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On June 05 2010 00:45 Paramore wrote: I think actually, if you made Ghost EMP cost 200/200 and took 140 seconds to research at Academy, then I would say there's no problem.
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On June 05 2010 00:55 Spidermonkey wrote:Show nested quote +On June 05 2010 00:48 Daedie wrote:On June 05 2010 00:41 Paramore wrote:On June 05 2010 00:37 Daedie wrote: What a crude comparison. Let's throw some other facts into the equation:
- T needs a tech lab or core reactor (eventually) on every barracks. - Stim, by itself, comes with a major drawback. to alleviate it, T is required to invest heavily in medivac tech. - Tech lab upgrades are mandatory for barracks units to be viable, TC upgrades are not. The only noticeable draw-back with stim is in Marines... Marauders have similar health to Zealots, more if they get EMPed, even after stim. T doesn't need medivac tech for 7-9 rax to work. That's late-game when Protoss has the necessary counter to mass squishy Units. However, early game, it doesn't really cut it. You can turn the argument to your advantage as much as you like. That won't change the fact that Stim tech comes with a drawback while charge or blink do not. Nobody cares if you think it's not a noticable drawback. It's there, and for a direct comparison, medivac tech needs to be factored into the equation or your point becomes invalid. And honestly 20 hp loss is noticable in my book, especially when you have to stim the same units multiple times. I play Terran, and I totally disagree. Stim is a no brainer to get an use, even before Medivac... if you even ever tech to Medivacs. Every Terran player gets Stim and the vast majority get Concusive Shells. Not every Protoss player gets Charge, even though Charge is a good ability. The cost of charge should be reduced. Charge is a constant ability you don't trigger, it goes off by it's self... much like Concusive Shells. The cost of Charge should be half of what it is.
I'm glad at least one person sees my pain. I play Terran too on ladder and it's pretty easy to fast expand 7 to 9 rax.
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Terran is way to cheap its that simple. i dont think the change has to be done on Toss's part but on Terran. their to cheap/strong/ and has way better eco then anyone else early/midd game.
cheap upgrades Mules (like haveing a expo) Superstrong units (cheap)
we have yet to see any scbw supergood lollish of d00m players like Idra/Nony/Whitera ect play Terran, once this happends i dunno wtf ppl can do. ill say like Tester and Artosis says, if Terran isnt drasticlly changed, sc2 will become a one race game in the competative sceene. u might mention TLO ect but how much did u see of him in the competative sceene pre sc2? dont take this wrong, i love him to death and his creative play is just wild to look at
but the game is still in the beta and is going to have alot of changes i belive before the release, but this is my POV on terran atm.
ill prob get warned or whatever for this post but its my opinion and ill stick to it no matter what.
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On June 05 2010 00:58 Morgynia wrote: Terran is way to cheap its that simple. i dont think the change has to be done on Toss's part but on Terran. their to cheap/strong/ and has way better eco then anyone else early/midd game.
cheap upgrades Mules (like haveing a expo) Superstrong units (cheap)
we have yet to see any scbw supergood lollish of d00m players like Idra/Nony/Whitera ect play Terran, once this happends i dunno wtf ppl can do. ill say like Tester and Artosis says, if Terran isnt drasticlly changed, sc2 will become a one race game in the competative sceene. u might mention TLO ect but how much did u see of him in the competative sceene pre sc2? dont take this wrong, i love him to death and his creative play is just wild to look at
ill prob get warned or whatever for this post but its my opinion and ill stick to it no matter what.
I wouldn't go so far to say that Terran econ is imba. Even though whenever I play Terran, I'll have like 5000 minerals with 200 gas, but its a small thing I'm missing. It might be EMP?
As for d00m players, bratOK is argueably one of the best Terran's out there, he's pretty damn good. I saw his ladder record, it was pretty sick, something like 40-2 on the US server smurf.
Also, your tech-labs are usable by every other buildling. Need a factory? Okay, let me just move this barracks out of the way and fly it over as a scout or just make marines with my huge amount of minerals...
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lol protos are imba and still whine. blink is so overpowered, so much mobility, and charge is so good, wtf move speed and high damage.
User was temp banned for this post.
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On June 05 2010 01:03 RoMarX wrote: lol protos are imba and still whine. blink is so overpowered, so much mobility, and charge is so good, wtf move speed and high damage.
