worth a static 50 minerals. 1 drone = 50 minerals + 1 larva + (rate of mineral gathering * time since worker's death).
Kim Tae Gyun.... never forget Perfectman RIP
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2012-10-14 21:51:19
October 14 2012 21:50 GMT
#448
On October 15 2012 06:35 Dental Floss wrote:
Show nested quote +
On October 15 2012 03:23 Fwiffo wrote:
On October 15 2012 01:37 Pr0wler wrote:
After playing that patch I feel that zergs are forced to go Spire every single ZvP. Now when the Tempest is tier 2 there is no way to deal with it without Spire. That is pretty dumb if you ask me... Maybe they need to lower the range now when tempest is tier 2.

I can certainly see your concern. However in it's current form the Tempest takes 7 seconds to kill a worker. At a cost of 300/200 (assuming gas = minerals, silly but the norm) it would have to kill at least 10 workers to pay for it self.


I don't know anything about balancing a video game but I do know that 1 worker isn't worth a static 50 minerals. 1 drone = 50 minerals + 1 larva + (rate of mineral gathering * time since worker's death).


1 drone = 50 minerals + 1 larva + (rate of mineral gathering * MAX(time since worker's death, time between saturated mining bases and worker's death)) + 1 supply + some apm investment
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
happyness
Profile Joined June 2010
United States2400 Posts
October 14 2012 22:20 GMT
#449
I like where the game is going, but the tempest should not be able to come out so early. The price is probably good, but the only way to stop early tempest is to rush air tech, and to see that every PvX game would be lame.
mierin
Profile Joined August 2010
United States4943 Posts
October 14 2012 22:28 GMT
#450
On October 15 2012 02:23 Scrubadubdub wrote:
Name change OP


Hahaha someone remembers their trig...
JD, Stork, Calm, Hyuk Fighting!
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 14 2012 22:31 GMT
#451
On October 15 2012 07:20 happyness wrote:
I like where the game is going, but the tempest should not be able to come out so early. The price is probably good, but the only way to stop early tempest is to rush air tech, and to see that every PvX game would be lame.



the upgrade needs to include a range increase but starts with low range....like tempest starts with 7 range then upgrade gives bonus to massive plus 8 range
Lt.Roosevelt
Profile Joined May 2011
Sweden84 Posts
October 14 2012 22:31 GMT
#452
I like the fact that Blizzard is willing to try a lot of different things ,OP or not, during the beta phase. It is good for them to see how far they can push builds so that they get a lot of different options to choose from. Then they can go with what they feel was the best option for the different units closer to the end of beta. Now is the time to be crazy and creative!

When it comes to balance I am wondering, a while back I saw an interview with Incontrol where he mentioned a trend with HotS that at least he thought (I might have misunderstood, but it is how I remember it anyway) the Terran army was getting a little more a-move units compared to the other two races simply because as of now Terran is the most micro intensive. Sort of a way to make the three races more alike in that sense. I am wondering, now with the Warhound gone and a lot of different changes to the other races' units, is this still true (I guess this is a stupid question since I am sure a lot of people don't even agree with the initial thought, but I will ask anyway)?

Also, as of now how many new units are the different races getting? Is it the same for all of them?
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2012-10-14 22:54:28
October 14 2012 22:41 GMT
#453
On October 15 2012 07:20 happyness wrote:
I like where the game is going, but the tempest should not be able to come out so early. The price is probably good, but the only way to stop early tempest is to rush air tech, and to see that every PvX game would be lame.

