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Patch 13 Discussion - Page 90

Forum Index > SC2 General
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DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
May 22 2010 20:17 GMT
#1781
balance changes are the few problems of this patch.

thanks to the new friend system the tournaments went directly to hell...
In the beginning there was nothing... and then exploded
Cheezy
Profile Joined May 2009
Sweden112 Posts
Last Edited: 2010-05-22 20:19:44
May 22 2010 20:19 GMT
#1782
Their fault for running tournaments in a beta.
Baarn
Profile Joined April 2010
United States2702 Posts
Last Edited: 2010-05-22 20:20:43
May 22 2010 20:20 GMT
#1783
On May 23 2010 05:17 Drakan wrote:
balance changes are the few problems of this patch.

thanks to the new friend system the tournaments went directly to hell...


Had some lag this morning but the world cup had their matches though tester and haypro didn't get a clean start for the first match. Not to mention waiting for 45 minutes for the asia server to come up and stabilize.
There's no S in KT. :P
Dekoth
Profile Joined March 2010
United States527 Posts
Last Edited: 2010-05-22 20:31:22
May 22 2010 20:29 GMT
#1784
+ Show Spoiler +
On May 23 2010 03:23 Impervious wrote:
Show nested quote +
On May 23 2010 02:27 Dekoth wrote:
+ Show Spoiler +
On May 23 2010 01:35 Impervious wrote:
Show nested quote +
On May 23 2010 01:00 Dekoth wrote:
The Void Ray change was stupid..Period. The VR was perfectly fine in PVP and PVZ. You don't retune a unit that is fine in 2 of 3 matchups, you Tune the 1 match up that it is a problem in. That is piss poor balancing right there. (additional note, the VR seems to not be holding its charge. I was tired last night and need to test it today when I can, but I could of sworn it wasn't holding its charge 3 seconds. I used a spot to charge it that I always do on steppes of war and it decharged when I attacked. I may have taken longer then I realized, will review the replay later.)

Stupid? How? Should a ball of Void Rays, which only need to be a-moved to be effective at most skill levels, require some skilled viking micro to defeat? They weren't unbalanced before, but they were too damned easy to use, with no unit that could counter them well, unless the player had some decent micromanagement.

Blizzard is trying to sell this game to millions of people. Not just the high skilled gamers. If the game becomes a giant PvP fest at lower levels, with everyone rushing to Void Rays, simply because they are so easy to use, would that be beneficial to Blizzard? No, it wouldn't. Blizzard needs to balance each race as best as they can at high level game play, to ensure the game will take hold in WCG (and other major tournaments), but they also need to balance the game play as best as they can at every skill level, to sell the game and recoup the costs creating the games. Void Rays were helping to kill that balance at lower levels.....

The range does not have as big of an effect in PvP or PvZ as you seem to think it does.

In PvP, Void Rays can be used against Void Rays. Sentries are pretty crappy anti-air, but they can get the job done, regardless of the range of the Void Rays. I don't think Phoenixes would be a smart choice. Stalkers can still blink forward to kill them, roughly as easily as they could before. Basically, PvP hasn't changed much.

In PvZ, Hydras and Mutas can still be used to deal with Void Rays. Granted, it's become a little easier when the Void Rays have a shorter range, but their main advantage was sheer numbers, and that advantage still exists, so it makes much less difference here than it does in PvT.

In PvT, however, it makes Turrets and Marines more effective at dealing with Void Rays, as well as making Viking micro a little bit easier. The only match up where Void Rays were a problem was PvT, meaning that this is probably the best change they could have done to help balance them in that match up.

Think about it this way - if the Lurker in BW was reduced to doing 19 (+1 each upgrade) damage, which match up would be most effected? ZvZ never gets Lurkers, so there is no effect. Lurkers in ZvP are there for massive splash damage to Zealots, as well as containment. They do not come close to killing Zealots quickly, so there is very little difference in the effectiveness of the unit in this situation. in ZvT, however, Marines can now take 3 shots, with even or better armor upgrades, whereas it used to be 2 shots. This creates a huge change in game play. If ZvT was imbalanced in BW, this could be a potential solution to fix it, because the effect of the change makes a lot less difference in the other match ups.

