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TvZ Balance Suggestions - Page 23

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floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
August 03 2010 14:14 GMT
#441
On August 03 2010 23:13 MythicalMage wrote:
According to a thread on TL, four mutas can barely beat a thor with good micro.

If you don't just send a scv to repair it
Velr
Profile Blog Joined July 2008
Switzerland10916 Posts
August 03 2010 14:14 GMT
#442
I think the problem lies within Zerg.

Zerg has just no good early game option anymore. It's too reactive.
Even if it would be fine from a balance standpoint, it's boring to play .

Do something to Roaches (at least the Speed upgrade on T1 ffs) or give Zerg some form of Anti-Air on T1 so at least the need to Tech to T2 AND fast/early Expand isn't as strong anymore.

I don't have big gripes with the balance, i just think Zerg is too one dimensional at the moment. Terra and Protoss can chose what they go for, Zerg kinda has to go for a big Macro game or early All-In. BORING.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
August 03 2010 14:15 GMT
#443
I like some of those suggestions, the most being the bunker revision. I definitly think that terrans should have a risk to bunker rush (ie blocking the zerg natural), 50% return seems a good solution. Thors could have their AA range reduced without making them useless.

But, I think that marauders shouldnt an ability that doesnt work all the time and is kinda hard to predict. I would prefer something like reduce the slow (in effect or duration) or to deny marauders stim. I don't have any problem with medivacs as they are auto-targetted and kinda expensive to get.

I don't like the suggestions about the supply depot. I understand that supply depots is this kind of easy-wall tool and never-in-the-way building, but in sc2 the other race have similar tools too. Protoss were given the warpgate and zerg the extendable creep with speed bonus. I don't have huge problem with the depot as it is, maybe a little cast time (1 or 2sec) or a cooldown (you can't lift up/down all the time) would be fine tough.

I understand that the mule is a powerfull and forgiving tool, if you forget it you just have to call many of them and you still don't lose (close to) anything. But I don't like the suggestion, don't know how to explain it.

In the end, I think the better change would be to change the map pool. The main factor why TvZ isnt as balanced as it could is because of the maps. I really would like to see a change in that, but I guess I'm gonna wait a while before blizzard decide to change all the map or to take some of the community.
psion
Profile Joined May 2010
106 Posts
August 03 2010 14:16 GMT
#444
On August 03 2010 23:00 trevf wrote:
Show nested quote +
On August 03 2010 22:56 psion wrote:
On August 03 2010 22:42 Zoltan wrote:
What nonsense- How is Idra winning tournaments then?

This is pretty funny to me. People can say Idra won this or that tournament, so ZvT is fine. But when Idra himself says ZvT isn't fine, people ignore him.


It's like the wealthy saying, 'We need more tax cuts'. Everyone else can see the fact that they already got their cheese but they keep crying for more cheddar.

Just say no to TvZ IMBA.

That sounds reasonable, but it's actually more like the wealthy, who have extensive knowledge and understanding of the financial situation, explaining why there should be tax cuts. They're wealthy because of that knowledge and understanding.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
Last Edited: 2010-08-03 14:18:17
August 03 2010 14:17 GMT
#445
On August 03 2010 23:03 floor exercise wrote:
Almost every terran unit has obscene range.

Why do marauders have better range than marines? They are the armored infantry, designed to, I would think, be infront of marines to absorb hits since they have precisely 10 billion health. yet they out range marines and sit in the back while tons of marines can soak up damage.

Siege tanks have 13 range. It is so ridiculously hard to attack into these things. Thors and vikings have obscene air range too, just nonsensically far range. I don't understand why every terran unit should be allowed to hit things across the map.

I would honestly lower every one of their ranges by 1 and see what happens. Terran would likely still be better than the other races.

Only so far as maurader is the last of the "unholy trinity" to not either be exposed as a balanced/negligible unit (immortal) or get nerfed into fucking oblivion (roach)

I don't know what ramifications lowering marauder range would have on pvt. In certain situations especially with force field I can see stalkers outranging marauders as a really bad thing, but overall, a range difference of one isn't something you can exploit to perfection, even with stalkers being as fast as they are compared to unstimmed marauders netcode alone says you will still get hit and land concussive shell. You'd probably still lose to them cost for cost
cuppatea
Profile Joined April 2010
United Kingdom1401 Posts
August 03 2010 14:20 GMT
#446
The last tournament Idra competed in was the IEM qualifyer on Sunday, where he was 2-0'd by Silver (a Canadian Terran). Just because a full time pro gamer who gets paid to spend 10 hours a day practicing wins the odd tournament doesn't mean Zerg is doing well right now.
MythicalMage
Profile Joined May 2010
1360 Posts
August 03 2010 14:21 GMT
#447
On August 03 2010 23:15 Roggay wrote:
I like some of those suggestions, the most being the bunker revision. I definitly think that terrans should have a risk to bunker rush (ie blocking the zerg natural), 50% return seems a good solution. Thors could have their AA range reduced without making them useless.

