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How to fix TvZ Mech - Page 44

Forum Index > SC2 General
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CoMMoDuS
Profile Joined February 2010
Germany507 Posts
June 09 2010 15:31 GMT
#861
did jinro have any motivation to win in that game vs TLO? cause i wouldnt try too hard to win a game which would only increase the imba discussion about my own race. on the other hand is TLO who has played terran quite alot recently and probably has an interest in showing that you cant autowin with terran. to determine if terran has indeed a slight advantage over zerg i would rather check some games which were played in late tournament stages where it really mattered to win. it might not be the best example but i was rather surprised how drafter could handle dimaga in the last zotac semi final.
There is no unemployment amongst overlords-Artosis
ESV TV
Profile Joined March 2010
United States109 Posts
Last Edited: 2010-06-09 17:44:13
June 09 2010 17:44 GMT
#862
wrong account
The Home of the Korean Weekly! http://www.esvtv.com
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
June 09 2010 17:45 GMT
#863
Tanks got nerfed enough so that beating mech is still diffcult but it's much more doable now, can a mod please kill this thread? Cuz its people arguing about a point that was only valid 2 patches ago.
OffResonance
Profile Joined April 2010
Germany10 Posts
June 09 2010 17:59 GMT
#864
On June 10 2010 00:31 CoMMoDuS wrote:
did jinro have any motivation to win in that game vs TLO? cause i wouldnt try too hard to win a game which would only increase the imba discussion about my own race. on the other hand is TLO who has played terran quite alot recently and probably has an interest in showing that you cant autowin with terran.


So ...
what you are basically predicting is that there is some kind of conspiracy going on. That they are broadcasting this game to pretend that TvZ is fine. Sry such thoughts really carry things to far.

Of course it was just a match between teammates, surely no tournament conditions. But really i do not get why people keep crying while a) there was not sooo much time to test the tank nerf before the beta went down b) the beta IS down atm c) if people are not able to adept to certain tactics during a short and rapidly changing beta metagame that imho does not mean it has to be overpowered
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
June 09 2010 18:01 GMT
#865
did jinro have any motivation to win in that game vs TLO? cause i wouldnt try too hard to win a game which would only increase the imba discussion about my own race. on the other hand is TLO who has played terran quite alot recently and probably has an interest in showing that you cant autowin with terran. to determine if terran has indeed a slight advantage over zerg i would rather check some games which were played in late tournament stages where it really mattered to win. it might not be the best example but i was rather surprised how drafter could handle dimaga in the last zotac semi final.


We did not play this to show it on the daily it was a practice game for both us and I didnt even know sean was planning to have me on the show then. Of course you can argue that it was not a competitive game. But I know Jinro he doesnt like losing, so I am sure he did not play on purpose to make his race look weaker than it is. What a silly thought.
Team Liquidalea iacta est
CoMMoDuS
Profile Joined February 2010
Germany507 Posts
June 09 2010 19:42 GMT
#866
okl i just reread my post and i gotta admit that it sounds like one of those "elvis is alive" conspiracies, my bad. the fact that just surprised me was the you (TLO) apparently pressured him so much that he never made any serious attemps of attacking you besides harrassing one of your later expos. when you played the game did you feel like you had pretty good control or would you have feared a real push by his main army? in my personal experince during the beta there was always a moment where i felt very vulnerable to a terran push but somehow you did prevent any attempt of this. also as mentioned map and spawning were pretty nice from a zerg perspective so i was wondering if you have specific adaptions to a more aggressive style of play like a thor drop on LT or when it is harder to mass expand (2 player maps like steps of war)
There is no unemployment amongst overlords-Artosis
Trok67
Profile Joined May 2010
France384 Posts
June 09 2010 19:48 GMT
#867
The fact that 1 zerg beats 1 mech terran once on the most zerg-favored map in the game doesnt mean mech terran vs zerg is not broken.
space_yes
Profile Joined April 2010
United States548 Posts
Last Edited: 2010-06-09 19:57:15
June 09 2010 19:56 GMT
#868
On June 10 2010 02:45 iCCup.Raelcun wrote:
Tanks got nerfed enough so that beating mech is still diffcult but it's much more doable now, can a mod please kill this thread? Cuz its people arguing about a point that was only valid 2 patches ago.


/agreed

Given the short duration of play time from the most recent patch "How to fix tvz mech" isn't accurate or warranted. Maybe when the beta goes back up and its newly demonstrated zerg players are unable to come up with strategies to beat nerfed tanks and that mech tvz needs fixing we can then start a new thread that doesn't have 40+ pages of old discussion.

