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PvP Balance thought/idea - Page 6

Forum Index > SC2 General
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DiceToss
Profile Joined February 2008
Croatia62 Posts
March 09 2010 23:36 GMT
#101
I don't have a beta and I've only watched a couple of streams, so I can't be sure about the exact timings, but how fast can you get the first sentry out? I' m asking because I had an idea that sentry's unique ability (whatever it's name is) could have an added effect: it could power down a pylon for a set amount of time when you cast it. This wouldn't affect other match-ups (obviously ), and could have an additional tactical uses throughout the game. If needed, this would require for sentry to channel the spell for effect to take place in order to prevent imbalance. It probably isn't a great idea, but I'm throwing it out there anyway This way you could actually allow your opponent to construct a pylon in your base, and then shut it down making him lose 100 minerals-and after that some kind of wall could by used to deflect attacks while getting tech. Any thoughts?
GOGOG
Rice
Profile Blog Joined July 2007
United States1332 Posts
March 10 2010 01:58 GMT
#102
whats to stop people from just blocking their ramps?
Freedom will be defended at the cost of civil liberties.
crate
Profile Blog Joined May 2009
United States2474 Posts
March 10 2010 02:17 GMT
#103
On March 10 2010 10:58 Rice wrote:
whats to stop people from just blocking their ramps?

Probes can go through it by just being right-clicked on your minerals.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
probu
Profile Joined June 2009
Canada36 Posts
March 10 2010 02:20 GMT
#104
Planting your Pylon next to an enemy pylon won't negate 100% of the field. There are still many locations outside the base for a Pylon to hide as well.

High ground should give an advantage, as mentioned in the "A Shot in the Dark" article, the reasons for which can be found within said article.

Why not have a "Warp Grid" similar to the Pylon power grid emitted in a radius around Warp Gates, Nexus and Warp Prisms? The grid wouldn't power any buildings, and units could only be warped in within the grid radius. If you want to do proxy stuff, do it the traditional risky way and actually proxy your gateways early game -or- use the Warp Prism for late game proxies and drops. Seems like such a system would still give you all the advantages of warp-in minus the undesirable proxy Pylons.

It's so silly that the cheapest, smallest building, also available the earliest and can be placed anywhere, can be the conduit for the entire production of gateway units. Not exactly risk/reward balanced imo. Warp-in is cool, but ultra-low cost map-wide proxies are not.
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
March 10 2010 02:51 GMT
#105
What if they just change the Stalker to deal bonus damage to light targets? This way Stalkers will cut Zealots down much faster, and Stalkers will now also give toss better AA vs Muta. This also gives the Stalker and Immortal more defined rolls. Seems a simple fix compared to changing warp gate tech around.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
DEN1ED
Profile Joined December 2009
United States1087 Posts
March 10 2010 02:56 GMT
#106
I've had the idea of switching the blink and warpgate upgrades in the tech tree. So you could upgrade blink at cybernetics core and upgrade warpgate at twilight council. This would delay warpgates and also make stalkers better but I dont know if getting warpgates that late would hurt too much vs T and Z. Thoughts?
Rice
Profile Blog Joined July 2007
United States1332 Posts
Last Edited: 2010-03-10 04:28:00
March 10 2010 04:27 GMT
#107
On March 10 2010 11:17 crate wrote:
Show nested quote +
On March 10 2010 10:58 Rice wrote:
whats to stop people from just blocking their ramps?

Probes can go through it by just being right-clicked on your minerals.


I meant a building wall, in the games I have watched if the player had placed their first pylon/gateway/pylon properly it wouldve been a solid wall to keep the probe out completely. Am I overlooking something completely here?
Freedom will be defended at the cost of civil liberties.
lossofmercy
Profile Joined March 2010
United States29 Posts
March 10 2010 06:33 GMT
#108
... And you walled yourself in? Good job?
Jyxz
Profile Joined November 2009
United States117 Posts
Last Edited: 2010-03-10 06:36:34
March 10 2010 06:36 GMT
#109
On March 08 2010 19:14 squ1d wrote:
I posted this in another thread, and I believe it is the most elegant solution.

All they have to do is make it that power-fields from different Protosses cannot overlap. If two pylons are in each others' power-fields, neither could be used to warp-in units. That would mean that having some pylons around your base and mineral line would be enough to kill the rush strategy.

It also prevents a lot of the problems created with the workarounds above. Furthermore, Blizzard is doing the balancing based on Warp Gates and the only problem we found with them arises is in PvPs, the only Matchup the mentioned solution would have an effect.

The less it changes the mechanics with other races, the better in my opinion.


except for then i can just build a pylon in his base and he cant warp in at all rofl owned?
This is Jimmy
TheYango
Profile Joined September 2008
United States47024 Posts
March 10 2010 06:38 GMT
#110
On March 10 2010 13:27 Rice wrote:
Show nested quote +
On March 10 2010 11:17 crate wrote:
On March 10 2010 10:58 Rice wrote:
whats to stop people from just blocking their ramps?

Probes can go through it by just being right-clicked on your minerals.


I meant a building wall, in the games I have watched if the player had placed their first pylon/gateway/pylon properly it wouldve been a solid wall to keep the probe out completely. Am I overlooking something completely here?

You expect to have a complete wall-in of 3 buildings before an opponent's scout reaches your base?