But, I think that marauders shouldnt an ability that doesnt work all the time and is kinda hard to predict. I would prefer something like reduce the slow (in effect or duration) or to deny marauders stim. I don't have any problem with medivacs as they are auto-targetted and kinda expensive to get.

I don't like the suggestions about the supply depot. I understand that supply depots is this kind of easy-wall tool and never-in-the-way building, but in sc2 the other race have similar tools too. Protoss were given the warpgate and zerg the extendable creep with speed bonus. I don't have huge problem with the depot as it is, maybe a little cast time (1 or 2sec) or a cooldown (you can't lift up/down all the time) would be fine tough.

I understand that the mule is a powerfull and forgiving tool, if you forget it you just have to call many of them and you still don't lose (close to) anything. But I don't like the suggestion, don't know how to explain it.

In the end, I think the better change would be to change the map pool. The main factor why TvZ isnt as balanced as it could is because of the maps. I really would like to see a change in that, but I guess I'm gonna wait a while before blizzard decide to change all the map or to take some of the community.

Thing is though, they're like a spinecrawler, effectively, only they have a build time that is longer than the burrow time, and an unborrow time that, iirc, is longer and they require a SCV to burrow and can burrow anywhere. Seems reasonable. Maybe increase the salvage time. Thors could indeed, but the only thing they're good against is mutalisks. Honestly, I don't think they're that big of an issue with good micro.
Someone suggested a CD on marauder slow and that seems reasonable.
But if you give it a CD, we can't do supply depot micro!
And I agree with everything else you said. =]
MythicalMage
Profile Joined May 2010
1360 Posts
August 03 2010 14:21 GMT
#448
On August 03 2010 23:20 cuppatea wrote:
The last tournament Idra competed in was the IEM qualifyer on Sunday, where he was 2-0'd by Silver (a Canadian Terran). Just because a full time pro gamer who gets paid to spend 10 hours a day practicing wins the odd tournament doesn't mean Zerg is doing well right now.

Is there a replay/VoD. I'm curious how the games went.
MythicalMage
Profile Joined May 2010
1360 Posts
August 03 2010 14:23 GMT
#449
On August 03 2010 23:17 floor exercise wrote:
Show nested quote +
On August 03 2010 23:03 floor exercise wrote:
Almost every terran unit has obscene range.

Why do marauders have better range than marines? They are the armored infantry, designed to, I would think, be infront of marines to absorb hits since they have precisely 10 billion health. yet they out range marines and sit in the back while tons of marines can soak up damage.

Siege tanks have 13 range. It is so ridiculously hard to attack into these things. Thors and vikings have obscene air range too, just nonsensically far range. I don't understand why every terran unit should be allowed to hit things across the map.

I would honestly lower every one of their ranges by 1 and see what happens. Terran would likely still be better than the other races.

Only so far as maurader is the last of the "unholy trinity" to not either be exposed as a balanced/negligible unit (immortal) or get nerfed into fucking oblivion (roach)

I don't know what ramifications lowering marauder range would have on pvt. In certain situations especially with force field I can see stalkers outranging marauders as a really bad thing, but overall, a range difference of one isn't something you can exploit to perfection, even with stalkers being as fast as they are compared to unstimmed marauders netcode alone says you will still get hit and land concussive shell. You'd probably still lose to them cost for cost

Except that the Immortal shouldn't really be in the "trinity" It should be the stalker, and the marauder did have the shells nerf.
trevf
Profile Joined May 2010
United States237 Posts
August 03 2010 14:24 GMT
#450
On August 03 2010 23:16 psion wrote:
Show nested quote +
On August 03 2010 23:00 trevf wrote:
On August 03 2010 22:56 psion wrote:
On August 03 2010 22:42 Zoltan wrote:
What nonsense- How is Idra winning tournaments then?

This is pretty funny to me. People can say Idra won this or that tournament, so ZvT is fine. But when Idra himself says ZvT isn't fine, people ignore him.


It's like the wealthy saying, 'We need more tax cuts'. Everyone else can see the fact that they already got their cheese but they keep crying for more cheddar.

Just say no to TvZ IMBA.

That sounds reasonable, but it's actually more like the wealthy, who have extensive knowledge and understanding of the financial situation, explaining why there should be tax cuts. They're wealthy because of that knowledge and understanding.


