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Beta Balance Update #11 (Jan 9, 2013) - Page 38

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 36 37 38 39 40 53 Next
rj rl
Profile Joined May 2012
648 Posts
January 10 2013 11:43 GMT
#741
Next patch: scvs cannot repair\shileds regenerate no more? Blizzard would you please avoid changing at least some classical things, which are familiar with since broodwar?
number01
Profile Joined December 2012
203 Posts
January 10 2013 11:48 GMT
#742
On January 10 2013 19:29 BerthaG wrote:
Show nested quote +
On January 10 2013 19:18 Sissors wrote:
On January 10 2013 19:02 BerthaG wrote:
Give P scan on nexus and ok then, lol a mule, save you the game instant detection anywhere at any time in the game. Whereas P as to teck to robo with slow detection or stargate for oracle consuming mana i guess sure....

Sure, then give terran chronoboost, but then dont complain when we might slightly speed up 1-1-1 and similar strats, while your defense is enormously slowed down.

You are mixing everything look like a lot of people drunk too much the 31 december.
I am saying that P need quick detection(without forcing obs or anything....), What if Isay if terran need detection they need to go mech.... lol that exactly what happen to P. What a fabulous RTS, and they want to mix hellbat to bioball .... So stupid again.
Look T as Banchies and now mine and P as dt, compare both path and follow up and you will understant or not (that you problem I can not help you then) that the race with the most possibilities in term of clock unit as also the best response. The logical will be the opposit.



this is why bronze players should not argue about balance, it ends up looking like this.^^^^
Idra is the reason I play SC
Mech0z
Profile Joined May 2009
Denmark22 Posts
January 10 2013 12:25 GMT
#743
A bit sad to see the healing boost be removed, it could sorta outheal marines vs fungal that way, but other than that very nice buffs overall, especially the Time warp as it cant now be spammed from oracles, less Micro denying is nice!
BerthaG
Profile Joined December 2012
France74 Posts
Last Edited: 2013-01-10 12:28:51
January 10 2013 12:27 GMT
#744
On January 10 2013 20:48 number01 wrote:
Show nested quote +
On January 10 2013 19:29 BerthaG wrote:
On January 10 2013 19:18 Sissors wrote:
On January 10 2013 19:02 BerthaG wrote:
Give P scan on nexus and ok then, lol a mule, save you the game instant detection anywhere at any time in the game. Whereas P as to teck to robo with slow detection or stargate for oracle consuming mana i guess sure....

Sure, then give terran chronoboost, but then dont complain when we might slightly speed up 1-1-1 and similar strats, while your defense is enormously slowed down.

You are mixing everything look like a lot of people drunk too much the 31 december.
I am saying that P need quick detection(without forcing obs or anything....), What if Isay if terran need detection they need to go mech.... lol that exactly what happen to P. What a fabulous RTS, and they want to mix hellbat to bioball .... So stupid again.
Look T as Banchies and now mine and P as dt, compare both path and follow up and you will understant or not (that you problem I can not help you then) that the race with the most possibilities in term of clock unit as also the best response. The logical will be the opposit.



this is why bronze players should not argue about balance, it ends up looking like this.^^^^

So you should shut up. I am master on WOL, but i don t care, make me save some money from a shitty game that all.
Never surrender
virpi
Profile Blog Joined August 2009
Germany3598 Posts
January 10 2013 12:41 GMT
#745
i don't get the timewarp thing. what was wrong with the oracle having that spell?
And tanks without siege mode...dunno. I expect to see tons of allins centered around that vs. zerg.
The reaper changes are hilarious. If they continue to walk down that road, it soon will be possible to research the "reapercopter" upgrade, which will allow you to drop reapers from a banshee.
first we make expand, then we defense it.
Adonminus
Profile Joined January 2012
Israel543 Posts
January 10 2013 12:42 GMT
#746
Since Vortex no longer exists, perhaps they could revert the change that made the mothership start with low energy even when the mothership core used is on full energy. There's no longer the danger of starting with 200 energy mothership that can vortex you 2 times, so it could have same energy as the initial mothership core.
Rollora
Profile Joined February 2012
2450 Posts
Last Edited: 2013-01-10 12:47:46
January 10 2013 12:46 GMT
#747
On January 10 2013 19:29 BerthaG wrote:
Show nested quote +
On January 10 2013 19:18 Sissors wrote:
On January 10 2013 19:02 BerthaG wrote:
Give P scan on nexus and ok then, lol a mule, save you the game instant detection anywhere at any time in the game. Whereas P as to teck to robo with slow detection or stargate for oracle consuming mana i guess sure....

