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HotS Balance Update #6 10/12/12 - Page 25

Forum Index > StarCraft 2 HotS
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vgijamven
Profile Joined December 2011
Sweden95 Posts
October 15 2012 07:10 GMT
#481
I don't know if anyone else remembers this, but I want to remember that David Kim or someone else in Blizz said a couple of months back something in the lines of: "We're keeping the Widow Mine in the game for now, but if it's too difficult to balance we might remove it from the game." ?
"If it it's important, you'll find a way. If it's not, you'll find an excuse." -Daniel Decker
QRhere
Profile Joined October 2012
France23 Posts
October 15 2012 07:28 GMT
#482
On October 15 2012 15:10 pure.Wasted wrote:
Show nested quote +
On October 15 2012 14:39 Kharnage wrote:
On October 15 2012 14:24 pure.Wasted wrote:
On October 15 2012 14:19 Kharnage wrote:
On October 15 2012 13:55 pure.Wasted wrote:
On October 15 2012 13:10 Belisarius wrote:
On October 15 2012 13:05 pure.Wasted wrote:
On October 15 2012 12:39 Kharnage wrote:The entire dynamic of air based harass, drops, blink the whole shebang is just completely nullified.


Melodramatic theorycrafting is melodramatic. Mutalisks have a vision range of 11 and a speed of 3.5. Widow Mines have a vision range of 7, an attack range of 5, a speed of 2.8 and a burrow time of 3 seconds.

How in the world is this Widow Mine catching your clump of Mutas unprepared, pray tell? Three seconds is plenty of time to snipe a Mine, if he hasn't been massing them, and you have the sight range to intercept it while it's en route, buying you another 0.5/1 seconds even in the hands of a fast player.

And if you can't snipe it, just fly away. The Muta is faster, it will have at least 6 range's worth of space to see the Widow Mine coming EVEN IF the T positions his Mine precisely 6 range away and somehow knows that you won't move your Mutas 1 range away, making him lose 10 seconds of burrowing and un-burrowing for absolutely no gain. The Muta's power has always been in its ability to be in 10 places at once, and the Widow Mine is by definition immobile. It has to be rooted down to attack.

3/3 Stimmed Marines don't make a base Muta-proof despite their speed, but a handful of unupgradeable, slow, burrowing Widow Mines suddenly will? I'll believe it when I see it.




...you realize mutas can't see mines when they're burrowed, right?


...you realize that before a mine can be any kind of useful, it has to get into attacking range of Mutas, right? And then burrow for three seconds? And then it has to reposition itself once it becomes completely useless because the Mutas aren't worker sniping anymore but depot sniping instead. And again, once the Mutas switch target. And again.

Or if you want to play it 100% safe, keep one Muta within 11 range of the Factory so that you can see where he burrows his mine once it pops out, hoping to catch you unawares with one big boom in some hidden corner. Except you, now knowing where it's burrowed, can safely ignore it.

Or bring an Overseer. Gasp.


How seriously stupid are you?

Keep 1 muta within vision of hte factory and 100% of your focus on watching for the widow mine when it burrows? How does he then inject? How doe the muta player take advantage the 'pressure' is intended to create?

Look, stop being a total jackass and think for a moment how a game actually plays out.

Either you scout mutas on route or when they fly into your base and you go into crisis management. Move some marines, run your scv's etc. A few workers die, then the mutas back off for a bit and the zerg player does some actions in their own base such as injects, putting up a 4th base, start some upgrades and a round of drones. Then their focus returns to their muta flock which then returns to harass a min line, or a depot, or whatever they can do without putting the entire flock at risk. The cunning zergy sees some marines covering one place, moves to attack an apparantly vulnerable location and boom, 1 muta dies, half the flock loses 40hp (half health).

The harassment is done. The pressure is done. It's like they just got hit by a storm. In fact, this is a great way to look at it. Think of it as a cloaked HT with a range 5 storm on autocast. How do you harass that base? HOW? HOW CAN YOU NOT SEE HOW STUPID THE FUCKING MINE IS??????


Gosh. If only Zerg had easy access to a flying detector that could see any burrowed mines from 11 range away AND had enough HP to tank a hit, if it came to it, without dying!


Harassment is all about getting in quickly, doing some damage, and getting out before the other player reacts. Half the time you need to be able to do it BLINDLY while you manage an engagement in the middle of the map or while defending your own fucking base.