Don't know how up to date you are on this subject but even Greenspan is admitting that the Bush tax cuts have to go. In his widely respected opionion these tax cuts don't pay for themselves as Republicans insist. The wealthy are wealthy because of either their willingness to exploit the system at the expense of others, or they were born into a wealthy situation.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
Last Edited: 2010-08-03 14:32:14
August 03 2010 14:29 GMT
#451
On August 03 2010 23:23 MythicalMage wrote:
Show nested quote +
On August 03 2010 23:17 floor exercise wrote:
On August 03 2010 23:03 floor exercise wrote:
Almost every terran unit has obscene range.

Why do marauders have better range than marines? They are the armored infantry, designed to, I would think, be infront of marines to absorb hits since they have precisely 10 billion health. yet they out range marines and sit in the back while tons of marines can soak up damage.

Siege tanks have 13 range. It is so ridiculously hard to attack into these things. Thors and vikings have obscene air range too, just nonsensically far range. I don't understand why every terran unit should be allowed to hit things across the map.

I would honestly lower every one of their ranges by 1 and see what happens. Terran would likely still be better than the other races.

Only so far as maurader is the last of the "unholy trinity" to not either be exposed as a balanced/negligible unit (immortal) or get nerfed into fucking oblivion (roach)

I don't know what ramifications lowering marauder range would have on pvt. In certain situations especially with force field I can see stalkers outranging marauders as a really bad thing, but overall, a range difference of one isn't something you can exploit to perfection, even with stalkers being as fast as they are compared to unstimmed marauders netcode alone says you will still get hit and land concussive shell. You'd probably still lose to them cost for cost

Except that the Immortal shouldn't really be in the "trinity" It should be the stalker, and the marauder did have the shells nerf.


It got nerfed to 100/100 then to 50/50. The shells "nerf" was minuscule for an ability that in its current state doesn't even really belong in the game. The unholy trinity is roach, immortal, marauder. It's not a new term, in early beta these units were the new units (with stalker being a rework of dragoon mainly) that were typically regarded as game-ruining as the way people played at that point focused almost entirely around them.

Immortal build time was nerfed slightly, marauder had concussive shells and roach got nerfed every patch until they were the garbage unit they are now
cuppatea
Profile Joined April 2010
United Kingdom1401 Posts
August 03 2010 14:35 GMT
#452
On August 03 2010 23:21 MythicalMage wrote:
Show nested quote +
On August 03 2010 23:20 cuppatea wrote:
The last tournament Idra competed in was the IEM qualifyer on Sunday, where he was 2-0'd by Silver (a Canadian Terran). Just because a full time pro gamer who gets paid to spend 10 hours a day practicing wins the odd tournament doesn't mean Zerg is doing well right now.

Is there a replay/VoD. I'm curious how the games went.


http://www.nationalesl.com/us/sc2/download/22422362/
MythicalMage
Profile Joined May 2010
1360 Posts
August 03 2010 14:39 GMT
#453
On August 03 2010 23:29 floor exercise wrote:
Show nested quote +
On August 03 2010 23:23 MythicalMage wrote:
On August 03 2010 23:17 floor exercise wrote:
On August 03 2010 23:03 floor exercise wrote:
Almost every terran unit has obscene range.

Why do marauders have better range than marines? They are the armored infantry, designed to, I would think, be infront of marines to absorb hits since they have precisely 10 billion health. yet they out range marines and sit in the back while tons of marines can soak up damage.

Siege tanks have 13 range. It is so ridiculously hard to attack into these things. Thors and vikings have obscene air range too, just nonsensically far range. I don't understand why every terran unit should be allowed to hit things across the map.

I would honestly lower every one of their ranges by 1 and see what happens. Terran would likely still be better than the other races.

Only so far as maurader is the last of the "unholy trinity" to not either be exposed as a balanced/negligible unit (immortal) or get nerfed into fucking oblivion (roach)

I don't know what ramifications lowering marauder range would have on pvt. In certain situations especially with force field I can see stalkers outranging marauders as a really bad thing, but overall, a range difference of one isn't something you can exploit to perfection, even with stalkers being as fast as they are compared to unstimmed marauders netcode alone says you will still get hit and land concussive shell. You'd probably still lose to them cost for cost

Except that the Immortal shouldn't really be in the "trinity" It should be the stalker, and the marauder did have the shells nerf.


It got nerfed to 100/100 then to 50/50. The shells "nerf" was minuscule for an ability that in its current state doesn't even really belong in the game. The unholy trinity is roach, immortal, marauder. It's not a new term, in early beta these units were the new units (with stalker being a rework of dragoon mainly) that were typically regarded as game-ruining as the way people played at that point focused almost entirely around them.

Immortal build time was nerfed slightly, marauder had concussive shells and roach got nerfed every patch until they were the garbage unit they are now
I see the reasoning and I'm aware of the term, but tech wise it doesn't make sense. Otherwise it would be tank instead of marauder.