if there is a response to protoss rushing tempest where zerg wins or put the protoss player behind, there will be no tempests rush.
why would protoss want to force spire?, just because protoss players can, it does not mean they will...
badog
Spankey McSpank
Profile Joined August 2011
United States58 Posts
October 14 2012 23:11 GMT
#454
Just put actual firebats back in the game, Jesus Christ. They do all this work to create the same unit from SC1. Healing of the "hellbat" is stupid as well, just put science vessel back in and let it heal mech with an upgrade for nano receptors or something.
Yukonbill
Profile Joined October 2012
2 Posts
October 14 2012 23:11 GMT
#455
DT, cloaked banshee, burrowed roaches..... worthless now?
TheDraken
Profile Joined July 2011
United States640 Posts
October 14 2012 23:27 GMT
#456
On October 14 2012 18:43 GARcher wrote:
Show nested quote +
On October 14 2012 18:40 DeCoup wrote:
On October 14 2012 18:37 GARcher wrote:
On October 14 2012 18:35 Hattori_Hanzo wrote:
On October 14 2012 18:28 GARcher wrote:
On October 14 2012 18:24 DeCoup wrote:
On October 14 2012 17:43 GARcher wrote:
On October 14 2012 17:39 Hattori_Hanzo wrote:
On October 14 2012 17:27 GARcher wrote:
On October 14 2012 17:24 Hattori_Hanzo wrote:
[quote]

No...

You scan the terrain your medivacs will fly past enroute to the LZ (landing zone), then place widow mines two at a time along the route.

This is actually a good thing as it'll catch mid-game vikings trying to stop an incoming drop.


I see what you are misunderstanding now. It doesn't matter if the path to the opponent's base is clear. As long as there are mines AT THE OPPONENT'S base, the drop won't work because the Medivac will get blown up.


That's what the the money scan / macro OC is for.


I scan and see mines. So what? Still doesn't change the fact that mines shut down drops.

Scan then drop a Mule or 2 to detonate the mines?


Mules aren't Banelings. And it's 100 energy on Orbital.


I think that's his point, I've seen zerglings kill widow mines (during cool down), with no problem.
Therefore after the MULE is destroyed, you can safely drop ON TOP OF the widow mine.


At which point you HAVE to commit and do damage or else you will be behind. All of that forced by 75 minerals and 25 gas.

Keep in mind that a MULE only trigger 1 mine due to smart AI.

Terrans exploit macro orbitals starting very early in the game now. I don't think it is a problem to be forced to use additional scans and mule drops in order to break into minefields.


Bio is VERY mineral heavy. Every scan you use up is a MULE you aren't getting and every Orbital you put up that's not at a non saturated expansion is 11 marines you aren't getting.

The medivac thing is excluding the chance that it will get blown up halfway across the map by hidden mines.


yes every scan you use up is a mule you don't have.
every orbital you put up is 11 marines you don't have.
every interceptor you make is half a probe you don't have.
every roach you build is a hydra and a ling you don't have.
every overlord you build is a spine crawler you don't have.
every observer you make is a sentry that would have had 4 forcefields you now don't have.


this logic is stupid. the whole point of the game is decision making. so obnoxious how people do this.
fast food. y u no make me fast? <( ಠ益ಠ <)
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
October 15 2012 00:15 GMT
#457
On October 15 2012 08:11 Yukonbill wrote:
DT, cloaked banshee, burrowed roaches..... worthless now?


why is that? these units work in a matter of seconds, detection still takes that long sometimes
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Kharnage
Profile Joined September 2011
Australia920 Posts
October 15 2012 00:25 GMT
#458
I can't see how 2 stargate tempest into phoenix can be dealt with by zerg. it's the same as the VR into phoenix harass except the tempest outranges the spore and the queens.

Am i missing something?
Fjodorov
Profile Joined December 2011
5007 Posts
October 15 2012 00:25 GMT
#459
Is terran OP in Hots? Im not trolling, i just read these updates and dont have a beta key. Or is it just he widow mine that is imbalanced?
mcdrewbie
Profile Joined September 2012
8 Posts
October 15 2012 01:28 GMT
#460
Sheesh, some of you seem to think Blizzard cannot design games and doesn't know what they are doing.

They have a track record of success with several games, and made the game you currently play and are dedicated enough to complain about how "they are ruining it!"

Also it seems like they are darned if they do, darned if they don't. If they kept the design and balance of new units totally in house, they would get criticized for not asking for and listening to player opinion. By asking for player opinion, and making their decisions public and listening to players, they "have" to please every level of player. It is lose-lose.

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