If that's all the "constructive" discussion you are going to add please just not-bother posting.
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United States47024 Posts
Even as a Terran player, I'd be fine with charge at 150/150, particularly since it preserves parity with SC1. Blizzard seems to mistakenly believe that the charge upgrade is more useful than zealot leg speed was in SC1, and therefore upped the cost. Given how you always got leg speed in SC1, and people never get charge in SC2, I doubt this is the case.
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Imo Zealots should get their good old Leg Enhancements back. Charge is quite weak. You can't flank effectively with it (not much better than without it), you can't retreat, you can't come to defend against a speedling backstab or drop/nydus. All you can do is a-move.
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On June 05 2010 01:03 RoMarX wrote: lol protos are imba and still whine. blink is so overpowered, so much mobility, and charge is so good, wtf move speed and high damage.
You know I've never played a game and once thought, WOW Blink Stalkers are OP. They are effective. Blinking past rocks or up a cliff with no high ground sight is annoying and probably a bug... but I wouldn't consider it game breaking.
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On June 05 2010 00:54 Paramore wrote:Show nested quote +On June 05 2010 00:48 Daedie wrote:On June 05 2010 00:41 Paramore wrote:On June 05 2010 00:37 Daedie wrote: What a crude comparison. Let's throw some other facts into the equation:
- T needs a tech lab or core reactor (eventually) on every barracks. - Stim, by itself, comes with a major drawback. to alleviate it, T is required to invest heavily in medivac tech. - Tech lab upgrades are mandatory for barracks units to be viable, TC upgrades are not. The only noticeable draw-back with stim is in Marines... Marauders have similar health to Zealots, more if they get EMPed, even after stim. T doesn't need medivac tech for 7-9 rax to work. That's late-game when Protoss has the necessary counter to mass squishy Units. However, early game, it doesn't really cut it. You can turn the argument to your advantage as much as you like. That won't change the fact that Stim tech comes with a drawback while charge or blink do not. Nobody cares if you think it's not a noticable drawback. It's there, and for a direct comparison, medivac tech needs to be factored into the equation or your point becomes invalid. And honestly 20 hp loss is noticable in my book, especially when you have to stim the same units multiple times. You aren't looking at the over-all drawback of Charge. Because of Charge I can't build a templar archives. Beacuse of Charge and how long it takes, I can't attack your bio-ball before I have it. Because of Charge, I can't think about getting anything other than more tier 1 just to make that upgrade a viable option. I think that is too much of a burden, compared to your Stim, that in many situations only require 1 to 2 uses since all my shit is dead. I mistitled this. It should be Charge vs EMP... Charge costs 200/200, EMP is free. My drawback happens before the battle even starts. My army lost half its life and I don't have charge researched yet and my tanks aren't tanks anymore, just high-damage stalkers that move slower (immortals). Thats why I have a problem against this particular build.
I'm talking combat drawbacks here. Investing gas in upgrades will delay some builds for every race, I don't see how that is relevant at all.
Forcefields are free. And that's pretty much where your second argument ends.
I'm not necessarily disagreeing that charge might need a cost reduction. I'm just saying your argumentation as to why is not accurate in the slightest.
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On June 05 2010 01:03 RoMarX wrote: lol protos are imba and still whine. blink is so overpowered, so much mobility, and charge is so good, wtf move speed and high damage.
Im so glad that 90% of the pepole with IQ below the room temprature ur sitting in is going to run with a knife and kill themselves.... kkthnxbye
User was temp banned for this post.
