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Beta Balance Update #11 (Jan 9, 2013) - Page 43

Forum Index > StarCraft 2 HotS
1054 CommentsPost a Reply
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Sissors
Profile Joined March 2012
1395 Posts
January 10 2013 17:16 GMT
#841
Btw I might be missing something, but many people are telling that now hellbats are so much better against zealots compared to before this patch. However if I look at the numbers, they dont get much more damage per second to zealots after you researched blue flame, and do alot less area damage. To me it looks like this is mainly good against roaches and stalkers (together with thor), but while it didnt become worse against zealots, it also didnt become significantly better.
Captain Mayhem
Profile Blog Joined August 2009
Sweden774 Posts
January 10 2013 17:17 GMT
#842
Guess HSM could be used as a pushing/deterrent ability rather than a damage spell. Spam 2-3 of them and the enemy better start retreating ASAP.
Gravity is just a theory anyway.
dislike
Profile Joined April 2011
Germany54 Posts
January 10 2013 17:22 GMT
#843
After a few games as terran i can say: Reapers are completly useless now in early game TvX and there is no reason to use them but for scouting.

Early Tank-Pushs are now much stronger.

New HSM is great.

Battle Hellion with reduced AoE seems a bit weaker against mass enemies. In low numbers they've become better.

Medivac change is "sad" for terrans but the right thing.

cheers.
dislike_this!
KillingVector
Profile Joined June 2012
United States96 Posts
January 10 2013 17:22 GMT
#844
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 agree with this. Who cares what the balance turns out to be. It's not worth sacrificing the core ideas sc is supposed to be designed around. If you keep throwing away basic principles, then you may have an easier route to balance, but the result has a greater chance of being bland.
"In mathematics you don't understand things. You just get used to them." - John Von Neumann
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
January 10 2013 17:23 GMT
#845
On January 11 2013 01:48 Rabiator wrote:
Show nested quote +
On January 11 2013 01:34 Psychlone wrote:
What I don't get is how they don't care to change the basic stats of existing units so freely.

The creators of BroodWar would never have done such a thing. They introduced new units and updrades for existing units, but they didn't try to retroactively redesign the original game.

That's what gives us this icky feeling about all those patches. If they just toyed with the new units, it would be not as bad. They really don't seem to know how to accomplish their objectives and should hire pro players as consultants.

You are absolutely right in this and a good way to analyze stuff scientifically is by changing only one variable in a test instead of lots. Some idiot will now retort something idiotic like "oh you only want to have one change in a patch then?", but the scientific way is to start by fixing stuff that doesnt work BEFORE adding new variables (=units) to the equasion in the first place and that would have meant finalizing the balance of WoL before even starting the beta for HotS. The problems were clearly visible and known to them, but SC2 has been shifted around in its balance rather wildly during the last few years and that is not a stable environment to add something new to.

So the patches give us this feeling that they have no clue what they are doing as several past ones have shown. Maybe it is the skill of the devs, but maybe it is the lack of a stable platform to work on which makes this sort of random.


So you don't think they actually test that stuff... BEFORE releasing it to the public?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
KillingVector
Profile Joined June 2012
United States96 Posts
January 10 2013 17:28 GMT
#846
On January 11 2013 01:48 Rabiator wrote:
Show nested quote +
On January 11 2013 01:34 Psychlone wrote:
What I don't get is how they don't care to change the basic stats of existing units so freely.

The creators of BroodWar would never have done such a thing. They introduced new units and updrades for existing units, but they didn't try to retroactively redesign the original game.

That's what gives us this icky feeling about all those patches. If they just toyed with the new units, it would be not as bad. They really don't seem to know how to accomplish their objectives and should hire pro players as consultants.

You are absolutely right in this and a good way to analyze stuff scientifically is by changing only one variable in a test instead of lots. Some idiot will now retort something idiotic like "oh you only want to have one change in a patch then?", but the scientific way is to start by fixing stuff that doesnt work BEFORE adding new variables (=units) to the equasion in the first place and that would have meant finalizing the balance of WoL before even starting the beta for HotS. The problems were clearly visible and known to them, but SC2 has been shifted around in its balance rather wildly during the last few years and that is not a stable environment to add something new to.

So the patches give us this feeling that they have no clue what they are doing as several past ones have shown. Maybe it is the skill of the devs, but maybe it is the lack of a stable platform to work on which makes this sort of random.


Not all changes can be found by changing one variable at a time. Think of the function f(x,y) = xy starting at (0,0).
"In mathematics you don't understand things. You just get used to them." - John Von Neumann
pororo
Profile Joined January 2013
2 Posts
January 10 2013 17:31 GMT
#847
Best post on the entire forum: made me spit out my soda! hahaha

On January 10 2013 19:33 Hylirion wrote:
In the end, Blizzard had the right idea with this patch. It just needs a bit more for Terran to shine, a bit more bling...

