On February 09 2013 02:35 Thieving Magpie wrote:
DB from America and he doesn't listen to TL
DB from America and he doesn't listen to TL
He's also not a balance designer.
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Qikz
United Kingdom12023 Posts
On February 09 2013 02:35 Thieving Magpie wrote: Show nested quote + On February 09 2013 02:27 Arco wrote: On February 09 2013 02:23 Rulker wrote: I wonder if they are talking to Korean pros Of course they are...David Kim is from Korea DB from America and he doesn't listen to TL He's also not a balance designer. | ||
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TheDougler
Canada8306 Posts
On February 09 2013 02:39 D4V3Z02 wrote: Show nested quote + On February 08 2013 10:07 Ksi wrote: The fact that Blizzard is now resorting to giving bonus damage vs very, very specific unit types seems like a step in the wrong direction for how they should approach balance. It seems a little too conservative in one sense (making mild damage buffs vs. specific targets rather than reworking the units as a whole), but also a bit too complicated in another sense. I'd really hate to see us 5 patches down the line with every unit having a bunch of extremely specific +damage modifiers. Well, toss is too strong, so there have to be toss only adjustments. To be fair, he could just as well be referring to the spore crawler buff vs mutalisks and stray overlords. | ||
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Thieving Magpie
United States6752 Posts
On February 09 2013 02:38 TheDougler wrote: Show nested quote + On February 09 2013 02:27 grockey wrote: TvT strats vs Helbat drops. Mass Vikings. Think about it... they outrange the helbats, and they can take down the medivacs. Huh... Not sure if insane or genius. Every bone in my body is telling me this is a stupid idea yet... I dunno. Can somebody else tell me this is a stupid idea? If you've played the iEchoic 2port banshee/hellion build you'd know the answer to this question. | ||
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TheDougler
Canada8306 Posts
On February 09 2013 02:43 Thieving Magpie wrote: Show nested quote + On February 09 2013 02:38 TheDougler wrote: On February 09 2013 02:27 grockey wrote: TvT strats vs Helbat drops. Mass Vikings. Think about it... they outrange the helbats, and they can take down the medivacs. Huh... Not sure if insane or genius. Every bone in my body is telling me this is a stupid idea yet... I dunno. Can somebody else tell me this is a stupid idea? If you've played the iEchoic 2port banshee/hellion build you'd know the answer to this question. I actually beat Echoic a couple months ago in beta! Reapers just GOT THERE! | ||
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awesomoecalypse
United States2235 Posts
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Thieving Magpie
United States6752 Posts
On February 09 2013 02:44 TheDougler wrote: Show nested quote + On February 09 2013 02:43 Thieving Magpie wrote: On February 09 2013 02:38 TheDougler wrote: On February 09 2013 02:27 grockey wrote: TvT strats vs Helbat drops. Mass Vikings. Think about it... they outrange the helbats, and they can take down the medivacs. Huh... Not sure if insane or genius. Every bone in my body is telling me this is a stupid idea yet... I dunno. Can somebody else tell me this is a stupid idea? If you've played the iEchoic 2port banshee/hellion build you'd know the answer to this question. I actually beat Echoic a couple months ago in beta! Reapers just GOT THERE! I used to use that old build of his for months--it was awesome. But when it was most popular, so many Viking wars on the ground lol | ||
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eXdeath
France66 Posts
It kind of works this way already but maybe they should emphasize it. As a Protoss, I feel mobile tanks should destroy everything I got but zealot and immortals, and Zealots should get destroyed by splash. I think it would be an interesting dynamic, I miss the marines/tanks play vs Z. Protoss air would still be a problem though | ||
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fireforce7
United States334 Posts
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awesomoecalypse
United States2235 Posts
Can't they balance the Tank so the siege mode is great at dealing against light/bio with splash damage, and the mobile mode great at dealing with armored/mech with a sort of piercing armor single shot (with higher armor damage than it currently does)?? One thing that might help would be if unsieged Tanks had their attack changed from 15 damage with a cooldown of 1.04 (14.4 dps), to 8 damage with a cooldown of .5 (16 dps). It'd be a very minor damage buff vs most units...with one exception. It would make unsieged Tanks shred Immortal Hardened Shields. They'd go from on 9.6 dps vs hardened shields to 16, which is a really substantial buff (and unsieged Tanks outrange Immortals as well). Not that you'd ever get Tanks specifically to counter Immortals, that'd be dumb. But if you did have a tank heavy composition and Toss makes a shitload of Immortals, Terran could unsiege a few of them and might not get stomped as hard. | ||