Maybe this isn't the right change for Void Rays, but at least Blizzard is trying something. At least be open to trying it out, so Blizzard gets some information, and can base further changes on it. That is the point of the Beta.

Also, Blizzard seems to be trying to have each race build armies that contain several different types of units. If you can simply make a big ball of one type of unit, and roll your enemy, it doesn't match up to their goal (as I perceive it). By making it become a unit which requires support (as all other units in the game require), it should help make the game play more fun, for everyone.



The problem wasn't a ball of Void ray, it was the early harass of 2-3 voids that was the problem. The ball effect is a non issue because all races have something that expensive that when massed is extremely destructive. It simply isn't cost effective to attempt to mass those units most of the time.

2-3 are not hard to deal with, even if you're caught off-guard..... At least if you use a strategy that gives you a chance to deal with it..... If you go for a mass marauder/tank composition, and he rolls out with 2 or 3 void rays, it's your own damned fault.....

Show nested quote +

You don't seem to understand gameplay balance very well. I have spent the better part of 15 years dealing with gameplay balance and testing across numerous genre not just RTS. You never balance a game around low skill play. You always balance a game around the max potential (high skill level play for ease of reference). This is because if you don't balance around the max potential of a unit/race/class, then you end up with things being severely imbalanced at the top. If a units max potential is balanced, then it is going to be balanced at all levels of play. Just because players do not use the correct strategies at a lower level, does not mean balance needs to be altered. Put in laymans terms, You can't balance stupidity.

While you can't balance stupidity, a game won't be as playable for the average gamer if there are some units which are just that good and easy to use. There are units in this game that are really good (battlecruisers for instance), and there are some that are really easy to use (zerglings for instance). However, when you make a unit that is both really good, and really easy to use, it causes problems for newer gamers.

I haven't had a problem dealing with Void Rays myself. But I can see where the problem lies, having lost to them a few times.

Units being balanced at the top do not make them balanced all the way through the ranks. Marines vs Zealots in BW were sided to the Marines, at high level of play, because of the ability to use buildings to dance around. That level of micro is non-existent in lower levels, making Zealots much, much better.....

Show nested quote +

As for being open to it, Please note I didn't utter a comment about it until I went and actually played. However I knew what it was going to be simply off years of experience. You say it hasn't affected PVP/PVZ, I ask have you actually played those matchups? I doubt it because you wouldn't say that if so. That extra time for the VR to get in range of those MU's results in it dieing that much faster. As a result it really never has a chance to become effective. Stalkers in PVP were very effective now they simply destroy Voids wholesale. That isn't even with blink in the picture. In PvZ a Void could take a queen 1v1 and be fairly well off after. Now it is just about destroyed for something that costs less then half and if they have anything else in the mix it is gone. So to fix a single matchup, they altered the balance of 2 other matchups. That is Not good decision making or balancing. As previously mentioned, had they simply gone with the stim change and seen how it played out. It might well be that that slight reduction may have been all needed for T to deal with Voids. Stim is something they are getting anyhow and since stimmed marines can Effectively kill a void, it is logical to feel that change would be sufficient.

You played, what, a few games with it? What about the thousands of other players on the Ladder? The average skill is pretty terrible, and the top players don't mass void-rays anyways, they use them with some kind of purpose, and they are used as part of an army, not the entire thing.

Show nested quote +

Concerning your argument about the ball type armies. That is simply a fundamental flaw in the design of Sc2. That does not exclusively apply to Toss and Voids. Every single race has 1 unit that they can mass and steamroll an improperly defended base. The biggest offenders of this being Terran Maruaders and Zerg Roaches. Both units far cheaper then Voids, far quicker to pull out and just about as destructive when massed against poor defense. So really that is a null argument.

