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Beta Balance Update #11 (Jan 9, 2013) - Page 40

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
Prev 1 38 39 40 41 42 53 Next
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 13:55 GMT
#781
On January 10 2013 22:52 Wildmoon wrote:
Show nested quote +
On January 10 2013 22:50 Everlong wrote:
On January 10 2013 22:47 Wildmoon wrote:
This patch doesn't fucking fix anything about TvP. Are they dumb or what?


The fuck? Tanks don't do 400 dmg now? How am I supposed to mech TvP? Cancelled preorder..


What are you talking about?


I'm just pointing out how clueless and ignorant you are. Have you played beta after patch? Have you tried new openings mech TvP? Do you realize how big it is for Terran to be safe against 1base Protoss with mech opening? Do you think at all before jumping on the bandwagon?
Sc2Null
Profile Joined April 2011
United States3754 Posts
January 10 2013 13:57 GMT
#782
my concern is, why are they pushing mech so hard. They are saying: don't go bio, go mech or else. Like..I don't understand why blizzard is purposely trying to drive the metagame.
The great Spaghetti vs Screwdriver debacle of June '12" - Porcelina
monsta
Profile Joined November 2012
172 Posts
January 10 2013 13:57 GMT
#783
no vortex? dufuq
no techlab for reaper? dafuq
no siege upgrade for siege mode? dafuq
DAFUQ!?!?
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2013-01-10 13:59:58
January 10 2013 13:59 GMT
#784
On January 10 2013 22:57 Sc2Null wrote:
my concern is, why are they pushing mech so hard. They are saying: don't go bio, go mech or else. Like..I don't understand why blizzard is purposely trying to drive the metagame.


It's not driving the metagame if one style of play is 10x worse against everything than the other is.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
lardlord
Profile Joined July 2010
United States22 Posts
January 10 2013 14:00 GMT
#785
If the siege mode change is designed to help defend against blink all-ins why not just make MsC have ground vision only so it would at least have to cross over the cliffs to grant vision. The stalkers will probably still be able to blink in but at least the MsC would be vulnerable and potentially delay the next blink up by about a minute.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 14:00 GMT
#786
On January 10 2013 22:57 Sc2Null wrote:
my concern is, why are they pushing mech so hard. They are saying: don't go bio, go mech or else. Like..I don't understand why blizzard is purposely trying to drive the metagame.


No, they are just making other tech paths more accesible, which is a good, good, good thing.. They are not driving anything. Bio is more then viable both in WoL and HotS, so what is wrong making other units also more viable?
MarcH
Profile Joined January 2011
United Kingdom362 Posts
January 10 2013 14:01 GMT
#787
On January 10 2013 22:57 Sc2Null wrote:
my concern is, why are they pushing mech so hard. They are saying: don't go bio, go mech or else. Like..I don't understand why blizzard is purposely trying to drive the metagame.


They arent trying to get rid of bio they are trying to give T the option of mech in all matchups as at the moment it is not.
FS_SlimJim
Profile Joined September 2012
29 Posts
January 10 2013 14:05 GMT
#788
On January 10 2013 23:01 MarcH wrote:

They arent trying to get rid of bio they are trying to give T the option of mech in all matchups as at the moment it is not.


Truth status. It is in TvZ ofc with this siege mode change (since tier1 harass from zerg is dead as a result). I do want them to buff siege tank damage too, but at a cost of longer transitions between modes. And WM still need addressing...
Glorfindel21
Profile Joined October 2012
France51 Posts
January 10 2013 14:10 GMT
#789
The reason it won't work with TvP mech is really simple : what they try to shift (cleverly enough) is the advantages the protoss would have over a meching terran in early game that would make his later-to-come army so powerful. So they try to directly adress builds and not design.

Problem is, that adressing builds in such an obivous way is somehow admit it's really hard to balance tank without making it OP in TvZ, which is logical.
But the flaw here is as follows : they quite hope that toss army will be small enough(toss dev. tech)/toss tech will be low enough (toss dev. army) with the safe build to prevent mech-all-in from toss, THAT, later in the game, the toss can't totally obliterate a mech army.

So what they changed is not the cost-effectiveness of protoss armies vs mech terran (expected change), but the number of units/tech of toss army at the moment of the fight.

BUT, it won't make any solution for the late game, when both armies have only their cost-effectiveness in play. So late game terran vs late game toss (assuming both have full upgraded tech), with still be highly in toss favor in any direct fight.