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xxjcdentonxx
Canada163 Posts
On February 08 2013 10:29 avilo wrote: ... Pages have been written on the pro forums on how to make mech tvp more viable, and why it does not work, as well as about the flaws of the supply efficiency of the widow mine. ... What are these "pro forums" you refer to? | ||
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Tuczniak
1561 Posts
On February 09 2013 03:26 xxjcdentonxx wrote: Probably blizzard hots progamers forum.Show nested quote + On February 08 2013 10:29 avilo wrote: ... Pages have been written on the pro forums on how to make mech tvp more viable, and why it does not work, as well as about the flaws of the supply efficiency of the widow mine. ... What are these "pro forums" you refer to? | ||
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WigglingSquid
5194 Posts
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awesomoecalypse
United States2235 Posts
On February 09 2013 03:40 WigglingSquid wrote: I had missed the five-seconds charge time for the seeker missile. It doesn't really seem to make any sense at the pro level. strange, I've seen Ravens getting a ton of use in lategame, especially lategame TvP. | ||
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Metap
31 Posts
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hangarninetysix
263 Posts
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Excludos
Norway8165 Posts
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avilo
United States4100 Posts
On February 09 2013 01:38 Qikz wrote: Avilo, of all the things you could complain about, you complain about the name? The name hellbat is fine. I was making a subtle joke. | ||
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zhurai
United States5660 Posts
On February 09 2013 04:05 Excludos wrote: So I don't play much tvt, but can someone tell me why widow mines doesn't work vs hellbat drops? It works against any other kind of drop or air harass, so i can't imagine why it wouldn't. I don't know, I've been thinking of it too, since the medivac needs to drop the hellbats right next to the minerals...rather than at the edge out of sight (Such as for hellions) and if at least you can guess correctly... 2 mine shots kill a medivac and you'll probably have like 4-6 by then depending on what you do? | ||
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Doc Daneeka
United States577 Posts
Hi everyone, We will shortly be bringing the beta down this evening to make the balance changes listed below. Thanks again for all the great feedback you've provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon! Protoss Oracle -The duration for Envision has been increased from 30 to 60 seconds. Terran Widow Mine -The primary target damage for Sentinel Missiles has been increased from 125 to 125 +35 vs. Shields. Zerg Hatchery -The Pneumatized Carapace upgrade now only requires a Hatchery. Infestor -The projectile speed for Fungal Growth has been reduced from 15 to 12. Spore Crawler -The weapon damage for Acid Spew has been increased from 15 to 15 + 15 vs. Biological. doesn't seem like that big a deal to me. spore change will be helpful for defending the first like 6 or so mutas but i see it having very quickly diminishing returns. projectile speed is whatever. widow mine change seems kind of contrived but i can't see it ruining the match-up or anything, guess we'll see. envision is whatever. they say overlord speed is at hatch tech to make scouting easier but i can't see people choosing to get it early enough on over something like ling speed or even burrow for it to matter with regard to scouting. the only way i can see this coming into play is if the zerg is intending to go drop play from the start, then maybe it could conceivably be useful to start this at a non-morphing hatch before lair is finished, but it's not like i've mathed the particulars of that out. sooo, i guess we basically have the game that is launching for the most part? these are really, really conservative balance changes. stuff like overlord speed doesn't even address an existing problem in my view. | ||
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nottapro
202 Posts
On February 09 2013 02:38 TheDougler wrote: Show nested quote + On February 09 2013 02:27 grockey wrote: TvT strats vs Helbat drops. Mass Vikings. Think about it... they outrange the helbats, and they can take down the medivacs. Huh... Not sure if insane or genius. Every bone in my body is telling me this is a stupid idea yet... I dunno. Can somebody else tell me this is a stupid idea? If they rush Hellbats, you have to rush 1-1-1 & you'll only have 1 viking by the time their hellbats arrive. It takes several shots to take down a medivac and they are speed boosted, so you won't deny the first drop. You will have sacrificed economy to protect against it & you have 4 hellbats you still need to kill while your mineral line is in serious danger. Its a fine strategy mid game. But relatively, useless early game. You'll still either end up slightly behind or just dead. | ||
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