Marauders and Roaches have some glaring weaknesses. Neither can hit air, they are both not as mobile as air units, they can be beaten easily if your opponent does certain rush strategies aiming on killing them before they hit, they are not as good in confined spaces as you might think, etc..... Void Rays are a pretty solid harassment unit due to their speed and mobility, and they are also effective when massed because of the sheer DPS they do in long engagements. Its glaring weakness is that they cost a lot to get, meaning it takes a while to get a large bunch of them. An opponent can take this into consideration and counter them easily, yes, but that is much harder to do at lower levels than simply make a bunch of them..... There are some units that can counter them well, too, like stimmed marines getting in range, or Vikings, with decent micromanagement.

Show nested quote +

Don't get me wrong, this change hardly affects me. While I do play toss, I am not a fan of Stargate play. I generally prefer to do Templar or Robo play. I use voids here and there, mostly as harass but the majority of my play is pretty standard. I simply view the change as a poorly thought out design decision that is hurting the overall balance of SC2.

Standard play is called "standard" for a reason. It doesn't leave you open to losing to 2 or 3 early void rays, among other things. A lot of good players will be able to deal with Void Rays, regardless of how good they are. And they can still be used in support/harassment roles in their current state (however, if they lost the ability to keep their charge, it would hurt them a lot more than any other change). However, the fewer units which you can "mass and win" in SC2, the better imo. You can't mass any single unit as Terran in SC2 and win, because they all are much more specialized. Void Rays were pretty beastly when massed.


Except the problem is, the balance change was made due to the 2 or 3 VR rush being used at lower levels. Massing Voids was never the problem because they are so bloody costly to do so. The problem again, and I feel like a scratched record here was that Terran did not have an easy counter to early voids. The problem was not the void, it was that T needed a little more micro then what was being seen in low levels. If you A move both units the Marines are going to win everytime if they have been built in proper numbers because the voids will never have a chance to charge up. As was mentioned by a previous poster. Blizz did not change it due to epic mass void strats, they changed it due to low skill players getting rolled by 2 or 3 voids because they weren't building anything except mass maruaders (Gee I wonder why). Now if we want to get in to a theorycraft argument of epic mass unit strats, we can discuss mass collosi, maruaders, siege tanks, ultras, mutas..or just about any other crazy all in mass for the win strat.

You speak of the glaring weakness of maruaders and roaches, yet ignore the glaring weakness of Voids. Uncharged voids are big expensive targets. Likewise it takes Far far longer to tech to them and a Toss teching to Voids is EXTREMELY vulnerable to big timing pushes. Again massing Voids is just as vulnerable to exploitation as maruaders and roaches.

It was a stupid change, period. I am not arguing that T didn't need a little tweaking to help counter them, I am arguing that the change chosen was poorly thought out. As for the number of games played, it doesn't take hundreds of games when I am testing that specific mechanic with a few friends to see just exactly how the change worked. I know it is difficult to believe, but some of us actually test changes instead of just playing the game and theorycrafting.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
May 22 2010 20:33 GMT
#1785
On May 23 2010 04:44 Darkn3ss wrote:
Show nested quote +
On May 22 2010 10:01 Disastorm wrote:
On May 22 2010 09:59 Opinion wrote:
UNIT TESTER

2 Ultras vs 8 Marauders.

Cost
Ultras 600/400
Marauders 800/200

TEST 1: Attack move, no micro, no upgrades

Ultras win, 1 Ultra left standing at 10% life.

TEST 2: Very simple micro on the marauders

Marauders win, no dead Marauders

2 Ultras w/ 1 Infestor vs 10 Stalkers

Cost
Ultras w/ Infestor 700/550
Stalkers 1250/500

TEST 1: Frenzied, No micro, no upgrades, Attack move

Ultras win, both Ultras still standing with low health

TEST 2: Basic micro, no blink, no upgrades

Stalkers win, no stalker deaths

Id like to see this with ultra upgrades and speed. Ultras are really only known for their upgrades, they are pretty useless without them.


Somewhere in this video.....

Watch the whole thing, if you'd like... pretty interesting...