Mods please close.
wolfe
Profile Joined March 2010
United States761 Posts
June 09 2010 21:02 GMT
#869
well since this is semi-related to mech. What would happen if they removed the HSM from Ravens and replaced it with spider mines to give mech some more survivability while changing up tank's smart targeting?
Swift as the wind, felt before noticed.
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 09 2010 21:08 GMT
#870
On June 10 2010 06:02 wolfe wrote:
well since this is semi-related to mech. What would happen if they removed the HSM from Ravens and replaced it with spider mines to give mech some more survivability while changing up tank's smart targeting?

Spider mines for "just energy" are too IMBA, because you could have an unlimited amount of them ... unless you make the mines have limited duration, but then they would not serve their purpose and wouldnt really be spider mines. The Raven already has some "limited duration damage dealing" in the turret, so it would be doubling that.
If you cant say what you're meaning, you can never mean what you're saying.
wolfe
Profile Joined March 2010
United States761 Posts
Last Edited: 2010-06-09 21:11:50
June 09 2010 21:10 GMT
#871
On June 10 2010 06:08 Rabiator wrote:
Show nested quote +
On June 10 2010 06:02 wolfe wrote:
well since this is semi-related to mech. What would happen if they removed the HSM from Ravens and replaced it with spider mines to give mech some more survivability while changing up tank's smart targeting?

Spider mines for "just energy" are too IMBA, because you could have an unlimited amount of them ... unless you make the mines have limited duration, but then they would not serve their purpose and wouldnt really be spider mines. The Raven already has some "limited duration damage dealing" in the turret, so it would be doubling that.



What about making it much more similar to SC1 style in that a single raven can only deploy... 3 or maybe 6 mines total rather than being energy based. Frankly maybe I'm just a noob but I don't use HSM very much in play and even then only can pop a few off per Raven.

Edit: You would also reduce a Raven's total energy cap a bit I guess with the removal of a significant energy cost spell.
Swift as the wind, felt before noticed.
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 09 2010 21:57 GMT
#872
On June 10 2010 06:10 wolfe wrote:
Edit: You would also reduce a Raven's total energy cap a bit I guess with the removal of a significant energy cost spell.

I seriously doubt they will do that, since they screwed up the Thor by making the 250mm cannon cost 150 energy now, so it very very rarely gets used now and the energy on the Thor is just an easy target for Feedback from a High Templar. Reducing the energy maximum is a tool too, but Blizzard rather screws with the cost.
If you cant say what you're meaning, you can never mean what you're saying.
Fenrax
Profile Blog Joined January 2010
United States5018 Posts
June 10 2010 00:13 GMT
#873
If you want to fix TvZ just ask Hwasin and Savior. They know best.
refraxion
Profile Joined March 2010
Canada88 Posts
June 10 2010 00:54 GMT
#874
On June 10 2010 02:45 iCCup.Raelcun wrote:
Tanks got nerfed enough so that beating mech is still diffcult but it's much more doable now, can a mod please kill this thread? Cuz its people arguing about a point that was only valid 2 patches ago.


Thank you!
RogerChillingworth
Profile Joined March 2010
Chad3106 Posts
June 10 2010 00:58 GMT
#875
how to fix TvZ mech:

Zerg

Juggernaut
Description: These gargantuan beasts are morphed by the fusion of two of the most formidable units in the Zerg arsenal, Hydralisks. The Hydralisks’ sensitive, electro-charged skins beneath their large, helmet-like exoskeletal heads make it easy for these slothien to merge their near-identical DNA. Though the process isn’t completed quickly, the end result is so demonic, it’s difficult not to deploy onto the battlefield.

Once morphed, the Juggernaut looks like you would imagine: like that from which it came. It has a large, armor-plated exoskeletal head. But, since its ribonucleic fusion, there are more protective guards, tentacles and teeth surrounding its slippery surface. The Juggernaut has a powerful jaw to hurl out multiple needle spines at a high rate of speed, damaging not only the primary target, but nearby targets as well.

The Juggernaut also has, thanks to the nucleic fusion of two slothien hydralisk beasts, an extremely large and muscular underhalf that slithers and whips, able to move its large upper body with ease. Additionally, the Juggernaut has four arms (from the hydralisk’s two), giving it the unique ability to heave and dig into the hard soil of the earth and sprint short distances. This, above all else, makes this unit a dreadful opponent for any warrior, valiant or otherwise, to face on the battlefield.