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On June 05 2010 00:55 Spidermonkey wrote:Show nested quote +On June 05 2010 00:48 Daedie wrote:On June 05 2010 00:41 Paramore wrote:On June 05 2010 00:37 Daedie wrote: What a crude comparison. Let's throw some other facts into the equation:
- T needs a tech lab or core reactor (eventually) on every barracks. - Stim, by itself, comes with a major drawback. to alleviate it, T is required to invest heavily in medivac tech. - Tech lab upgrades are mandatory for barracks units to be viable, TC upgrades are not. The only noticeable draw-back with stim is in Marines... Marauders have similar health to Zealots, more if they get EMPed, even after stim. T doesn't need medivac tech for 7-9 rax to work. That's late-game when Protoss has the necessary counter to mass squishy Units. However, early game, it doesn't really cut it. You can turn the argument to your advantage as much as you like. That won't change the fact that Stim tech comes with a drawback while charge or blink do not. Nobody cares if you think it's not a noticable drawback. It's there, and for a direct comparison, medivac tech needs to be factored into the equation or your point becomes invalid. And honestly 20 hp loss is noticable in my book, especially when you have to stim the same units multiple times. I play Terran, and I totally disagree. Stim is a no brainer to get an use, even before Medivac... if you even ever tech to Medivacs. Every Terran player gets Stim and the vast majority get Concusive Shells. Not every Protoss player gets Charge, even though Charge is a good ability. The cost of charge should be reduced. Charge is a constant ability you don't trigger, it goes off by it's self... much like Concusive Shells. The cost of Charge should be half of what it is.
First of all, not every T gets stim, a meching terran won't. If you commit to barracks units you'll get it.
Second of all. I didn't say anywhere that you can't use stim without medivacs, I'm saying that if a comparison is made, every single bit of information needs to be put into it, not just the ones favoring your argument.
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On June 05 2010 01:08 Daedie wrote:Show nested quote +On June 05 2010 00:54 Paramore wrote:On June 05 2010 00:48 Daedie wrote:On June 05 2010 00:41 Paramore wrote:On June 05 2010 00:37 Daedie wrote: What a crude comparison. Let's throw some other facts into the equation:
- T needs a tech lab or core reactor (eventually) on every barracks. - Stim, by itself, comes with a major drawback. to alleviate it, T is required to invest heavily in medivac tech. - Tech lab upgrades are mandatory for barracks units to be viable, TC upgrades are not. The only noticeable draw-back with stim is in Marines... Marauders have similar health to Zealots, more if they get EMPed, even after stim. T doesn't need medivac tech for 7-9 rax to work. That's late-game when Protoss has the necessary counter to mass squishy Units. However, early game, it doesn't really cut it. You can turn the argument to your advantage as much as you like. That won't change the fact that Stim tech comes with a drawback while charge or blink do not. Nobody cares if you think it's not a noticable drawback. It's there, and for a direct comparison, medivac tech needs to be factored into the equation or your point becomes invalid. And honestly 20 hp loss is noticable in my book, especially when you have to stim the same units multiple times. You aren't looking at the over-all drawback of Charge. Because of Charge I can't build a templar archives. Beacuse of Charge and how long it takes, I can't attack your bio-ball before I have it. Because of Charge, I can't think about getting anything other than more tier 1 just to make that upgrade a viable option. I think that is too much of a burden, compared to your Stim, that in many situations only require 1 to 2 uses since all my shit is dead. I mistitled this. It should be Charge vs EMP... Charge costs 200/200, EMP is free. My drawback happens before the battle even starts. My army lost half its life and I don't have charge researched yet and my tanks aren't tanks anymore, just high-damage stalkers that move slower (immortals). Thats why I have a problem against this particular build. I'm talking combat drawbacks here. Investing gas in upgrades will delay some builds for every race, I don't see how that is relevant at all. Forcefields are free. And that's pretty much where your second argument ends. I'm not necessarily disagreeing that charge might need a cost reduction. I'm just saying your argumentation as to why is not accurate in the slightest.
I'll give you that my arguements in this instance aren't exactly the greatest. Hence my disclaimer in the first sentence where I told everyone that cross-race comparisons are pretty in-effective and hence the existence of your counter-arguement. However, something has to be done. Forcefields might be free, but EMP rapes half your health in combat without research or drawback either. What else are you going to use that mana for? Snipe? LoL please...
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On June 05 2010 00:58 Morgynia wrote:
we have yet to see any scbw supergood lollish of d00m players like Idra/Nony/Whitera ect play Terran, once this happends i dunno wtf ppl can do. ill say like Tester and Artosis says, if Terran isnt drasticlly changed, sc2 will become a one race game in the competative sceene. u might mention TLO ect but how much did u see of him in the competative sceene pre sc2? dont take this wrong, i love him to death and his creative play is just wild to look at
Ahh yes, the old "the only good players are playing toss and zerg right now, just wait until someone good uses terran" argument used to justify some baseless claims. Haven't seen that before.