You lose a LOT of that window of opportunity if you have to lead with an overseer to 'tank' a mine shot. Don't forget, even if you spot the mine, you can't engage it with range 4 mutas.

Not only that, but all shift queue harass while defending your base is over. You're pushing my front so i queue my warp prism to drop 4 zealots in your mineral line and fly away while all my focus is on FF and warping in units to try and hold the front. Pointless. 1 mine kills WP, no harass. 0 focus required from terran player. Shift queue mutas to attack mineral line while microing ling/bling at the zerg 3rd. Forget that. 1 Mine, mutas dead. At no attention cost to the terran. None. Not even a big investment. 75/25 and no backstab options.

Basically harassing a terran base is much much MUCH harder than before, requiring total focus, with detector units for it to even be viable at minimal cost to the terran.




This is what pros are capable of. And you're whining about the loss of queue harass? Really? Really? Would it actually surprise you to learn that I'm not the least bit sympathetic to the plight of those who can't order one unit to move ahead of another one?

If Z suspects T has a mine, lead with an Overlord or an Overseer, problem solved. Period. Seriously, any Z will have an Ovie there already for scouting purposes, just push in 5 seconds before you go in with Mutas, soak up the damage, and for forty seconds that mine is useless. And the Ovie isn't even dead.

Your example from beginning to end has "gold league" written all over it. "0 focus required from terran player." The Mine is so easily negated, the T will have to focus on it to get any use out of it, except if his opponent is so stressed out that he can't properly multitask.

But poor multitasking should be punished.









Truer words have never been spoken. Amen my friend.

I strongly believe Blizzard will keep the mine as it is, design-wise, and they're right to do so.
SorrowShine
Profile Joined October 2011
698 Posts
October 15 2012 07:31 GMT
#483
Spore Crawlers without evo.. Exciting
dynwar7
Profile Joined May 2011
1983 Posts
October 15 2012 07:32 GMT
#484
Sentry Hallucination no longer requires research

Blinding cloud buffed.

Terran mines take longer.

This is only in Beta and....I guess they are still nerfing Terran..
Regarding the imbalance, hilarious to see Zergs defending themselves....
QRhere
Profile Joined October 2012
France23 Posts
October 15 2012 07:38 GMT
#485
On October 15 2012 16:32 dynwar7 wrote:
Sentry Hallucination no longer requires research

Blinding cloud buffed.

Terran mines take longer.

This is only in Beta and....I guess they are still nerfing Terran..


T seems pretty strong to me in the beta.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2012 07:46 GMT
#486
On October 15 2012 16:32 dynwar7 wrote:
Sentry Hallucination no longer requires research

Blinding cloud buffed.

Terran mines take longer.

This is only in Beta and....I guess they are still nerfing Terran..


Yeah right, all those nerfs to widow mines since day1 of the beta:

Balance Update #1-#4:
-) Widow mines will no longer damage each other with their splash damage.
-) We have removed the Armory requirement.
-) Splash damage has increased from 35 to 60.
-) The duration of Activate Mine has been decreased to 2 sec.
-) Auto-cast can now be turned off in both activated and deactivated modes.
Yeah, they were all about making Terran units worse!!!

Then they overhauled that unit - of course to the worse, because who wants burrowed rocket launchers instead of self-suiciding mines!?!?!

And now that. Balance update #6:
-) The setup time for this unit has been increased from 2 seconds to 3 seconds.

I mean... another one second, are they mad? When did blizzard ever do something that dramatical to the other races?
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-10-15 07:56:01
October 15 2012 07:55 GMT
#487
How can Protoss use tempest to snipe swarm host with the new revelation that has no detection? The zerg can just park some overseers and corruptors over swarm host, and then there is no way to snipe the swarm host now. The only thing Protoss can do is to a-move your entire army with 2+ observers and hope that you can overrun the composition of swarm host and the other zerg units.

This is a change from a strategic game where you use revelation to highlight swarm host and snipe them with long-range siege weapon, the tempest, to another a-move stupidity. Oh dear Blizzard.
Sissors
Profile Joined March 2012
1395 Posts
October 15 2012 08:06 GMT
#488
Same as before, now kill corrupters first? Either they die, or they retreat and you go kill the swarmhost.

xzidez
Profile Joined April 2010
Sweden147 Posts
Last Edited: 2012-10-15 08:16:30
October 15 2012 08:14 GMT
#489
On October 15 2012 17:06 Sissors wrote:
Same as before, now kill corrupters first? Either they die, or they retreat and you go kill the swarmhost.