Might work on a 4-player map if you're lucky, but it will never work on a 2-player map, and an opponent committed to the rush will always scout way early.
Moderator
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
March 10 2010 07:47 GMT
#111
I can't be too specific, because I just know the Matchups that involve T, but here are some Ideas:

Protoss:
- Colossus is clearly too strong against Terran Bio. T basically has to go for Bio in all of the MU's and even with strong Anti-Protoss Units like Ghost with EMP, Collos are just much too strong. Not only do they negate all the positional advantages (ramps, cliffs, Building-Placement), but basically all of the Counterunits are easily countered by other Units that P has in the Unit-Mix, like Tank VS Immortal. Also, P has enough viable choices against Bio or stuff like Mass-Zerglings, like Templars with Storm or Archons. It's obvious that the Collossus needs a total revamp - it's just a boring and overpowered Unit. I mean: You just have to A-Move, but it does a HUGE amount of DMG.
- Warp-In's are way too strong. See it that way: If P just puts a Pylon in the Middle of the Map (where it can't be scouted as easily as a very offensive Pylon) It cut's reinforcement-time during a rush/push in half as far as the travelling-distance goes and thats just ridiculous.

Zerg:
- Hydras are overpowered. As soon as Z gets Hydras, he can basically get up a third and fourth exe and Z isn't the same as in SC1, where they need to have much more Gas and Exe's in general to be able to win against the other races. If Z in SC2 has the same amount of exes than the opponent, they're totally fine, BUT it's much easier for Z to take exes and defend them against all sorts of harrassment and Hydras play a big role in that.
- This whole "walking faster on the creep" was a bad Idea. with that and the queen, early scouting is so easily denied by Zerg and they can get up exe's and defend them way too easy. In SC1, if Z wanted to get a heavy macro-game up, it was a tiny time-window, where they had to fear all sorts of rushes or later in the game be very offensive with Mutas to get the third Hatch up and defend it with Lurkers etc. In SC2, It's no problem for Z to get up a ridiculous amount of exes and be basically undefeatable macro-wise within minutes.
- Queen is too strong for rushes, macro etc. The spawn-larva HAS to be nerved and the other Queen-abilities have to be buffed/changed. Give the Queen some defensive/intel-based abilities that are worth using insted of the larvas. Like with T: Mule's are awesome, but you will use scan often as well. The third ability of the OCS is crap - I'll give you that one. ^^'

Terran:
- Vikings are practically useless. The "mode-switch" takes too long, they build and move too slow and have no real reason to be used in the first place other than surprising the opponent with them.
- Thor: It's basically the first Anti-Air Unit that's not Bio or a structure but it just takes way too long to get to them. With Thor out so late and Vikings being out late and totally crap too, you always have to go Mass-Bio to be somewhat safe against early Air-Units.
- Tanks: They are also out too late and too weak. Try defending a blocked ramp with them even against a mildly aggressive Protoss like you could in SC1 - It's not possible! once again you get forced into making a bionic-army too get raped by Collossus/Banelings+Speedlings minutes later.
- AoE-Bio: With the above mentioned points in mind, it's really hard to defend against mass-lings, because the only AoE you have early on are the Hellions, which are built in a factory, which you don't really want to build against anything else then Mass Speedlings/Banelings. Also, Maybe you wan't to get a FE, which makes it impossible to go Hellions fast enough to defend against speedlings. I don't have a solution for this problem, but something like Firebats would be crucial...
- Stimpacks: They should be cheaper and be done researching faster, here are the reasons why: The above mentioned problem could be partially reduced by stimpacks and Mass-Rines. The other point is, that Stimpacks are much weaker, because Medivacs come later than Medics, that IMHO is reason enough to make it more available early on. You need a lot of Micro to utilize it good and it's not imba, because to use it very often, you need the Medivacs.
- Bunkers should build fast to make it possible to apply some kind of early aggression against a Z-player that, in this stage of the SC2-Build, can get up an early expansion way too easy on all of the beta-maps. T should either be able to apply early aggression (which they can't), or take a FE as easy as Z on all the maps (which they can't either). Thats a huge problem because Z doesn't need to have more exe's than the T anymore, but it's far easier to get one early and get WAY ahead Minutes in the Game.

Maps
Noone talks about race-imbalances in SC1, but Map-imbalances are still heavily discussed. In SC2, the same thing is the case, even in the Beta. The Maps are heavily favouring Z and P over Terran (like Scrap Station, Desert Oasis, Steppes of war), because it's often very hard for Terran to even get up the first expansion, it heavily favours early aggression over defensive play and you can't really push forward with Tanks to get a third on most of the Maps (And I don't talk about a huge push, because thats impossible with T in SC2 if you're not ahead already, because of the lack of mines and Tanks being too weak).
So, give us more Maps and/or the option to "thumb-down" 1-2 Maps. This way, you'll get more accurate feedback about how strong the races are and not which Map favours which race. I know it looks like a bit of a bigger change, but I seriously recommend to implement those features to ensure better balancing.
https://soundcloud.com/thesamplethief
Rice
Profile Blog Joined July 2007
United States1332 Posts
March 10 2010 20:27 GMT
#112
On March 10 2010 15:38 TheYango wrote:
Show nested quote +
On March 10 2010 13:27 Rice wrote:
On March 10 2010 11:17 crate wrote:
On March 10 2010 10:58 Rice wrote:
whats to stop people from just blocking their ramps?

Probes can go through it by just being right-clicked on your minerals.


I meant a building wall, in the games I have watched if the player had placed their first pylon/gateway/pylon properly it wouldve been a solid wall to keep the probe out completely. Am I overlooking something completely here?

You expect to have a complete wall-in of 3 buildings before an opponent's scout reaches your base?

Might work on a 4-player map if you're lucky, but it will never work on a 2-player map, and an opponent committed to the rush will always scout way early.


In the games I have watched, the players pylon gateway and second gateway have been up by the time the scout probe got to the base, the maps were desert oasis and that one jungle 2 player map.
Freedom will be defended at the cost of civil liberties.
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