On February 05 2013 03:43 Valon wrote:
So when are they going to buff zerg AA so we can actually win against sky toss late game?
So when are they going to buff zerg AA so we can actually win against sky toss late game?
Kidding, right?
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lorestarcraft
United States1049 Posts
On February 05 2013 03:43 Valon wrote: So when are they going to buff zerg AA so we can actually win against sky toss late game? Kidding, right? | ||
Thieving Magpie
United States6752 Posts
On February 08 2013 07:12 nottapro wrote: Show nested quote + On February 08 2013 06:45 Thieving Magpie wrote: On February 08 2013 06:33 nottapro wrote: I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit. Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion. It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it. Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech. It's simply misguided logic. People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy. Blizz mistakenly decided to give in and make a 2 supply mine instead of a shredder. This led to stupid. They went back to the Shredder idea and now it works as a low supply defensive siege tank. With this new unit--people can now do something akin to old style mech play. Widow Mines as tanks, marines/marauders as vultures, Planetary Fortresses defending expos as spider mines. However, despite getting this play style back, people are upset that it doesn't involve mines and siege tanks. So now we have people comparing Spider Mines to Widow mines (and getting confused as to why the Widow Mine doesn't fulfill that role) while at the same time asking why tanks aren't buffed (forgetting that Widow Mines are slowly taking over that role) So no, we are not closer to what people think of Mech and it's not because we don't have the playstyle--it's because the playstyle is not factory centric. Really it's a Rax/Fac/Port centric playstyle that supports mines with MMM while applying pressure with Hellbat drops all the while transitioning to a Hellbat/Marauder/Marine/medivac late game. So what your thinking is that Widowmine + Bioball is currently drawing a lot of parrallels to Broodwar Mech, and people aren't noticing it because symantics and visual differences. I have no opinion on this, I have never played broodwar. All I know is that the widowmines design in SC2 has what I consider very serious game design flaws. Personally I find Widow Mines stupid. But from what I'm seeing when watching Day9 that's what it abstractly looks like. Not direct mind you--and nowhere near as intricate or fascinating (albeit that may be bias) but yes, it's what it is looking like. | ||
Henk
Netherlands578 Posts
On February 08 2013 07:26 lorestarcraft wrote: Show nested quote + On February 05 2013 03:43 Valon wrote: So when are they going to buff zerg AA so we can actually win against sky toss late game? Kidding, right? Have you not seen any ZvP lategame lately? | ||
Inquisitor1323
370 Posts
On February 08 2013 05:28 RifleCow wrote: Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control. It already damages your own units if there hasn't been some patch I missed. Also that sounds like a dumb way to increase micro. | ||
nottapro
202 Posts
On February 08 2013 07:25 Plansix wrote: Show nested quote + On February 08 2013 07:12 nottapro wrote: On February 08 2013 06:45 Thieving Magpie wrote: On February 08 2013 06:33 nottapro wrote: I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit. Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion. It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it. Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech. It's simply misguided logic. People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy. Blizz mistakenly decided to give in and make a 2 supply mine instead of a shredder. This led to stupid. They went back to the Shredder idea and now it works as a low supply defensive siege tank. With this new unit--people can now do something akin to old style mech play. Widow Mines as tanks, marines/marauders as vultures, Planetary Fortresses defending expos as spider mines. However, despite getting this play style back, people are upset that it doesn't involve mines and siege tanks. So now we have people comparing Spider Mines to Widow mines (and getting confused as to why the Widow Mine doesn't fulfill that role) while at the same time asking why tanks aren't buffed (forgetting that Widow Mines are slowly taking over that role) So no, we are not closer to what people think of Mech and it's not because we don't have the playstyle--it's because the playstyle is not factory centric. Really it's a Rax/Fac/Port centric playstyle that supports mines with MMM while applying pressure with Hellbat drops all the while transitioning to a Hellbat/Marauder/Marine/medivac late game. So what your thinking is that Widowmine + Bioball is currently drawing a lot of parrallels to Broodwar Mech, and people aren't noticing it because symantics and visual differences. I have no opinion on this, I have never played broodwar. All I know is that the widowmines design in SC2 has what I consider very serious game design flaws. You know most of the time, people ask that you back up statments like this, rather than just saying them out loud then waiting for someone to disagree with you. For example, if I went "Golf is the the most difficult sport in the world. All other sports are flawed" you would think I would need to back that up with something. I made my point earlier, you even quoted the spoilers that contained it. + Show Spoiler + On February 08 2013 06:33 nottapro wrote: I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit. Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion. It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it. Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech. | ||
RampancyTW
United States577 Posts
The more you know. | ||
Everlong
Czech Republic1973 Posts
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Thieving Magpie
United States6752 Posts
On February 08 2013 08:04 Everlong wrote: They should just remove the bio flag from Hellbat. That would help Hellbats vs heavy Zealot/Archon/Immortal play. Also, this would mean Hellbats can't be healed by medivac, which would be nice nerf to Hellbat drops that are causing so many problems. Twe issues with one change. Personally, I would love for 3 things to happen. 1.) Remove cooldown on medivac speed. 2.) Have it cost 25 energy per boost 3.) Hellbat is no longer biological Reasons: Hitting the speedboost 2-3 times will drain too much energy for the medivac to properly heal. It would give a different flavor between mech drops and bio drops since mech drops don't care about energy conservation Hellbats would need to have 2 scvs on autorepair inside the medivac in order for them to be healed in combat All good things ![]() | ||
Everlong
Czech Republic1973 Posts
On February 08 2013 08:11 Thieving Magpie wrote: Show nested quote + On February 08 2013 08:04 Everlong wrote: They should just remove the bio flag from Hellbat. That would help Hellbats vs heavy Zealot/Archon/Immortal play. Also, this would mean Hellbats can't be healed by medivac, which would be nice nerf to Hellbat drops that are causing so many problems. Twe issues with one change. Personally, I would love for 3 things to happen. 1.) Remove cooldown on medivac speed. 2.) Have it cost 25 energy per boost 3.) Hellbat is no longer biological Reasons: Hitting the speedboost 2-3 times will drain too much energy for the medivac to properly heal. It would give a different flavor between mech drops and bio drops since mech drops don't care about energy conservation Hellbats would need to have 2 scvs on autorepair inside the medivac in order for them to be healed in combat All good things ![]() I agree, the problem with hellbat drops is also it comes too fast due to 2-3x speed boost activation. Hopefully Blizzard is not going to nerf Hellbat's health/damage, because that would make mech very fragile TvP and TvZ again. | ||
YarNhoj
United States69 Posts
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gCgCrypto
Germany297 Posts
On February 08 2013 08:16 Everlong wrote: Show nested quote + On February 08 2013 08:11 Thieving Magpie wrote: On February 08 2013 08:04 Everlong wrote: They should just remove the bio flag from Hellbat. That would help Hellbats vs heavy Zealot/Archon/Immortal play. Also, this would mean Hellbats can't be healed by medivac, which would be nice nerf to Hellbat drops that are causing so many problems. Twe issues with one change. Personally, I would love for 3 things to happen. 1.) Remove cooldown on medivac speed. 2.) Have it cost 25 energy per boost 3.) Hellbat is no longer biological Reasons: Hitting the speedboost 2-3 times will drain too much energy for the medivac to properly heal. It would give a different flavor between mech drops and bio drops since mech drops don't care about energy conservation Hellbats would need to have 2 scvs on autorepair inside the medivac in order for them to be healed in combat All good things ![]() I agree, the problem with hellbat drops is also it comes too fast due to 2-3x speed boost activation. Hopefully Blizzard is not going to nerf Hellbat's health/damage, because that would make mech very fragile TvP and TvZ again. they should do something to make Zerglings usefull vs T again becasue not only the Hellbat makes them a waste of minerals and larva but the widdow mine aswell. I honestly don´t know how that would be done. IMO the best way would be to slow down the Hellbat attackspeed (with possibly a buff to the damage so the dps stays the same incase it´s needed) | ||
nemonic
132 Posts
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FLuE
United States1012 Posts