Show nested quote +
Terran

Reaper
Train Reaper no longer requires a Tech Lab Addon. The Battlefield Awareness passive ability has been removed from the game.Movement speed increased from 3.38 to 3.75.The Nitro Packs upgrade has been removed from the game.P-45 Gauss Pistol weapon damage decreased from 4 +5 vs. Light to 4.
New Tech Lab upgrade: Real O.G. Renames Reaper to Reapah. Reapahs now replace the Gauss pistols with black market earth-made MAC10's, and hold them sideways. Reduces damage to 1 (+1 to light) but sprays aoe damage in an area of 4 around the target.
Hellbat
Hellbat upgrade removed from game.
Helliac
Added Helliac upgrade to the hellion. Turns into a slick ride that plays loud gangster music, fearing enemy harvesters in a 4.5 aoe radius around the vehicle. Can load a reapah to turn up the volume and increase fear radius to 6. When loaded with reapah, this unit has cliff walk due to pimpin hydraulics.
Medivac
Caduceus ReactorNo longer improves the healing rate of Medivacs.Upgrade cost decreased from 150/150 and 110 seconds to 100/100 and 80 seconds.Emergency Thrusters ability renamed Ignite Afterburners. Infernal pre-igniter upgrade now allows the afterburners to do 10 (+10 to light) damage to any units in a 10 line behind the Medivac.
Raven
Seeker missile removed.
Added Seafood Missile. Within 3 seconds, deploys a chique seafood bar that will feed incorrectly prepared pufferfish to any nearby enemy biological unit within a 7 radius.
Siege Tank
Siege Tanks no longer require an upgrade in order to enter Siege Mode.
New Tech Lab upgrade added: 70 Inch Rims. Adds some sweet wheels to the siege tank, that have so much shine that they give attacking melee units a 50% miss chance.



malady
Profile Joined November 2010
United States600 Posts
January 10 2013 17:37 GMT
#848
starting with siege mode upgrade...

better change it back!
dumchu
DemigodcelpH
Profile Joined August 2011
1138 Posts
January 10 2013 17:39 GMT
#849
[image loading]
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
January 10 2013 17:43 GMT
#850
well,after playing a few games i'm not that unhappy after all.

The reaper nerf is good,now TvT isn't reaper wars anymore,it seems that blizzard wanted to give terran some overlord or phenix type of scouting unit,well with the new speed and poor damages of the reaper its done ^^
And its a good thing imo

The siege tank upgrade removal is great,as someone who like to plays macro i usually open CC first and some time i wasn't able to survive to crappy rushes,now with the upgrade removal the base is well protected quite early,give more space to the macro game.

The medivac upgrade is back the old one which give just a little bit more heal,its ok i guess,since the other race don't have a new T3 damage burster.

The battle hellion change seems nice but i don't use them,normal hellion FTW ! SPEED MOTHAFUCKA !

Also the raven AoE being back is awesome,the old missile had absolutely no point,it was stupid.
RIP MKP
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 17:56 GMT
#851
On January 11 2013 02:43 shid0x wrote:
well,after playing a few games i'm not that unhappy after all.

The reaper nerf is good,now TvT isn't reaper wars anymore,it seems that blizzard wanted to give terran some overlord or phenix type of scouting unit,well with the new speed and poor damages of the reaper its done ^^
And its a good thing imo

The siege tank upgrade removal is great,as someone who like to plays macro i usually open CC first and some time i wasn't able to survive to crappy rushes,now with the upgrade removal the base is well protected quite early,give more space to the macro game.

The medivac upgrade is back the old one which give just a little bit more heal,its ok i guess,since the other race don't have a new T3 damage burster.

The battle hellion change seems nice but i don't use them,normal hellion FTW ! SPEED MOTHAFUCKA !

Also the raven AoE being back is awesome,the old missile had absolutely no point,it was stupid.


See this happens when people rage here and then they actually play the game and realise it's actually not that bad, lol.. :D

Not to be offensive, I'm not saying you whining here, but this is what majority people should do before saying shit..
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 10 2013 18:04 GMT
#852
On January 11 2013 02:56 Everlong wrote:
Show nested quote +
On January 11 2013 02:43 shid0x wrote:
well,after playing a few games i'm not that unhappy after all.

The reaper nerf is good,now TvT isn't reaper wars anymore,it seems that blizzard wanted to give terran some overlord or phenix type of scouting unit,well with the new speed and poor damages of the reaper its done ^^
And its a good thing imo

The siege tank upgrade removal is great,as someone who like to plays macro i usually open CC first and some time i wasn't able to survive to crappy rushes,now with the upgrade removal the base is well protected quite early,give more space to the macro game.

The medivac upgrade is back the old one which give just a little bit more heal,its ok i guess,since the other race don't have a new T3 damage burster.

The battle hellion change seems nice but i don't use them,normal hellion FTW ! SPEED MOTHAFUCKA !

Also the raven AoE being back is awesome,the old missile had absolutely no point,it was stupid.


See this happens when people rage here and then they actually play the game and realise it's actually not that bad, lol.. :D

Not to be offensive, I'm not saying you whining here, but this is what majority people should do before saying shit..


Agreed. I like the change for the reaper to early game scouting, rather than a unit for an all-in and nothing else. Paying a little gas for a ton of information is pretty awesome. And I like that seige tanks are now awesome on demand, allowing for players to bring the fear of a timing attack or just defend to macro up.