Worthless piece of crap right there.
Mada Mada Dane
kajeus
Profile Joined May 2010
United States679 Posts
May 22 2010 20:48 GMT
#1786
On May 23 2010 04:44 Darkn3ss wrote:
Show nested quote +
On May 22 2010 10:01 Disastorm wrote:
On May 22 2010 09:59 Opinion wrote:
UNIT TESTER

2 Ultras vs 8 Marauders.

Cost
Ultras 600/400
Marauders 800/200

TEST 1: Attack move, no micro, no upgrades

Ultras win, 1 Ultra left standing at 10% life.

TEST 2: Very simple micro on the marauders

Marauders win, no dead Marauders

2 Ultras w/ 1 Infestor vs 10 Stalkers

Cost
Ultras w/ Infestor 700/550
Stalkers 1250/500

TEST 1: Frenzied, No micro, no upgrades, Attack move

Ultras win, both Ultras still standing with low health

TEST 2: Basic micro, no blink, no upgrades

Stalkers win, no stalker deaths

Id like to see this with ultra upgrades and speed. Ultras are really only known for their upgrades, they are pretty useless without them.


Somewhere in this video.....

Watch the whole thing, if you'd like... pretty interesting...

http://www.youtube.com/watch?v=GkC8ftV02cQ&playnext_from=TL&videos=swW0JnDZdy0&feature=sub

That is a terrrrrrrrible video. He put ultras up against thors and said the ultras were supposed to be tanks??

So many people are stuck in the BW mode with BW ideas. I miss players who can think.
pro-MoMaN, pro-HuK, pro-Millenium
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
May 22 2010 20:50 GMT
#1787
On May 23 2010 05:29 Dekoth wrote:
+ Show Spoiler +
On May 23 2010 03:23 Impervious wrote:
Show nested quote +
On May 23 2010 02:27 Dekoth wrote:
+ Show Spoiler +
On May 23 2010 01:35 Impervious wrote:
Show nested quote +
On May 23 2010 01:00 Dekoth wrote:
The Void Ray change was stupid..Period. The VR was perfectly fine in PVP and PVZ. You don't retune a unit that is fine in 2 of 3 matchups, you Tune the 1 match up that it is a problem in. That is piss poor balancing right there. (additional note, the VR seems to not be holding its charge. I was tired last night and need to test it today when I can, but I could of sworn it wasn't holding its charge 3 seconds. I used a spot to charge it that I always do on steppes of war and it decharged when I attacked. I may have taken longer then I realized, will review the replay later.)

Stupid? How? Should a ball of Void Rays, which only need to be a-moved to be effective at most skill levels, require some skilled viking micro to defeat? They weren't unbalanced before, but they were too damned easy to use, with no unit that could counter them well, unless the player had some decent micromanagement.

Blizzard is trying to sell this game to millions of people. Not just the high skilled gamers. If the game becomes a giant PvP fest at lower levels, with everyone rushing to Void Rays, simply because they are so easy to use, would that be beneficial to Blizzard? No, it wouldn't. Blizzard needs to balance each race as best as they can at high level game play, to ensure the game will take hold in WCG (and other major tournaments), but they also need to balance the game play as best as they can at every skill level, to sell the game and recoup the costs creating the games. Void Rays were helping to kill that balance at lower levels.....

The range does not have as big of an effect in PvP or PvZ as you seem to think it does.

In PvP, Void Rays can be used against Void Rays. Sentries are pretty crappy anti-air, but they can get the job done, regardless of the range of the Void Rays. I don't think Phoenixes would be a smart choice. Stalkers can still blink forward to kill them, roughly as easily as they could before. Basically, PvP hasn't changed much.

In PvZ, Hydras and Mutas can still be used to deal with Void Rays. Granted, it's become a little easier when the Void Rays have a shorter range, but their main advantage was sheer numbers, and that advantage still exists, so it makes much less difference here than it does in PvT.

In PvT, however, it makes Turrets and Marines more effective at dealing with Void Rays, as well as making Viking micro a little bit easier. The only match up where Void Rays were a problem was PvT, meaning that this is probably the best change they could have done to help balance them in that match up.

