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Beta Balance Update #10 - Page 89

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
Prev 1 87 88 89 90 91 92 Next
zJayy962
Profile Blog Joined April 2010
1363 Posts
January 04 2013 02:44 GMT
#1761
Even though I agree that SC2 has really funky unit design, your post is so biased it hurts my brain. SC2 design is obviously flawed but saying that BW doesn't have design flaws is just delusional.

Right now Zerg seems to be the center of attention and rightfully so. Even though in WoL, Zerg seems balanced, its play and watchability is crap. The infestor is such a high versatility unit that it creates a very boring game. Blizzard needs to fix infestor versatility by nerfing it then start buffing hydralisks and ultralisks
Dynamitekid
Profile Joined November 2012
United States55 Posts
January 04 2013 03:00 GMT
#1762
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.
larse
Profile Blog Joined March 2012
1611 Posts
January 04 2013 06:04 GMT
#1763
1. Thor's high-impact cannon changed to an fast-attack anti-ground cannon. Damage: 10 (or 8), Attack Speed 0.86. So Thor can eat up immortal's shield quickly. It's a way to redesign the cannon and make mech more viable. The rationale is that immortal is the single biggest counter to mech but its weakness is fast, small-damage attacks. Terran mech lacks fast, small-damage attack, so this is kinda needed.

2. Oracle's pulse beam changed to a AOE damage spell that can only cast on itself. Enemy units near the oracle will take 7 damage per second. Kinda like Irradiate of Science Vessel. It's the spell that really make micro matter. And to be honest, current Protoss air has no AOE..

3. Viper's blinding cloud changed to reducing attack range of ground units by 7. So tank is not completely useless (it will have a range of 6), and other units that have range less than 7 will have only melee range (just like the current blinding cloud).

4. Widow mine damage nerfed but changed to 1 supply. In this way, you will have widow mines, which means that you can control more areas and choke points, and won't cost you a huge amount of supply like the current ones do.

5. Hellbat movement speed changed to 2.81 (the same as DT and Warhound).
musai
Profile Joined May 2010
Canada552 Posts
January 04 2013 06:21 GMT
#1764
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.


so a T1 unit is unless against T1 + T2 units with a T3+ upgrade, why are you using pure lings again?
Infernal_dream
Profile Joined September 2011
United States2359 Posts
January 04 2013 06:34 GMT
#1765
On January 04 2013 15:21 musai wrote:
Show nested quote +
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.


so a T1 unit is unless against T1 + T2 units with a T3+ upgrade, why are you using pure lings again?


Sorry Mr. Terran but the truth is that zerglings or roaches are the only thing they can mass now. Roaches suck. Now zerglings suck. What in the hell is zerg supposed to do? Broods? yeah because with the new fungal + HSM that's going to work. Everyone has always had an issue with efficiency of marines, we've just gotten over it.
Falling
Profile Blog Joined June 2009
Canada11379 Posts
Last Edited: 2013-01-04 07:02:49
January 04 2013 06:59 GMT
#1766

If someone wants to take a giant dump on BW it would be pretty easy to do. Watch: you celebrate the reaver as this great unit when it was programmed so poorly that its scarabs would often simply not hit the target, adding a bit of randomness that furthers no sensible aim at all. Whoever designed the reaver should be fired. It is the paradigm case of poor design and that's a fact. OK, is it a fact? No, of course not, because someone's asserting something as truth does not make it so. Now apply this important lesson to everything you write and say from now on and everyone will be better off.

It's actually not random. The scarab is on a timer and the scarab itself is an object that must fit through buildings to hit it's target. If it cannot go through it must go around. If it takes too long too go around, the scarab's timer will make it dud.

What this means is as a Terran, you could actually build your base in such a way to dance your workers away from incoming scarabs. Buildings had different spaces in between and so building placement had a lot of though for defensive purposes (anti-zealot supply depots come to mind.) But the same could be done for scarabs. If you ran your workers away you could run the timer out, but if you ran perpendicular the scarabs would catch up and explode.

So while much of this was probably not intentional, it is actually very good design wise because there are so many options and counter options for both sides. If you know the scarab behaviour attackers and defenders can make moves and counter moves to account for it.

It's not so simple as "it's random" and "it's poor design"
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Glorfindel21
Profile Joined October 2012
France51 Posts
January 04 2013 10:02 GMT
#1767

So while much of this was probably not intentional, it is actually very good design wise because there are so many options and counter options for both sides. If you know the scarab behaviour attackers and defenders can make moves and counter moves to account for it.


So your point is that bad design can turn good. Then what the hell are we doing here (sincerely) bashing something that is simply in test-phase right now ?
I call it irony, that is, philosophy.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 04 2013 10:14 GMT
#1768
On January 04 2013 15:21 musai wrote:
Show nested quote +
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.


so a T1 unit is unless against T1 + T2 units with a T3+ upgrade, why are you using pure lings again?


lol I just want to say this is awful logic.