But why not.
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
January 10 2013 14:13 GMT
#790
On January 10 2013 22:25 Everlong wrote:
Show nested quote +
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.


Wrong. They are making mech openings more viable by lowering tech requirements for mech units to hold allins and by enabling offensive builds. This is good for 2 reasons:

1) You can play greedy now going for quick 3cc, because with Siege Tanks and Widow Mines, you are able to lock down areas pretty quickly now. MsC no longer detecting makes WM very potent early game against Protoss and free siege tech is not only making you safe early on, but it allowes for quick armory or second factory, which means additional units, faster Thor or upgrades. All of this snowballs into better economy, infrastructure and transitions overall. So yeah, you don't get +25 dmg for Tank, but mech play generally is better. You can use the saved gas for Ghosts as well. You have free siege tech and you don't need blue flame so badly. That is a lot of gas.

2) You can actually go offensive now playing mech. This is one of the most significant changes this patch allowes you to do. Of course, mass Tempest/Templar/Carrier is difficult to deal with 30 tanks, but guess what, now you can just go kill him the second you see 2-3 Stargates or Fleet Beacon.

So please, don't just write something without thinking. It's already like 30+ pages of pure whining because Blizzard did not buff Tank in a way people want.

edit: Also, it is mind blowing for me to see people like Beastyqt and Avilo to try mech TvP, build Hellion/Tank, get destroyed by Zealot/Immortal/Archon and claim it doesn't work and that they won't mech TvP ever again. The fuck? Get Ghost, Mines, Ravens, Banshees.. Mech being "Hellion/Tank" doesn't work we fucking know it from WoL. So stop trying the same shit again, again and again. Accept what Blizzard said, they want mech to be used with support from Barracks (Ghosts) and/or Starport (Viking/Banshee/Raven), so go and use it. You don't just build Marines/Marauders in TvP, right?


The problem's not about viability, it's about precedent. The whole point of having such upgrades in the first place was to promote a playstyle, and make it so that using that specific playstyle required an investment, thus once your investments paid off, it gave you more leeway. When I don't have to research siege tech to use siege tanks all the tension that used to be there trying to researching seige tech is immediately lost.

And why should we stop at siege tanks in order to make units more viable? Why not just give roaches the speed upgrade from the beginning, it makes it easier to defend, AND gives you more offensive options in the early game. Why not just give marines their stim and combat shield upgrades from the start? Why don't we just give colossus their 9 range from the start? Waiting for colossus range is boring, and colossus obviously need more ways to be viable offensively. PLUS you can be greedy with 9 range colossus too!

I mean, does it make sense to anyone that people should be allowed to access higher tech WHILE being greedy at the same time? Doesn't that defeat the whole purpose of being "greedy"? And the fact that this shuts down most all-in? Again, we want to reduce the STRENGTH of all-ins, not completely remove the viability of them. I mean, I'm just shocked. I've never seen a change more antithesis to what Starcraft is supposed to be about. Is this really what it takes to achieve balance? I guess I'm just ignorant and don't know anything at this point.
Elendur
Profile Joined August 2012
Canada43 Posts
Last Edited: 2013-01-10 14:23:43
January 10 2013 14:16 GMT
#791
On January 10 2013 22:35 TeslasPigeon wrote:
I don't disagree with what you are saying, but it seems so sad that they would remove upgrades in order to do this. Upgrades are what make the game fun and add another layer of complexity.

If you want to allow mech to be more offensive, surely there are better ways than stripping upgrades? What about allowing rax before depot? This would introduce quicker factory timings without stripping upgrades.


But wouldn't that strengthen two rax pushes and potentially create other issues as well?

Free useful mech upgrades early on saving 250/250 (assuming that is the case) is almost like getting two free mules very early in the game. Or, why not say we are getting two free scans if that helps more? How does that not help every Terran mech-ing player that is somewhat able to adapt to seize an advantage that helps in winning the game, early, mid-game or late? (so long as you put it to your advantage by pressuring at some point, directly or by expanding, teching, etc.)

Why do we need to be given an upgrade path choice that is always researched by default (whether mech or bio)? Who doesn't get siege tech relatively early? Maybe I am wrong here, but it seems fairly obvious to me that they are kind of giving us two free mules worth of research early on without making rax only builds OP. They are trying to give all terrans going beyond raxes a nice boost should they be wise enough to see the benefit and use it to put themselves in a better position for the rest of the game.