Id say the problem is more that you need both robo and stargate to be able to handle the swarmhosts..
If you have the tempests without observer it aint worth much.. And if you open robo first you will have to put in quite the investment for your first tempests... You are probably better of colossus and gateway units from this position.

Aaaand we are back where stargate only is viable superlategame....

Edit: On a side-note.. feels like protoss is the race that needs something like the new widowmine... but that aint happening unless it comes from the stargate I guess : p..
larse
Profile Blog Joined March 2012
1611 Posts
October 15 2012 08:23 GMT
#490
On October 15 2012 17:14 xzidez wrote:
Show nested quote +
On October 15 2012 17:06 Sissors wrote:
Same as before, now kill corrupters first? Either they die, or they retreat and you go kill the swarmhost.



Id say the problem is more that you need both robo and stargate to be able to handle the swarmhosts..
If you have the tempests without observer it aint worth much.. And if you open robo first you will have to put in quite the investment for your first tempests... You are probably better of colossus and gateway units from this position.

Aaaand we are back where stargate only is viable superlategame....

Edit: On a side-note.. feels like protoss is the race that needs something like the new widowmine... but that aint happening unless it comes from the stargate I guess : p..


Going stargate doesn't forbid you from building a robo in the mid-game. It doesn't cost much even you go skytoss. It's ok. The problem is that without detected revelation, late-game swarm host + detection + air units are another pain in the ass and boring a-move battle between protoss and zerg. The old revelation + tempest was genius to change a lot of things in PvZ late-game. Now it's 50% gone.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2012 08:27 GMT
#491
Couldn't you just have tempests out on the map sniping stuff, attacking swarm hosts when they move out and force burrows, now that they are T2? Take the MSC with you, and recall if you get attacked by too much antiair...

Man I want to play that beta... All I can do is theorycraft around without having a clue whether this works out timing/ressourcewise
Kharnage
Profile Joined September 2011
Australia920 Posts
October 15 2012 08:35 GMT
#492
On October 15 2012 15:10 pure.Wasted wrote:
Show nested quote +
On October 15 2012 14:39 Kharnage wrote:
On October 15 2012 14:24 pure.Wasted wrote:
On October 15 2012 14:19 Kharnage wrote:
On October 15 2012 13:55 pure.Wasted wrote:
On October 15 2012 13:10 Belisarius wrote:
On October 15 2012 13:05 pure.Wasted wrote:
On October 15 2012 12:39 Kharnage wrote:The entire dynamic of air based harass, drops, blink the whole shebang is just completely nullified.


Melodramatic theorycrafting is melodramatic. Mutalisks have a vision range of 11 and a speed of 3.5. Widow Mines have a vision range of 7, an attack range of 5, a speed of 2.8 and a burrow time of 3 seconds.

How in the world is this Widow Mine catching your clump of Mutas unprepared, pray tell? Three seconds is plenty of time to snipe a Mine, if he hasn't been massing them, and you have the sight range to intercept it while it's en route, buying you another 0.5/1 seconds even in the hands of a fast player.

And if you can't snipe it, just fly away. The Muta is faster, it will have at least 6 range's worth of space to see the Widow Mine coming EVEN IF the T positions his Mine precisely 6 range away and somehow knows that you won't move your Mutas 1 range away, making him lose 10 seconds of burrowing and un-burrowing for absolutely no gain. The Muta's power has always been in its ability to be in 10 places at once, and the Widow Mine is by definition immobile. It has to be rooted down to attack.

3/3 Stimmed Marines don't make a base Muta-proof despite their speed, but a handful of unupgradeable, slow, burrowing Widow Mines suddenly will? I'll believe it when I see it.




...you realize mutas can't see mines when they're burrowed, right?


...you realize that before a mine can be any kind of useful, it has to get into attacking range of Mutas, right? And then burrow for three seconds? And then it has to reposition itself once it becomes completely useless because the Mutas aren't worker sniping anymore but depot sniping instead. And again, once the Mutas switch target. And again.

Or if you want to play it 100% safe, keep one Muta within 11 range of the Factory so that you can see where he burrows his mine once it pops out, hoping to catch you unawares with one big boom in some hidden corner. Except you, now knowing where it's burrowed, can safely ignore it.