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On June 05 2010 01:14 RxN wrote:Show nested quote +On June 05 2010 00:58 Morgynia wrote:
we have yet to see any scbw supergood lollish of d00m players like Idra/Nony/Whitera ect play Terran, once this happends i dunno wtf ppl can do. ill say like Tester and Artosis says, if Terran isnt drasticlly changed, sc2 will become a one race game in the competative sceene. u might mention TLO ect but how much did u see of him in the competative sceene pre sc2? dont take this wrong, i love him to death and his creative play is just wild to look at
Ahh yes, the old "the only good players are playing toss and zerg right now, just wait until someone good uses terran" argument used to justify some baseless claims. Haven't seen that before.
how about you quote the whole thing ?
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I would agree with this change if every use of charge had a cost... but if you change that and leave charge as it is... OP i would say
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On June 05 2010 00:35 Joseki wrote: You say concussive shells "negates" zelots, but the reality is Zelots are the most necessary component of early game PvT. If you have just a pair of stalkers if they come to harass, you are dead to 2 mauraders, but if you have a zelot and a stalker you actually have a fighting change since it takes something like 16 maurader shots to beat a zelot, and you can micro the stalker around to poke and damage the mauraders while they are forced to deal with the much higher damage dealing Zelot. The zelot is a tank in those early game situations, and concussive shells simply makes it possible for terran to even fight or pressure the P opponent.
Alright, zealots are good tank very early game. Is that it? Why does their usefulness have to stop there?
Lets change your scenario to 3 minutes later when you have both stim and concussive. 5 Marauders vs 5 Zealots... no brainer
5 Maruaders vs 3 zealots and 2 stalkers. Micro solution? Stim past the zealots, kill the stalkers with hit-move-hit-move without losing a single Marauder, and then kite the zealots for zero-loss and 2 half health Marauders and 3 once-stimmed Marauders.
Yeah, my zealots take 16 shots to kill. It wouldn't matter if they took 50 shots to kill if they don't get to attack once during a simple micro-fight.
Even zerglings get their movement upgrade right at the spawning pool. Even without movement, at least they get to attack the marauders before they get killed, proving their fodder-use...
Zealots? No, they just walk around really slow and die to stuff that can attack and move away faster than the zealot could reach its target. Even without concussive, you could still semi-kite a zealot... thats pretty sick.
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I think the fixes should be made to Infantry upgrades.
Stim Pack should be 100/100, Concussive Shells should be 100/100, and Reaper Speed should be 100/100, and they should all take the same amount of time as Zealot Charge.
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I just feel that either the charge is way too expensive and long/hard to get. Or Terran tier 1 upgrades are way too cheap and early/easy to get... and that EMP shouldn't be free... I would even go so far as to trade forcefield upgrade if you had to upgrade EMP... cause.. that's just one of the most broken things ever... Even in broodwar you needed a starport to get EMP...Now? yeah.. no...the mechanic for charge stayed at the same tier, while EMP moved 2 tiers lower and became cheaper and easier to use... not to mention with a very useful unit that isn't a flying disco ball
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What does the TC serve? It opens your tech to Templar Archives and Dark Templar Shrine. However, aside from these two upgrades, this mechanic is an often fatal redundancy to Protoss. It just makes no mechanical sense as to why this building exists. This building only exists because it was in Starcraft 1. The only reason it was in Starcraft 1 was to find a place to buffer both types of Templars so that they wouldn't come out so fast. Isn't there a more innovative way to put leg-speed/charge? Also, isn't that twilight council buffer enough punishment for us to build Templars? Need there be two seperate buildlings to build that one Unit? What are Protoss? Zerg? Come on... here (Okay those last two sentences get out of hand). Anyways...
We'll just have to disagree here. Warp zealots and Blinking Stalkers are totally different units from the units without the upgrade and Citadel of Adun unlocked the same potential for zealots.
The progression path is logical.
[Cyber Core] {unlock Sentry, Stalker, Warp Gate Research} Then Choose either:
1) [Robotics]{unlock Prism, Observer, Immortal} which expands into [Robo Bay]{unlock colossus, thermal lance, gravitic drive}
2) [Stargate]{unlock Pheonix, VOid ray} which expands into [Fleet Beacon] {unlocking Carrier, catapault speed}
3) [Council]{unlock Charge, Blink} which expands into [Dark Shrine] & [Templar Archives]
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