Sure, then give terran chronoboost, but then dont complain when we might slightly speed up 1-1-1 and similar strats, while your defense is enormously slowed down.

You are mixing everything look like a lot of people drunk too much the 31 december.
I am saying that P need quick detection(without forcing obs or anything....), What if Isay if terran need detection they need to go mech.... lol that exactly what happen to P. What a fabulous RTS, and they want to mix hellbat to bioball .... So stupid again.
Look T as Banchies and now mine and P as dt, compare both path and follow up and you will understant or not (that you problem I can not help you then) that the race with the most possibilities in term of clock unit as also the best response. The logical will be the opposit.
@observer
since it was that way in BW too and this game today considerend perfectly balanced, your argument is invalid.

But a tip for you: there is nothing wrong in sacrificing a probe from time to time to see what the opponent is doing
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-01-10 12:49:30
January 10 2013 12:48 GMT
#748
What the fuck is all this QQ... You don't need siege tech, which is another factory, or armory, or academy. You are safe the second you have 1-2 tanks in position, you can play greedy as hell now. MsC no longer detecting makes wm useful now early game. We finally have accesible HSM which does splash once again so you have answer to Broodlord/Corruptor. You have potent 1/1/1 once again which deny greedy play from Protoss. You have very strong Hellbat overall which allowes for scary timings from 2 bases. The list goes on... Like, wtf is going on here???
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
January 10 2013 12:50 GMT
#749
On January 10 2013 20:43 rj rl wrote:
Next patch: scvs cannot repair\shileds regenerate no more? Blizzard would you please avoid changing at least some classical things, which are familiar with since broodwar?


Posts like this make me feel sorry for Blizzard. People will literally complain for any reason they can. How can they possibly ever hope to win?
SSVnormandy
Profile Joined July 2012
France392 Posts
Last Edited: 2013-01-10 12:59:53
January 10 2013 12:52 GMT
#750
I love the changes in the reaper. I used them in every matchup i tested the new reaper and i think that those change are so great.

1) remove of the vision up cliff -> increase the risk/tension of the reaper harass which is good because it was way too easy to harass with this ability. allow good positionned marines to pick off reapers.

2) increase speed without upgrades anymore : fantastic up that people don't seem to care about. this basically allow you to outrun stalkers and MsC vs P and is good vs Z too for the same reason with queens. as dommage vs stalkers and queens didn't moved you can still pick off those units if u manage to isolate one (which is more easy with the speed upgrade). this also punish harder a bad positionnning of your opponent which is good imo.

3) nerf of the dommage vs light unit : main impact in TvT because the basic defense is marine and it is light. don't affect so much TvZ because even it's becoming more difficult to kill lings early on you can quit them with so much more ease.
vs Protoss more difficult to kill Zealot but com'on who is using reaper to kill zealot as main purpose anyway..
this nerf is understandable as you can move faster to mineral line it is expected you kill probe slower. This also allow zerg to counter reaper with speedlings and not forcing him to roach.

4) produce reaper without techlab : awesome as it allow you to put pressure on with more than 1 rax and still expand very fast . for example 3 rax reaper you econ 150 min 75 gas which is huge on early game. reactor reaper seems nice too didn't tested yet though.

overall :

nerf reaper in TvT because of the remove of both light dmg and cliff vision

huge buff vs Z and P as you can now harass with less investment on tech (no tech lab no need upgrade on fac anymore which represent as an example for a 3rax reaper an economy of 300 mineral 175 gas on very early game which is huuuuuuge) and the nerf of dmg doesnt impact so much those matchup as lings and Zealot are no threat or priority target of reaper anyway.

they seems to be in the good direction

we wanted nerf reaper in TvT this patch clearly nerf reaper in TvT

we wanted more use of reaper in TvZ TvP this patch provide good buff to reaper harass vs those race.

why whine so much?

maybe a later lategame upgrade could be put in to allow reaper being usefull lategame. like an upgrade improving dmg vs light again or giving back grenade vs building .
Battlecruisers.... Just Battlecruisers...
Adonminus
Profile Joined January 2012
Israel543 Posts
January 10 2013 12:55 GMT
#751
Also I think the mothership should have a more defensive ability to make it more survivable unit in battles since it's no longer a main target. I seen that mothership can be very good to make air units target it instead of other valuable units such as colossi, to promote a more tankish role, I think it should have some sort of shield ability similar to the one used in that campaign mission.
Elendur
Profile Joined August 2012
Canada43 Posts
January 10 2013 12:55 GMT
#752
On January 10 2013 18:59 Umpteen wrote:

Without commenting on the changes themselves, early game changes lead to late-game changes. Queen range? Overlord speed buff?