Also, they are making it so mech can get more benefit out of the free tech than other builds as arguably you are even more likely to otherwise get those upgrades if you are going mech.

No sense arguing too heavily on this until we see results at the pro level. But getting useful things for free early on has to change the playstyle of other races to some degree. Again, just go back to how the Queen changes had an impact on what Terran/Protoss would do as harassment in the first part of the game. You can't deny it made a difference and pushed late game zerg into a better position as a result of droning harder, etc.

My 2 cents...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 10 2013 14:18 GMT
#792
I don't have faith in balance patches for the game unless they address the problem of very minor changes to stats completely unbalancing the game. It should not be the case that you slightly buff queens and then zerg gets unbeatable, or that you, say, remove the siege upgrade and allow terran to play super greedy and never lose again.

I think that in Starcraft 2 it is often the case that there are scenarios in the game that don't require too much skill to execute, that are very well understood by virtue of being at the center of the metagame, and which will always give advantage to one race. Because for these scenarios the difficulty of the game has essentially disappeared, the influence that map and race imbalance have is more pronounced. If the game would require more skill then there would be less complaints about imbalance. In Starcraft 2 a 55% winrate for ZvT means that Euro zergs are favored against top Korean terrans, but in Brood War they would still lose simply because of the skill difference.

I don't see how anything Blizzard does is addressing this core issue, instead of fiddling around with upgrade timings they should rather focus on the relation between unit design and things like economy and map design.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2013-01-10 14:23:33
January 10 2013 14:20 GMT
#793
wait what?

i thought the generally accepted pattern was that good patches and horrible patches alternate

so what gives us this monstrosity after the complete failure of the last patch?

most changes seem to be utterly retarded and accomplish exactly the opposite of what was stated as goal

goal: make reapers viable all game but not too strong early game
blizzard solution: make them suck all game but make it easier to get them very early

goal: make mech viable without making timing pushes too strong
blizzard solution: change nothing about the tank but get rid of siege upgrade to make them more useful for early timing pushes

community outraged about fungal growth range change
blizzard solution: keep the absurd range but nerf the damage slightly like that would matter at all

even though i like the changes to raven and that cadaceus reactor is gone (would have prefered a nerf than to cut better healing completely though), this patch still is a huge, huge disappointment

blizzard said they will look into mech and this is what we get. no change to thor, no change to widow mine, no improvement of mech anti-air, no buff to tank except for cutting the upgrade which will do nothing but make them better for timing pushes and actually work against any possible buffs

horrible, horrible, horrible. time to cancel my pre-order i guess...
shubcraft
Profile Blog Joined April 2010
Germany145 Posts
January 10 2013 14:20 GMT
#794
Slightly OT, but in bw bio in TvP was suicide, in sc2 mech is suicide (maybe). So what is the problem?! Are they trying to make mech viable for the sake of keeping old bw guys happy or are they really seriously trying to get BOTH playstyles viable?!
There are 10 ninjas hiding in this post ...
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 14:21 GMT
#795
On January 10 2013 23:13 KamikazeDurrrp wrote:
Show nested quote +
On January 10 2013 22:25 Everlong wrote:
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.


Wrong. They are making mech openings more viable by lowering tech requirements for mech units to hold allins and by enabling offensive builds. This is good for 2 reasons:

1) You can play greedy now going for quick 3cc, because with Siege Tanks and Widow Mines, you are able to lock down areas pretty quickly now. MsC no longer detecting makes WM very potent early game against Protoss and free siege tech is not only making you safe early on, but it allowes for quick armory or second factory, which means additional units, faster Thor or upgrades. All of this snowballs into better economy, infrastructure and transitions overall. So yeah, you don't get +25 dmg for Tank, but mech play generally is better. You can use the saved gas for Ghosts as well. You have free siege tech and you don't need blue flame so badly. That is a lot of gas.

2) You can actually go offensive now playing mech. This is one of the most significant changes this patch allowes you to do. Of course, mass Tempest/Templar/Carrier is difficult to deal with 30 tanks, but guess what, now you can just go kill him the second you see 2-3 Stargates or Fleet Beacon.