Or bring an Overseer. Gasp.


How seriously stupid are you?

Keep 1 muta within vision of hte factory and 100% of your focus on watching for the widow mine when it burrows? How does he then inject? How doe the muta player take advantage the 'pressure' is intended to create?

Look, stop being a total jackass and think for a moment how a game actually plays out.

Either you scout mutas on route or when they fly into your base and you go into crisis management. Move some marines, run your scv's etc. A few workers die, then the mutas back off for a bit and the zerg player does some actions in their own base such as injects, putting up a 4th base, start some upgrades and a round of drones. Then their focus returns to their muta flock which then returns to harass a min line, or a depot, or whatever they can do without putting the entire flock at risk. The cunning zergy sees some marines covering one place, moves to attack an apparantly vulnerable location and boom, 1 muta dies, half the flock loses 40hp (half health).

The harassment is done. The pressure is done. It's like they just got hit by a storm. In fact, this is a great way to look at it. Think of it as a cloaked HT with a range 5 storm on autocast. How do you harass that base? HOW? HOW CAN YOU NOT SEE HOW STUPID THE FUCKING MINE IS??????


Gosh. If only Zerg had easy access to a flying detector that could see any burrowed mines from 11 range away AND had enough HP to tank a hit, if it came to it, without dying!


Harassment is all about getting in quickly, doing some damage, and getting out before the other player reacts. Half the time you need to be able to do it BLINDLY while you manage an engagement in the middle of the map or while defending your own fucking base.

You lose a LOT of that window of opportunity if you have to lead with an overseer to 'tank' a mine shot. Don't forget, even if you spot the mine, you can't engage it with range 4 mutas.

Not only that, but all shift queue harass while defending your base is over. You're pushing my front so i queue my warp prism to drop 4 zealots in your mineral line and fly away while all my focus is on FF and warping in units to try and hold the front. Pointless. 1 mine kills WP, no harass. 0 focus required from terran player. Shift queue mutas to attack mineral line while microing ling/bling at the zerg 3rd. Forget that. 1 Mine, mutas dead. At no attention cost to the terran. None. Not even a big investment. 75/25 and no backstab options.

Basically harassing a terran base is much much MUCH harder than before, requiring total focus, with detector units for it to even be viable at minimal cost to the terran.


http://www.youtube.com/watch?v=3cB-6MrsDsQ&feature=related

This is what pros are capable of. And you're whining about the loss of queue harass? Really? Really? Would it actually surprise you to learn that I'm not the least bit sympathetic to the plight of those who can't order one unit to move ahead of another one?

If Z suspects T has a mine, lead with an Overlord or an Overseer, problem solved. Period. Seriously, any Z will have an Ovie there already for scouting purposes, just push in 5 seconds before you go in with Mutas, soak up the damage, and for forty seconds that mine is useless. And the Ovie isn't even dead.

Your example from beginning to end has "gold league" written all over it. "0 focus required from terran player." The Mine is so easily negated, the T will have to focus on it to get any use out of it, except if his opponent is so stressed out that he can't properly multitask.

But poor multitasking should be punished.



Well done, you found a clip from a different game doing something completely different. Well, now i'm convinced.

Fine, 2 mines. they are stupidly cheap in all aspects except supply, which only matter when the terran maxes out.

Basically your argument is that players should be punished for poor multitasking, except terran who have a burrowed baneling with 5 range and auto cast that reloads every 40 seconds. Maybe I'll declare you must be a silver league and therefore your point of view is invalid.

The amount of focus required to get any use out of mines is the same as planting a cannon. Move, burrow. Done. Now all the work is on the other guy. At most the T player will move their workers towards their mines when harassed. Harsh man. Point well made!

Leading with an overseer might deal with 1 mine, maybe even 2, though you will lose the seer to tank the 2nd hit, buying the zerg '40 seconds' of harass time (for 150/50, but never mind that) leaving the terran in exactly the same position they were in before adding mines. If the terran has a viking cleaning up OL around their base then you won't have those options, and never mind that they would be insanely slow for the task without the speed upgrade.

But hey, that's ok cause it's a huge cost and risk to the terran right. They have to build a factory, which they would never get otherwise. It also requires that other building ... oh, that's right. It doesn't. You can just make a few, plant them around your base and now it's super risky for a zerg to fly in. That justifies the 800/800 the zerg player sunk into 8 mutalisks.