Removing the siege tank upgrade drastically changes your mineral/gas investment early on. Think how big a change gasless openings in ZvX turned out to be - how much more economy Zergs could support. It changes what Terran is capable of in the early game, which imposes new restrictions on your opponent, which feeds through to the rest of the game.


This. I'm only platinum Zerg working on Masters, but I can see Terrans securing a third faster, or pressuring that 2nd base when the Zerg has been pumping too many drones, or the Protoss has been greedy with the chronoboost. Maybe the robo goes down faster or the chronoboost gets dumped into that immortal instead.

That changes the timing of the Terran max army, versus the other races max army. One other thing many may not be realizing is that the tank change is a broad buff to all Terran styles of play against all races. Not just a tweak to deathball issues, etc. It should be a welcome change by terrans in my view.
DrGreen
Profile Joined July 2010
Poland708 Posts
January 10 2013 12:55 GMT
#753
weird... wierd...

I don't like removing stuff.
Obviously there're good things about this patch as well. Like the reaper one.
dreadlordx
Profile Joined January 2012
United States80 Posts
January 10 2013 12:56 GMT
#754
I have beta and i have played with some of these changes to terran. I would like to say the HSM will probably be nerfed, I mean that is the most powerful spell cast dmg in the game by a lot, with the second longest cast range (longer than Hi Temp), it is from a flying unit, and when that missle is locked on, it seems harder to dodge than a storm or fungal imo. I would say 100 energy requirement and maybe that will balance it. The hellbat does not seem any more useful than it did before. The reaper is beyond worthless now, i mean they are super weak now.

I dont play toss, but I think the changes are very good. Because early game oracle harass is a bitch to deal with and all those time warps on a spammable unit was too much, Time Warp and Colosus was soo bad. So now with less time warps it makes it less of an easy mode spell. And moving detection to startgate or robo is soo much better, because the toss could defend banshees and widow mines with such ease it was ridiculous and broken. Terran are early game race that needs to pressure, so imo that is good. And now you have fighting units that can detect as well and you still dont need robo which is nice.

I think Zerg needed a little more love and nerfing fungal hurts ZvP.

And the siege tank buff just made all ins and timings sooo much more potent, but does absolutely nothing for TvP mech in the mid and late game, since it is the engagement against toss that is the problem not teching to mech.
Play on Playa!!!!
Elendur
Profile Joined August 2012
Canada43 Posts
January 10 2013 12:57 GMT
#755
On January 10 2013 19:20 Everlong wrote:
try some new Terran mech openings with more useful mines, faster armory, faster 3rd base, 2base pressure against air switching Toss, new HSM, buffed Hellbats and other stuff.. :-)


This. You see things as I do with respect to this patch change. I think it will help Terran climb the ladder faster once everyone realizes what they can't do against Terran anymore... I believe it will affect Zerg/Toss supply at X time in the game versus Terran, in many cases.
Unshapely
Profile Joined November 2012
140 Posts
January 10 2013 13:03 GMT
#756
I do think that the Raven changes are good, though I suspect a five second delay may prove to be too long. We'll see.

The siege mode upgrade removal was unwarranted and completely thoughtless.
That is not dead which can eternal lie; and with strange aeons even death may die.
Jerom
Profile Joined April 2011
Netherlands588 Posts
January 10 2013 13:06 GMT
#757
Blizzard doesn't seem to understand why mech in TvP doesn't work. They don't have a single clue about what should happen to make it work it seems.
Unshapely
Profile Joined November 2012
140 Posts
January 10 2013 13:09 GMT
#758
On January 10 2013 22:06 Jerom wrote:
Blizzard doesn't seem to understand why mech in TvP doesn't work. They don't have a single clue about what should happen to make it work it seems.


Yeah. They really need to give Terran a better counter to immortals or modify the battle statistics of immortals so that just a few of them aren't able to crush an entire battalion of tanks and thors.
That is not dead which can eternal lie; and with strange aeons even death may die.
domeultra
Profile Joined November 2012
Thailand13 Posts
Last Edited: 2013-01-10 13:11:04
January 10 2013 13:10 GMT
#759
Enery medivac upgrade is useless again. LOL
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2013-01-10 13:13:59
January 10 2013 13:11 GMT
#760
New Hellbat is stupidly good by the way. Less effective against mass lings and zealots but 15 hellbats is a walking wall of DPS that forces a protoss to back off, constantly if you've got Medivacs behind them.

Next time you play Mech, throw in a few of the new Ravens and a few Medivacs. They basically can't get at your tanks. A healed Hellbat is not far off immortal.
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