The fusion of the hydralisks is an evolutionary response to the armor piercing rounds of the Terrans and the increasingly-powerful psi blades and energy-intense technologies of the Protoss. The Juggernaut’s skin has adapted to the advanced weaponry of its enemies, and answers with a vastly more durable outer-skin.


‘Morph Juggernaut’ ability is researchable at the Hydralisk den for 100/100. Takes 60 seconds to complete.


Cost – Nucleic Fusion Morph Time: 30 (Hydralisks: 2)

H/P - 175

Spray Needle Spines Damage (ground) (splash) – 5 (+2 to Armored) (Attacks: 5) (Attack Speed: Normal)

Range - 7

Abilities – Sprint: Allows the Juggernaut to move at a high rate of speed for 3 seconds. Cool down: 20

Armor Type – Biological - Psionic

Movement – Normal




[image loading]
Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2010-06-22 05:55:22
June 22 2010 05:54 GMT
#876
Wow, this is an interesting thread. I'm not going to go into balance, though I don't think mech is overpowered. But what I find most interesting is that people seem to think Tanks should be attacked head on. They're called TANKS for a reason. It also takes quite a few of them to cover territorial locations of importance. It's also difficult to be able to actually move your ball of tanks against an aggresive player fighting you for map control

The damage nerf was also interesting, because it has almost no effect on TvZ. It affects TvP heavily, and TvT somewhat, but definitely much less TvZ. Almost all of the units will still die to the same number of tank shots, and if you go thinking "oh roaches with lvl 3 armor won't die anymore", there is still splash damage, so it's pretty much the same, just slightly weaker in overall splash damage.

As Sun Tzu would say, attack where your enemy is weak and you are strong.

Meaning you should never ever attack where your enemy wants you to. And even in Brood War, Tanks could completely obliterate a 200/200 army, this is not new. I'm reminded of the EPIC epic game of FireBatHero vs Savior on Lost Temple, (FBH 1 o' clock, Savior 7 o'clock) where FireBatHero has his main overrun with ultras, and he relocates his entire base to the opposite side of the map and takes the 8 o clock main, floats an EBay over the ramp and blocks it (more imba than sc2 mech ever could be, since you can't manually target the units there is no way to get past this), and then Savior's play stagnated horribly and he just suicided the whole map worth of forces at FBH head on, quite pointlessly, and kept doing bad plays until he ran out of resources and lost.

Again, they're called TANKS. Attacking head on is supposed to be suicide.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2010-06-22 07:50:36
June 22 2010 07:35 GMT
#877
I also find it interesting that people consider Zerg air to consist entirely of Mutalisks. Also, the notion that the Thor is end-all be-all against air, when in fact, it functions much like Corsairs and Valkyries did in BW, which were good against mutas/wraiths/scouts. but much worse against BC/Carrier/Guardian. Thors are exploitable, though the power of repair should be rightly feared. Thors shoot extremely slow, at the speed of sieged tanks, and the splash is a pretty small radius (0.5). Fully half of thor damage is bonus, so their strength decreases dramatically against non-light flyers that have armor. A Thor does 4 attacks times 6+1 (+6 to light +1), or 48 (+12 total) to a mutalisk, but does 20 damage to a broodlord (1 starting armor vs 4 attacks times 6), and usually ends up attacking the broodlings anyway, absorbing even more damage.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 22 2010 07:37 GMT
#878
that juggernaut thing seems cool, but I'd like a unit with a "sprint" ability to be melee.

then it could get up in the tanks face and be too close to be sieged.

kind of like a chargelot tbh
SpicyCrab
Profile Blog Joined March 2010
402 Posts
June 22 2010 07:43 GMT
#879
I read somewhere else on the forums that the tank nerf didn't affect TvZ very much at all because tanks still take the exact same number of hits to kill almost every zerg unit as they did before.

Judging from many of the comments in this thread this must be inaccurate. Can someone who is good please explain?
I'm such a baller in my dreams. - HiFriend
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 22 2010 07:48 GMT
#880
The nerf does affect overall damage output somewhat, but the most notable features of the damage nerf I find are that Zealots, Stalkers, and Marines with shield all take an extra hit. Tanks can still reach a critical mass, so the nerf, while having some effect, really doesn't quite pan out to be a humongous impact.,
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
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