On February 08 2013 08:39 .syd. wrote: I seriously question that Blizzard will deliver a half decently balanced game upon release. I've been playing the betas since November and for me it has never felt as broken as it is right now (not even close). I think its safe to say that we run into the danger the first big HotS tournaments will become a major joke. I have no doubt it won't be very balanced, but in Blizzards defense, it is hard to balance until the game reaches the masses/gets flushed out by the pros. It is easy to look back after the fact and be like "that was so unbalanced how did Blizzard not realize" when it just wasn't something done in beta or exposed. Now there are some glaring things that we all scratch our heads at on release... but I do think no amount of beta or internal testing can expose all the imbalances until those first few tournaments. Just hope that you are playing the OP race those first few events and hopefully cash in right? | ||
SuperYo1000
United States880 Posts
On February 08 2013 07:41 Henk wrote: Show nested quote + On February 08 2013 07:26 lorestarcraft wrote: On February 05 2013 03:43 Valon wrote: So when are they going to buff zerg AA so we can actually win against sky toss late game? Kidding, right? Have you not seen any ZvP lategame lately? ya and for some reason zerg still thinks it should build broodlords verse skytoss. I have a tip, build something else | ||
blade55555
United States17423 Posts
On February 08 2013 09:42 SuperYo1000 wrote: Show nested quote + On February 08 2013 07:41 Henk wrote: On February 08 2013 07:26 lorestarcraft wrote: On February 05 2013 03:43 Valon wrote: So when are they going to buff zerg AA so we can actually win against sky toss late game? Kidding, right? Have you not seen any ZvP lategame lately? ya and for some reason zerg still thinks it should build broodlords verse skytoss. I have a tip, build something else Wait what? I don't see broodlords much in zvp but you obviously lied if you are saying you are watching zvp late game. Zerg armies melt to voidray/templar/colossi. Our only anti air that can "fight" that (by fight means watch it die and barely event touch the toss army) is hydra/corruptor/infestor. Which voidrays kill corruptors in 3-5 seconds (no not exaggerating at all either) and voidrays do good verse hydra let alone storm/colossi. Sky toss needs a nerf or zerg AA needs a nice buff. | ||
Thieving Magpie
United States6752 Posts
On February 08 2013 09:44 blade55555 wrote: Show nested quote + On February 08 2013 09:42 SuperYo1000 wrote: On February 08 2013 07:41 Henk wrote: On February 08 2013 07:26 lorestarcraft wrote: On February 05 2013 03:43 Valon wrote: So when are they going to buff zerg AA so we can actually win against sky toss late game? Kidding, right? Have you not seen any ZvP lategame lately? ya and for some reason zerg still thinks it should build broodlords verse skytoss. I have a tip, build something else Wait what? I don't see broodlords much in zvp but you obviously lied if you are saying you are watching zvp late game. Zerg armies melt to voidray/templar/colossi. Our only anti air that can "fight" that (by fight means watch it die and barely event touch the toss army) is hydra/corruptor/infestor. Which voidrays kill corruptors in 3-5 seconds (no not exaggerating at all either) and voidrays do good verse hydra let alone storm/colossi. Sky toss needs a nerf or zerg AA needs a nice buff. This is exactly what zergs used to say when Yongwha used to 3base turtle into Void/Collosus on Crevass wasnt it? | ||
Dvriel
607 Posts
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Thieving Magpie
United States6752 Posts
On February 08 2013 09:55 Dvriel wrote: Why are people so scared of hellbat drops? They arent more dangerous than 4 BFH, 8 marines or 4 marauders!!! They can not be stimmed and are pretty slow,so you can save workers pulling them.The drop in early game is very easy to scout(scan,reaper for T/obs,hallu phoenix for P/Overlord for Z)so you can prepare. Because, for the most part, human beings are scared of learning. | ||
Neverblink
United States31 Posts
For Zerg, why should I use Zerglings against Terran? Hell bats will slaughter these in a matter of seconds & if they have medivac healing them then I'm just wasting minerals. Hydralisks are still fairly poor units. They cost too much for how easy they die and don't have a lot of uses. As a Zerg player, I feel like I need to survive long enough (use roaches only early game) and transition into Mutalisks then into Brood/Corrupter/Roach/Queens vs Terran. Vs. Protoss: The All-in Immortal/Sentry with Mothership Core doing harassment is such a pain to deal with. If you manage to kill off sentries, they'll recall the Immortals home & retry again. If you want to base trade then they'll just recall them home & slaughter you. I will admit that I'm struggling mightily in this game with these new additions and I'm sure eventually the counters will "come to me" but until then I'm not liking this at all & becoming dis-interested in the game. | ||
Rube_Juice
Canada348 Posts
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