Think about it this way - if the Lurker in BW was reduced to doing 19 (+1 each upgrade) damage, which match up would be most effected? ZvZ never gets Lurkers, so there is no effect. Lurkers in ZvP are there for massive splash damage to Zealots, as well as containment. They do not come close to killing Zealots quickly, so there is very little difference in the effectiveness of the unit in this situation. in ZvT, however, Marines can now take 3 shots, with even or better armor upgrades, whereas it used to be 2 shots. This creates a huge change in game play. If ZvT was imbalanced in BW, this could be a potential solution to fix it, because the effect of the change makes a lot less difference in the other match ups.

Maybe this isn't the right change for Void Rays, but at least Blizzard is trying something. At least be open to trying it out, so Blizzard gets some information, and can base further changes on it. That is the point of the Beta.

Also, Blizzard seems to be trying to have each race build armies that contain several different types of units. If you can simply make a big ball of one type of unit, and roll your enemy, it doesn't match up to their goal (as I perceive it). By making it become a unit which requires support (as all other units in the game require), it should help make the game play more fun, for everyone.



The problem wasn't a ball of Void ray, it was the early harass of 2-3 voids that was the problem. The ball effect is a non issue because all races have something that expensive that when massed is extremely destructive. It simply isn't cost effective to attempt to mass those units most of the time.

2-3 are not hard to deal with, even if you're caught off-guard..... At least if you use a strategy that gives you a chance to deal with it..... If you go for a mass marauder/tank composition, and he rolls out with 2 or 3 void rays, it's your own damned fault.....

Show nested quote +

You don't seem to understand gameplay balance very well. I have spent the better part of 15 years dealing with gameplay balance and testing across numerous genre not just RTS. You never balance a game around low skill play. You always balance a game around the max potential (high skill level play for ease of reference). This is because if you don't balance around the max potential of a unit/race/class, then you end up with things being severely imbalanced at the top. If a units max potential is balanced, then it is going to be balanced at all levels of play. Just because players do not use the correct strategies at a lower level, does not mean balance needs to be altered. Put in laymans terms, You can't balance stupidity.

While you can't balance stupidity, a game won't be as playable for the average gamer if there are some units which are just that good and easy to use. There are units in this game that are really good (battlecruisers for instance), and there are some that are really easy to use (zerglings for instance). However, when you make a unit that is both really good, and really easy to use, it causes problems for newer gamers.

I haven't had a problem dealing with Void Rays myself. But I can see where the problem lies, having lost to them a few times.

Units being balanced at the top do not make them balanced all the way through the ranks. Marines vs Zealots in BW were sided to the Marines, at high level of play, because of the ability to use buildings to dance around. That level of micro is non-existent in lower levels, making Zealots much, much better.....

Show nested quote +

As for being open to it, Please note I didn't utter a comment about it until I went and actually played. However I knew what it was going to be simply off years of experience. You say it hasn't affected PVP/PVZ, I ask have you actually played those matchups? I doubt it because you wouldn't say that if so. That extra time for the VR to get in range of those MU's results in it dieing that much faster. As a result it really never has a chance to become effective. Stalkers in PVP were very effective now they simply destroy Voids wholesale. That isn't even with blink in the picture. In PvZ a Void could take a queen 1v1 and be fairly well off after. Now it is just about destroyed for something that costs less then half and if they have anything else in the mix it is gone. So to fix a single matchup, they altered the balance of 2 other matchups. That is Not good decision making or balancing. As previously mentioned, had they simply gone with the stim change and seen how it played out. It might well be that that slight reduction may have been all needed for T to deal with Voids. Stim is something they are getting anyhow and since stimmed marines can Effectively kill a void, it is logical to feel that change would be sufficient.

You played, what, a few games with it? What about the thousands of other players on the Ladder? The average skill is pretty terrible, and the top players don't mass void-rays anyways, they use them with some kind of purpose, and they are used as part of an army, not the entire thing.

Show nested quote +

Concerning your argument about the ball type armies. That is simply a fundamental flaw in the design of Sc2. That does not exclusively apply to Toss and Voids. Every single race has 1 unit that they can mass and steamroll an improperly defended base. The biggest offenders of this being Terran Maruaders and Zerg Roaches. Both units far cheaper then Voids, far quicker to pull out and just about as destructive when massed against poor defense. So really that is a null argument.