The fewer marines I see, the happier I am.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
aksfjh
Profile Joined November 2010
United States4853 Posts
January 10 2013 18:04 GMT
#853
On January 11 2013 02:56 Everlong wrote:
Show nested quote +
On January 11 2013 02:43 shid0x wrote:
well,after playing a few games i'm not that unhappy after all.

The reaper nerf is good,now TvT isn't reaper wars anymore,it seems that blizzard wanted to give terran some overlord or phenix type of scouting unit,well with the new speed and poor damages of the reaper its done ^^
And its a good thing imo

The siege tank upgrade removal is great,as someone who like to plays macro i usually open CC first and some time i wasn't able to survive to crappy rushes,now with the upgrade removal the base is well protected quite early,give more space to the macro game.

The medivac upgrade is back the old one which give just a little bit more heal,its ok i guess,since the other race don't have a new T3 damage burster.

The battle hellion change seems nice but i don't use them,normal hellion FTW ! SPEED MOTHAFUCKA !

Also the raven AoE being back is awesome,the old missile had absolutely no point,it was stupid.


See this happens when people rage here and then they actually play the game and realise it's actually not that bad, lol.. :D

Not to be offensive, I'm not saying you whining here, but this is what majority people should do before saying shit..

Most of the "raging" is coming from Zergs who fear tank pushes and Protoss who fear quick widow mines.
Killmouse
Profile Joined August 2010
Austria5700 Posts
Last Edited: 2013-01-10 18:11:25
January 10 2013 18:10 GMT
#854
no actually i like the whole patch ,except for the siege removal, its just stupid, its not sc2 anymore without the upgrade and also every terran will go now for super faster tank push in TVT


they should just make tanks a little bit stronger goddamn, they cost 3!!! supply
yo
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 10 2013 18:18 GMT
#855
On January 11 2013 03:10 Killmouse wrote:
no actually i like the whole patch ,except for the siege removal, its just stupid, its not sc2 anymore without the upgrade and also every terran will go now for super faster tank push in TVT


they should just make tanks a little bit stronger goddamn, they cost 3!!! supply

Immortals are 4 supply and cost way more than a seige tank, and get killed by everything that kills seige tanks(including other immortals). Not to say the immortal is bad, but it is no colossi(which cost a sentry more). I still fear well set up seige tanks. Poorly set up seige tanks, on the other hand, make me laugh.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Duncaaaaaan
Profile Joined May 2012
United Kingdom101 Posts
January 10 2013 18:30 GMT
#856
I wonder if any of you idiots jumping on the HURR LATE GAME TVP ISNT CHANGED bandwagon have considered the thought of applying pressure with your earlier siege tank?
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 18:32 GMT
#857
After few games, I have to say, I really like what I get with this patch.. I actually can punish greedy Toss and Zerg players. Protoss is scared of Widow Mines and Zerg is scared of fast Tank pushes, which enables your own macro play.. Awesome, how this patch affected whole HotS stale metagame..
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 18:33 GMT
#858
On January 11 2013 03:30 Duncaaaaaan wrote:
I wonder if any of you idiots jumping on the HURR LATE GAME TVP ISNT CHANGED bandwagon have considered the thought of applying pressure with your earlier siege tank?


Yeah this, since you have free 250/250 for siege tech and blue flame basically, you are absolutely able to kill Protoss who is going for Fleet Beacon too early..
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 10 2013 18:34 GMT
#859
Actually it's funny how I see Terran players winning once more and Protoss and Zerg needs to adapt and play more carefully.. I just hope that Blizzard won't take everything back, as they usually do, lol.. :D
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
January 10 2013 18:44 GMT
#860
On January 11 2013 01:48 Rabiator wrote:
Show nested quote +
On January 11 2013 01:34 Psychlone wrote:
What I don't get is how they don't care to change the basic stats of existing units so freely.

The creators of BroodWar would never have done such a thing. They introduced new units and updrades for existing units, but they didn't try to retroactively redesign the original game.

That's what gives us this icky feeling about all those patches. If they just toyed with the new units, it would be not as bad. They really don't seem to know how to accomplish their objectives and should hire pro players as consultants.

You are absolutely right in this and a good way to analyze stuff scientifically is by changing only one variable in a test instead of lots. Some idiot will now retort something idiotic like "oh you only want to have one change in a patch then?", but the scientific way is to start by fixing stuff that doesnt work BEFORE adding new variables (=units) to the equasion in the first place and that would have meant finalizing the balance of WoL before even starting the beta for HotS. The problems were clearly visible and known to them, but SC2 has been shifted around in its balance rather wildly during the last few years and that is not a stable environment to add something new to.

So the patches give us this feeling that they have no clue what they are doing as several past ones have shown. Maybe it is the skill of the devs, but maybe it is the lack of a stable platform to work on which makes this sort of random.

Maybe you get the feeling. I get the feeling that the changes are fitting for a beta where more radical changes don't hurt. Just because you feel the changes made by professionals with years of experience in game development are random, does not mean that they are random. I think it is more likely that actual good game design is more complex than it looks to a layman.
You don't choose to play zerg. The zerg choose you.
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