The marine is a tier 1 unit that gets better then any other tier 1 unit the longer the game goes on.
When I think of something else, something will go here
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
January 04 2013 10:32 GMT
#1769
On January 04 2013 19:14 blade55555 wrote:
Show nested quote +
On January 04 2013 15:21 musai wrote:
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.


so a T1 unit is unless against T1 + T2 units with a T3+ upgrade, why are you using pure lings again?


lol I just want to say this is awful logic.

The marine is a tier 1 unit that gets better then any other tier 1 unit the longer the game goes on.


It gets better than any Tier one unit to a certain point in the game and only when it is used properly. I also like how he talks about the units that don't do well anymore and completely ignores the unit that has been given a massive buff in hots, the ultralisk. Marines were already pretty bad vs ultras but now that ultras got a significant damage buff against them they are damn near useless unless zerg has a terrible engagement.
Sissors
Profile Joined March 2012
1395 Posts
January 04 2013 10:43 GMT
#1770
And to be honest, current Protoss air has no AOE..

To be honest, no race has air AOE, so why should toss be special? Muta is at best pseudo-AOE, it barely scales with amount of enemy units in an area.
Glorfindel21
Profile Joined October 2012
France51 Posts
Last Edited: 2013-01-04 10:44:01
January 04 2013 10:43 GMT
#1771

It gets better than any Tier one unit to a certain point in the game and only when it is used properly. I also like how he talks about the units that don't do well anymore and completely ignores the unit that has been given a massive buff in hots, the ultralisk. Marines were already pretty bad vs ultras but now that ultras got a significant damage buff against them they are damn near useless unless zerg has a terrible engagement.


Marines are the backbone dps of every mobile terran army.
Have you ever seen a zerg keeping on 50% zergling as a T3 army ? No
If marines are so good over time, it's because they have to, unless you can explain me on which maps terrans have time to get BC/full raven (metropolis excluded) without having godly control ?

EDIT : so my point is the quote is right !
Zahir
Profile Joined March 2012
United States947 Posts
Last Edited: 2013-01-04 17:03:04
January 04 2013 17:02 GMT
#1772
On January 04 2013 19:02 Glorfindel21 wrote:
Show nested quote +

So while much of this was probably not intentional, it is actually very good design wise because there are so many options and counter options for both sides. If you know the scarab behaviour attackers and defenders can make moves and counter moves to account for it.


So your point is that bad design can turn good. Then what the hell are we doing here (sincerely) bashing something that is simply in test-phase right now ?
I call it irony, that is, philosophy.


The reaver was a tremendously well designed unit which got slightly dumber due to a flaw in the game engine. I'm sorry, but it just doesn't work in reverse, you don't get magic bugs in your game engine that somehow transform all your poorly designed units into awesome, micro intensive badass units.

The reaver is virtually immobile, has an aoe attack which is telegraphed and dodgeable, requires constant attention and micro to use well, needs to spend money on each shot and, due to the bw engine, has buggy attacks.

The colossus is a mobile 1a unit that walks around herp derping out lasers and, due to the sc2 engine... walks around herp derping out lasers.

See the difference?
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
baba1
Profile Joined April 2005
Canada355 Posts
January 04 2013 17:11 GMT
#1773
On January 04 2013 19:32 Fragile51 wrote:
Show nested quote +
On January 04 2013 19:14 blade55555 wrote:
On January 04 2013 15:21 musai wrote:
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.


so a T1 unit is unless against T1 + T2 units with a T3+ upgrade, why are you using pure lings again?


lol I just want to say this is awful logic.

The marine is a tier 1 unit that gets better then any other tier 1 unit the longer the game goes on.


It gets better than any Tier one unit to a certain point in the game and only when it is used properly. I also like how he talks about the units that don't do well anymore and completely ignores the unit that has been given a massive buff in hots, the ultralisk. Marines were already pretty bad vs ultras but now that ultras got a significant damage buff against them they are damn near useless unless zerg has a terrible engagement.



Ultralisk should destroy marines. That's how it should always have been.

And marines are not useless wtf... you can get them 2-3 min in the game. Ultralisks takes about 15.
That should be a big enough window for marines to do something usefull.
noq uote
baba1
Profile Joined April 2005
Canada355 Posts
January 04 2013 17:17 GMT
#1774
On January 05 2013 02:02 Zahir wrote:
Show nested quote +
On January 04 2013 19:02 Glorfindel21 wrote:

So while much of this was probably not intentional, it is actually very good design wise because there are so many options and counter options for both sides. If you know the scarab behaviour attackers and defenders can make moves and counter moves to account for it.


So your point is that bad design can turn good. Then what the hell are we doing here (sincerely) bashing something that is simply in test-phase right now ?
I call it irony, that is, philosophy.


The reaver was a tremendously well designed unit which got slightly dumber due to a flaw in the game engine. I'm sorry, but it just doesn't work in reverse, you don't get magic bugs in your game engine that somehow transform all your poorly designed units into awesome, micro intensive badass units.

The reaver is virtually immobile, has an aoe attack which is telegraphed and dodgeable, requires constant attention and micro to use well, needs to spend money on each shot and, due to the bw engine, has buggy attacks.