Marauders and Roaches have some glaring weaknesses. Neither can hit air, they are both not as mobile as air units, they can be beaten easily if your opponent does certain rush strategies aiming on killing them before they hit, they are not as good in confined spaces as you might think, etc..... Void Rays are a pretty solid harassment unit due to their speed and mobility, and they are also effective when massed because of the sheer DPS they do in long engagements. Its glaring weakness is that they cost a lot to get, meaning it takes a while to get a large bunch of them. An opponent can take this into consideration and counter them easily, yes, but that is much harder to do at lower levels than simply make a bunch of them..... There are some units that can counter them well, too, like stimmed marines getting in range, or Vikings, with decent micromanagement.

Show nested quote +

Don't get me wrong, this change hardly affects me. While I do play toss, I am not a fan of Stargate play. I generally prefer to do Templar or Robo play. I use voids here and there, mostly as harass but the majority of my play is pretty standard. I simply view the change as a poorly thought out design decision that is hurting the overall balance of SC2.

Standard play is called "standard" for a reason. It doesn't leave you open to losing to 2 or 3 early void rays, among other things. A lot of good players will be able to deal with Void Rays, regardless of how good they are. And they can still be used in support/harassment roles in their current state (however, if they lost the ability to keep their charge, it would hurt them a lot more than any other change). However, the fewer units which you can "mass and win" in SC2, the better imo. You can't mass any single unit as Terran in SC2 and win, because they all are much more specialized. Void Rays were pretty beastly when massed.


Except the problem is, the balance change was made due to the 2 or 3 VR rush being used at lower levels. Massing Voids was never the problem because they are so bloody costly to do so. The problem again, and I feel like a scratched record here was that Terran did not have an easy counter to early voids. The problem was not the void, it was that T needed a little more micro then what was being seen in low levels. If you A move both units the Marines are going to win everytime if they have been built in proper numbers because the voids will never have a chance to charge up. As was mentioned by a previous poster. Blizz did not change it due to epic mass void strats, they changed it due to low skill players getting rolled by 2 or 3 voids because they weren't building anything except mass maruaders (Gee I wonder why). Now if we want to get in to a theorycraft argument of epic mass unit strats, we can discuss mass collosi, maruaders, siege tanks, ultras, mutas..or just about any other crazy all in mass for the win strat.

Yet again, the same problem exists with units like Banshees. I know I've rolled more than a few lower-level players with 2 banshees with cloak..... Banshees, once you get about 6 of them, reach their peak efficiency, anything after that is overkill for harassment. Void Rays keep on getting better.....

Also, I already mentioned - if you go for a mass marauder strat, and get rolled by 2 or 3 void rays, it's your damned fault..... The same thing happens when Z goes for Mutas, and T goes for Banshees as well though..... Like you said, you can't balance stupid. However, if Blizzard had to make a change, there was obviously something wrong.....


You speak of the glaring weakness of maruaders and roaches, yet ignore the glaring weakness of Voids. Uncharged voids are big expensive targets. Likewise it takes Far far longer to tech to them and a Toss teching to Voids is EXTREMELY vulnerable to big timing pushes. Again massing Voids is just as vulnerable to exploitation as maruaders and roaches.

The same can be said of any teching path, why should this one be much more powerful than others?


It was a stupid change, period. I am not arguing that T didn't need a little tweaking to help counter them, I am arguing that the change chosen was poorly thought out. As for the number of games played, it doesn't take hundreds of games when I am testing that specific mechanic with a few friends to see just exactly how the change worked. I know it is difficult to believe, but some of us actually test changes instead of just playing the game and theorycrafting.

Any T change affects every match up, since every unit is usable in every match up..... Whereas changing the Void Rays would affect a specific unit which is causing problems..... Logically speaking, changing the Void Rays slightly, in a way that affects the match up at hand more than the other match ups, is the right decision.