So please, don't just write something without thinking. It's already like 30+ pages of pure whining because Blizzard did not buff Tank in a way people want.

edit: Also, it is mind blowing for me to see people like Beastyqt and Avilo to try mech TvP, build Hellion/Tank, get destroyed by Zealot/Immortal/Archon and claim it doesn't work and that they won't mech TvP ever again. The fuck? Get Ghost, Mines, Ravens, Banshees.. Mech being "Hellion/Tank" doesn't work we fucking know it from WoL. So stop trying the same shit again, again and again. Accept what Blizzard said, they want mech to be used with support from Barracks (Ghosts) and/or Starport (Viking/Banshee/Raven), so go and use it. You don't just build Marines/Marauders in TvP, right?


The problem's not about viability, it's about precedent. The whole point of having such upgrades in the first place was to promote a playstyle, and make it so that using that specific playstyle required an investment, thus once your investments paid off, it gave you more leeway. When I don't have to research siege tech to use siege tanks all the tension that used to be there trying to researching seige tech is immediately lost.

And why should we stop at siege tanks in order to make units more viable? Why not just give roaches the speed upgrade from the beginning, it makes it easier to defend, AND gives you more offensive options in the early game. Why not just give marines their stim and combat shield upgrades from the start? Why don't we just give colossus their 9 range from the start? Waiting for colossus range is boring, and colossus obviously need more ways to be viable offensively. PLUS you can be greedy with 9 range colossus too!

I mean, does it make sense to anyone that people should be allowed to access higher tech WHILE being greedy at the same time? Doesn't that defeat the whole purpose of being "greedy"? And the fact that this shuts down most all-in? Again, we want to reduce the STRENGTH of all-ins, not completely remove the viability of them. I mean, I'm just shocked. I've never seen a change more antithesis to what Starcraft is supposed to be about. Is this really what it takes to achieve balance? I guess I'm just ignorant and don't know anything at this point.



I'll just quote myself:

"I agree, but at this point I work with what I get. I'm not going to pretend Blizzard is about to buff Tank + 25dmg, because this is not going to happen. They are offering us this different route and I accept it. You might either cry about how badly they are balancing TvP mech, or you can go explore stuff that is possible now and oh boy, is it a new game with all those changes."

See, I'm just happy I might not need to research stim now in TvP.. Also, you are exaggerating a bit, it's not like I start with 3 BCs patroling around my base now.
BerthaG
Profile Joined December 2012
France74 Posts
January 10 2013 14:26 GMT
#796
Worst of all: Helion... Should be haras unit like banchies dts or mutas, if you failed it your are behind because there are bad in strain fight but here no just click and waooo new unit .... This is so wrong.
Never surrender
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
January 10 2013 14:31 GMT
#797
Lol @ the people who still haven't discerned that you can't judge the effects of balance changes until you've tested them.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 14:33 GMT
#798
I mean, instead of having slightly more powerfull mech units overall, you are going to have more of them, faster, more upgraded and overall better mix of them.. How come nobody sees that? They just took this different route and instead of buffing Tank's damage directly, they made it so that you can rely on them faster, which snowballs into better economy, and so on. Same goes with Hellbat. Free siege tech and blue flame (kinda) is like 250/250? That is Academy + Ghost right? Well, now you have ghost/mech going fairly soon.. What's up with your Immortals?
Elendur
Profile Joined August 2012
Canada43 Posts
January 10 2013 14:35 GMT
#799
In my view these changes are big enough that they could have significant impacts on all sorts of timings that matter. I don't claim to know until I see Taeja, Lucifron, Thorzain, and company put it all to actual use for more efficiency and better timings.
Kvassten
Profile Joined May 2012
Sweden159 Posts
January 10 2013 14:36 GMT
#800
On January 10 2013 23:33 Everlong wrote:
I mean, instead of having slightly more powerfull mech units overall, you are going to have more of them, faster, more upgraded and overall better mix of them.. How come nobody sees that? They just took this different route and instead of buffing Tank's damage directly, they made it so that you can rely on them faster, which snowballs into better economy, and so on. Same goes with Hellbat. Free siege tech and blue flame (kinda) is like 250/250? That is Academy + Ghost right? Well, now you have ghost/mech going fairly soon.. What's up with your Immortals?


I agree with this.

I don't really think you can buff siege tank damage without destroying TvZ and TvT. Zerg won't be able to do that much and Bio in TvT won't be viable if you buff siege damage.
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