The colossus is a mobile 1a unit that walks around herp derping out lasers and, due to the sc2 engine... walks around herp derping out lasers.

See the difference?


That's pretty accurate imo.
The fast fire rate of the colo is what makes it so 1a
Make colo attacks hit harder and slower and we might have something interesting.

Also it's way to mobile for such a powerful unit.
noq uote
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-01-04 18:18:40
January 04 2013 18:18 GMT
#1775
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.

I'd be more worried about BF hellbats if I was a mass ling user in ZvT.

But, this comparison is one of the most pointless I've ever seen. Just pointing out unit DPS in games where units behave completely differently. I shouldn't have to tell you that these things are not comparable in any way or form.
Glorfindel21
Profile Joined October 2012
France51 Posts
January 04 2013 20:04 GMT
#1776

The reaver was a tremendously well designed unit which got slightly dumber due to a flaw in the game engine. I'm sorry, but it just doesn't work in reverse, you don't get magic bugs in your game engine that somehow transform all your poorly designed units into awesome, micro intensive badass units.


The reaver was so awesome you admire it IN COMBINATION with the shuttle. I don't think that developpers had that in mind when they released the unit.


The reaver is virtually immobile, has an aoe attack which is telegraphed and dodgeable, requires constant attention and micro to use well, needs to spend money on each shot and, due to the bw engine, has buggy attacks.



The colossus is a mobile 1a unit that walks around herp derping out lasers and, due to the sc2 engine... walks around herp derping out lasers.


Here we go again. The infamous "every unit should be copied in design in the exact same place where it was from BW". The dodgeable shot exists in sc2 : it's the seeker missile.

For the fact that it costs mineral and no energy, well, the concept is not quite original in itself, even in BW (spidermine). Even if i like the concept (making it cost mineral), i don't think this withdraws THAT much from SC2

I don't think starcraft 2 needs less APM to be played, it's simply that APM is invested in other ways, in mechanics that did not exist in BW (creep-spread for example).
VPVanek
Profile Joined August 2010
Canada238 Posts
January 04 2013 20:30 GMT
#1777
I hope they fix TvP.
As of right now, I think it heavily favours protoss in all stages of the M/U.
FoXer
Nizes
Profile Joined May 2012
Finland27 Posts
January 04 2013 20:45 GMT
#1778
On January 05 2013 02:17 baba1 wrote:
Show nested quote +
On January 05 2013 02:02 Zahir wrote:
On January 04 2013 19:02 Glorfindel21 wrote:

So while much of this was probably not intentional, it is actually very good design wise because there are so many options and counter options for both sides. If you know the scarab behaviour attackers and defenders can make moves and counter moves to account for it.


So your point is that bad design can turn good. Then what the hell are we doing here (sincerely) bashing something that is simply in test-phase right now ?
I call it irony, that is, philosophy.


The reaver was a tremendously well designed unit which got slightly dumber due to a flaw in the game engine. I'm sorry, but it just doesn't work in reverse, you don't get magic bugs in your game engine that somehow transform all your poorly designed units into awesome, micro intensive badass units.

The reaver is virtually immobile, has an aoe attack which is telegraphed and dodgeable, requires constant attention and micro to use well, needs to spend money on each shot and, due to the bw engine, has buggy attacks.

The colossus is a mobile 1a unit that walks around herp derping out lasers and, due to the sc2 engine... walks around herp derping out lasers.

See the difference?


That's pretty accurate imo.
The fast fire rate of the colo is what makes it so 1a
Make colo attacks hit harder and slower and we might have something interesting.

Also it's way to mobile for such a powerful unit.


I think you forgot that the way Colossus attacks also punishes good postioning and forming concaves.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
January 04 2013 20:46 GMT
#1779
On January 04 2013 12:00 Dynamitekid wrote:
Zerglings are going to be useless in ZvT with the new +5 healing buff. Seriously, wtf is wrong with blizzard. Lets compare marines and lings in sc1 and sc2.

SC1: marines: 40 hp, DPS: 6.2 (10.6 with stim)
SC2: marines: 45 hp (55 hp with shield upgrade), DPS: about 7 ( about 11 with stim)

SC1: Zerglin: 35hp, DPS: about 9.6 (14 with adrenaline upgrade)
SC2: Zerglin: 35hp, DPS: about 7 ( 11 with adrenaline upgrade).

Now i know some of you are thinking Starcraft 2 you can pump out much more units and put more units in control group. Well Terran can do that as well in a way. Plus in Starcraft 2 marines get free range upgrade.

As a toss player that played broodwar, don't forget speed please ^^
At SC2 beta we all thought zerglings were OP cause of the surround capacity.
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
January 04 2013 22:15 GMT
#1780
Is it just me? Or the Viper completely broken and unbeatable with terran. It can fly and is super fast, gets unlimited energy, and casts a spell that turns all your units into melee units. WTF?
Oracle comes in, Scvs go down, never a miscommunication.
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