I don't know what the right change would be. Maybe this isn't it. Do you have a better idea?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
OptimoPeach
Profile Joined July 2009
United States137 Posts
Last Edited: 2010-05-22 20:50:34
May 22 2010 20:50 GMT
#1788
edit: Nevermind, useless post
Trok67
Profile Joined May 2010
France384 Posts
May 22 2010 20:52 GMT
#1789
It seems like blizzard see the new ultralisk as an anti-armored unit, the LEAST you can expect from a anti-armored units is that it can ACTUALLY kill similar armored unit, especially when this armored units is primary an anti-air unit who has ranged ground dps. Moreover 1v1 open field battle largly advantage ultralisk over ranged thor dps, but it still got owned badly that's ridiculous
kajeus
Profile Joined May 2010
United States679 Posts
May 22 2010 20:53 GMT
#1790
On May 23 2010 05:52 Trok67 wrote:
It seems like blizzard see the new ultralisk as an anti-armored unit, the LEAST you can expect from a anti-armored units is that it can ACTUALLY kill similar armored unit, especially when this armored units is primary an anti-air unit who has ranged ground dps. Moreover 1v1 open field battle largly advantage ultralisk over ranged thor dps, but it still got owned badly that's ridiculous

Huh? The dude used the cannon ability on the thor, which exists specifically to hard counter big units like the ultra.
pro-MoMaN, pro-HuK, pro-Millenium
Camph
Profile Joined April 2010
United States5 Posts
May 22 2010 20:59 GMT
#1791
I just played a game with no minimap. I dont like this patch.
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
May 22 2010 21:03 GMT
#1792
is bnet down for you guys? i cant connect
ur pro or ur noob , thats life
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 22 2010 21:04 GMT
#1793
On May 23 2010 06:03 KiWiKaKi wrote:
is bnet down for you guys? i cant connect

They are "looking into" the problems
Artillery spawned from the forges of Hell
kajeus
Profile Joined May 2010
United States679 Posts
May 22 2010 21:24 GMT
#1794
I think the biggest problem with people looking at ultras is that they don't realize how people get infestors ANYWAY -- they will never get infestors purely for Frenzy.

Moreover, ultras will obviously be super strong in conjunction with Fungal Growth on units like marauders and roaches. Think about it.
pro-MoMaN, pro-HuK, pro-Millenium
red_b
Profile Joined April 2010
United States1267 Posts
May 22 2010 21:38 GMT
#1795
On May 23 2010 06:24 kajeus wrote:
I think the biggest problem with people looking at ultras is that they don't realize how people get infestors ANYWAY -- they will never get infestors purely for Frenzy.

Moreover, ultras will obviously be super strong in conjunction with Fungal Growth on units like marauders and roaches. Think about it.


so what youre saying is you have to make a bunch of 100/150 units to make your 300/200 units good. lets not forget the 300 gas for the ultra upgrades, the 200 for the cavern, the 100 for the infestation pit, the 100 for the hive you werent going to get, and the +2/3 armor upgrade you really ought to have by then.

oh wait ultralisks get owned by your own zerglings/roaches that you had to make to use up the extra minerals from 20 minutes of mining 3 bases to afford the gas to build the ultras and infestors.

make the ultralisk walk over small units like zerglings and banelings; my collossi can do it why cant ultralisks?
Those small maps were like a boxing match in a phone booth.
epik640x
Profile Joined May 2010
United States1134 Posts
May 22 2010 21:49 GMT
#1796
I can't connect to any games. When trying UMS it says, "no server available" and when trying 2v2 or 3v3 or 4v4, it just never finds players.

Jugan
Profile Blog Joined July 2009
United States1566 Posts
May 22 2010 21:50 GMT
#1797
On May 21 2010 17:56 valaki wrote:
LOL @ sentries, first 25% dmg nerf to make them useless in the early game other than a few force fields, now this, to make them useless in lategame other than a few force fields -.-


Yeah man, all zergs rush ultras against toss. GG force field, even MORE useless.

/endsarcasm
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
kajeus
Profile Joined May 2010
United States679 Posts
May 22 2010 21:52 GMT
#1798
On May 23 2010 06:38 red_b wrote:
Show nested quote +
On May 23 2010 06:24 kajeus wrote:
I think the biggest problem with people looking at ultras is that they don't realize how people get infestors ANYWAY -- they will never get infestors purely for Frenzy.