Try and put your bias and your BS about how your 1000point master in Kr and i'm a gold scrub or whatever to one side for a sec and ask yourself. As a zerg, would you EVER go muta vs terran over infestor now that widow mines are in the game? Under what conditions would you consider that good choice?
Crawdad
Profile Joined September 2012
614 Posts
October 15 2012 09:14 GMT
#493
On October 15 2012 17:27 Big J wrote:
Couldn't you just have tempests out on the map sniping stuff, attacking swarm hosts when they move out and force burrows, now that they are T2? Take the MSC with you, and recall if you get attacked by too much antiair...


You still need mobile detection. Unless you proxy Nexus right next to the Swarm Hosts and cast Purify, like Blizzard apparently wants us to do.
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
October 15 2012 09:16 GMT
#494
So it begins. Power up zerg and protoss, and nerf terran. ill quit sc soon.
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
Last Edited: 2012-10-15 09:25:45
October 15 2012 09:24 GMT
#495
On October 15 2012 18:14 Crawdad wrote:
Show nested quote +
On October 15 2012 17:27 Big J wrote:
Couldn't you just have tempests out on the map sniping stuff, attacking swarm hosts when they move out and force burrows, now that they are T2? Take the MSC with you, and recall if you get attacked by too much antiair...


You still need mobile detection. Unless you proxy Nexus right next to the Swarm Hosts and cast Purify, like Blizzard apparently wants us to do.


Or you could get an observer, which most tosses will do anyway.

In BW you needed 2! yes 2 buildings to get an observer and people no matter what builds they were using went and got them.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
October 15 2012 09:36 GMT
#496
On October 15 2012 18:16 BimBoHunTeR wrote:
So it begins. Power up zerg and protoss, and nerf terran. ill quit sc soon.


Nobody gives a damn, stop cluttering the thread.

I like basically every change made save for the detection changes, but i think they are intentionally going way overboard with that so that they can accurately judge what effect it will have on the game. As it is right now DT's and cloakshees are practically useless, which is not a good thing indeed. I guess they are just trying to find a way for races to deal with widow mines without having to change widow mines itself. If that's the correct way to go about it, time will tell.
DeCoder
Profile Joined December 2010
Finland236 Posts
October 15 2012 10:03 GMT
#497
On October 14 2012 21:51 Hattori_Hanzo wrote:
Show nested quote +
On October 14 2012 21:49 Apolo wrote:
Who were thinks entomb is fun to use / to go aggainst ? I don't understand why Blizzard hasn't scrapped that ability yet. For me it's boring as heck.


At the present strength it is does inflict significant damage enough to consider it a threat.
1 min is extremely long.


Well, a Protoss pylon blocking a Zerg ramp is (was) a threat as well, but it's still lame.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2012 10:09 GMT
#498
On October 15 2012 19:03 DeCoder wrote:
Show nested quote +
On October 14 2012 21:51 Hattori_Hanzo wrote:
On October 14 2012 21:49 Apolo wrote:
Who were thinks entomb is fun to use / to go aggainst ? I don't understand why Blizzard hasn't scrapped that ability yet. For me it's boring as heck.


At the present strength it is does inflict significant damage enough to consider it a threat.
1 min is extremely long.


Well, a Protoss pylon blocking a Zerg ramp is (was) a threat as well, but it's still lame.


and has nothing in common with entomb. Entomb stops mining and forces units and attention to deal with the mineral shields.
A pylon/bunker block makes playing standard strategies impossible and most of the time straight up wins the game.
Cereb
Profile Joined November 2011
Denmark3388 Posts
Last Edited: 2012-10-15 13:57:05
October 15 2012 12:56 GMT
#499
Pretty cool and fun changes


But I still don't quite understand why the widow mine needs to hit air? It's suppoed to be a space controlling unit right? Well it seems the only map controlling flyer that can potentially give terran problems is the mutalisk? Muta ling bane created some of the most fun tvz. Nowadays they have been replaced by the infestor in most of the games (not all) because infestors already are the better choice in a lot of situations. I don't understand why they need to add an element that will make mutas even worse...?


Also entomb is still an awesome ability !!
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
GohgamX
Profile Joined April 2011
Canada1096 Posts
October 15 2012 13:01 GMT
#500
Hellbat, well played Blizz. Bringing it back old school style
Time is a great teacher, unfortunate that it kills all its pupils ...
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