Moreover, ultras will obviously be super strong in conjunction with Fungal Growth on units like marauders and roaches. Think about it.


so what youre saying is you have to make a bunch of 100/150 units to make your 300/200 units good. lets not forget the 300 gas for the ultra upgrades, the 200 for the cavern, the 100 for the infestation pit, the 100 for the hive you werent going to get, and the +2/3 armor upgrade you really ought to have by then.

oh wait ultralisks get owned by your own zerglings/roaches that you had to make to use up the extra minerals from 20 minutes of mining 3 bases to afford the gas to build the ultras and infestors.

make the ultralisk walk over small units like zerglings and banelings; my collossi can do it why cant ultralisks?

But people build infestors ANYWAY, man. It's not like they're going out of their way. And um, this is obviously a late game strat? i.e., hive tech?
pro-MoMaN, pro-HuK, pro-Millenium
Al Bundy
Profile Joined April 2010
7257 Posts
May 22 2010 21:57 GMT
#1799
I don't mind most of the changes. Void Ray nerf I can understand, because under some conditions this unit could be very deadly. But the stimpak buff? :s
o choro é livre
Dekoth
Profile Joined March 2010
United States527 Posts
Last Edited: 2010-05-22 22:00:22
May 22 2010 21:59 GMT
#1800
On May 23 2010 05:50 Impervious wrote:

Yet again, the same problem exists with units like Banshees. I know I've rolled more than a few lower-level players with 2 banshees with cloak..... Banshees, once you get about 6 of them, reach their peak efficiency, anything after that is overkill for harassment. Void Rays keep on getting better.....

Also, I already mentioned - if you go for a mass marauder strat, and get rolled by 2 or 3 void rays, it's your damned fault..... The same thing happens when Z goes for Mutas, and T goes for Banshees as well though..... Like you said, you can't balance stupid. However, if Blizzard had to make a change, there was obviously something wrong.....


Are you trying to say that Banshees cease getting better the more you mass? I don't believe you are, but that is the implication of your statement. All units in the game get better as you mass them. Reference my earlier comment of the fundamental flaw of SC2. Yes you reach a certain point where they are the most efficient at harass. However that harass is precisely what we are talking about, not the end result of massing an insane amount of units. If we want to compare apples to apples, mass banshee especially cloaked will roll an entire base just as fast if not faster. That however is not the point of this discussion. I believe we are in agreement then that improper builds, pretty much deserve to get rolled. Which is why I said you can't balance around low level play.

On May 23 2010 05:50 Impervious wrote:
The same can be said of any teching path, why should this one be much more powerful than others?


Is it? I don't believe this is any more powerful then its equal cost of tech path anywhere else.

On May 23 2010 05:50 Impervious wrote:
Any T change affects every match up, since every unit is usable in every match up..... Whereas changing the Void Rays would affect a specific unit which is causing problems..... Logically speaking, changing the Void Rays slightly, in a way that affects the match up at hand more than the other match ups, is the right decision.

I don't know what the right change would be. Maybe this isn't it. Do you have a better idea?



Sure, the Stim upgrade as I mentioned had potential to fix the situation. There is no call to do a buff and a nerf at the same time. They felt Terran ground required a general buff in getting stim quicker, so they already planned on changing every mu there. Why not allow this change to play out instead of having a knee jerk reaction and nerfing a unit that is already proven to be perfectly fine in most matchups? The complaint T had against the void was the timing. When voids first hit, most felt that it was too difficult to have enough defense to reasonably handle. It was an admitted fact that Stimmed Marines raped voids, so logic dictates that cheaper and thus earlier stim should make that timing window reasonable.

So my gripe is the fact that they went over the top with the changes and chose to affect matchups that were proven to be ok, in order to affect one matchup that they were already changing. You could say they chose to bring a sledge hammer to a situation that required a scapal. In regards to overall balance, during the Void patches toss only had an average of a 4% higher win rate over T. That is a pretty small margin, especially if you consider not every single match included voids or even close.
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