Did you see Zerg at the start of the beta? For every matchup you would open roaches, transition into roaches, and your late game would be roaches. You'd only get any other units if your opponent had air units.
Sputty
Profile Joined April 2010
Canada161 Posts
August 03 2010 14:42 GMT
#454
On August 03 2010 23:29 floor exercise wrote:
Show nested quote +
On August 03 2010 23:23 MythicalMage wrote:
On August 03 2010 23:17 floor exercise wrote:
On August 03 2010 23:03 floor exercise wrote:
Almost every terran unit has obscene range.

Why do marauders have better range than marines? They are the armored infantry, designed to, I would think, be infront of marines to absorb hits since they have precisely 10 billion health. yet they out range marines and sit in the back while tons of marines can soak up damage.

Siege tanks have 13 range. It is so ridiculously hard to attack into these things. Thors and vikings have obscene air range too, just nonsensically far range. I don't understand why every terran unit should be allowed to hit things across the map.

I would honestly lower every one of their ranges by 1 and see what happens. Terran would likely still be better than the other races.

Only so far as maurader is the last of the "unholy trinity" to not either be exposed as a balanced/negligible unit (immortal) or get nerfed into fucking oblivion (roach)

I don't know what ramifications lowering marauder range would have on pvt. In certain situations especially with force field I can see stalkers outranging marauders as a really bad thing, but overall, a range difference of one isn't something you can exploit to perfection, even with stalkers being as fast as they are compared to unstimmed marauders netcode alone says you will still get hit and land concussive shell. You'd probably still lose to them cost for cost

Except that the Immortal shouldn't really be in the "trinity" It should be the stalker, and the marauder did have the shells nerf.


It got nerfed to 100/100 then to 50/50. The shells "nerf" was minuscule for an ability that in its current state doesn't even really belong in the game. The unholy trinity is roach, immortal, marauder. It's not a new term, in early beta these units were the new units (with stalker being a rework of dragoon mainly) that were typically regarded as game-ruining as the way people played at that point focused almost entirely around them.

Immortal build time was nerfed slightly, marauder had concussive shells and roach got nerfed every patch until they were the garbage unit they are now


Concussive shell belongs in the game and it's staying in the game. Deal with it
Velr
Profile Blog Joined July 2008
Switzerland10916 Posts
August 03 2010 14:42 GMT
#455
No one is saying the 0.1 Roach should come back, but the Roach now is just *nothing*.
MythicalMage
Profile Joined May 2010
1360 Posts
August 03 2010 14:44 GMT
#456
On August 03 2010 23:42 Velr wrote:
No one is saying the 0.1 Roach should come back, but the Roach now is just *nothing*.

It's the tank of the army. It plays much the same way as the marauder now, only without adding bonuses to armored.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
August 03 2010 14:45 GMT
#457
Yes. It got over nerfed, but that doesn't mean it was balanced originally. it got hp nerf, armor nerf, regen nerf, burrowed speed nerf, and then after all that it got its supply doubled without getting any of that other shit back. And it was never better than the marauder to begin with
Velr
Profile Blog Joined July 2008
Switzerland10916 Posts
Last Edited: 2010-08-03 14:49:11
August 03 2010 14:48 GMT
#458
On August 03 2010 23:44 MythicalMage wrote:
Show nested quote +
On August 03 2010 23:42 Velr wrote:
No one is saying the 0.1 Roach should come back, but the Roach now is just *nothing*.

It's the tank of the army. It plays much the same way as the marauder now, only without adding bonuses to armored.


And not slowing your enemies, and not being stimmed, and not being Healed by Medivacs while fighting and doing way less damage and not being bonused against anything.

Yes, they clearly do exactly the same things...
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-08-03 14:50:35
August 03 2010 14:48 GMT
#459
On August 03 2010 23:45 floor exercise wrote:
Yes. It got over nerfed, but that doesn't mean it was balanced originally. it got hp nerf, armor nerf, regen nerf, burrowed speed nerf, and then after all that it got its supply doubled without getting any of that other shit back. And it was never better than the marauder to begin with

Ha! At the start of the beta, roaches practically regenerated as much health as any unit dealt to them. But that's neither here nor there. I think giving them more HP (God knows they have too much armor) wouldn't be amiss.
EDIT: They only have 1 armor; I thought they still had two. My mistake. One seems reasonable.
MythicalMage
Profile Joined May 2010
1360 Posts
August 03 2010 14:49 GMT
#460
On August 03 2010 23:48 Velr wrote:
Show nested quote +
On August 03 2010 23:44 MythicalMage wrote:
On August 03 2010 23:42 Velr wrote:
No one is saying the 0.1 Roach should come back, but the Roach now is just *nothing*.

It's the tank of the army. It plays much the same way as the marauder now, only without adding bonuses to armored.


And not slowing your enemies, and not being stimmed, and not being Healed by Medivacs while fighting and doing way less damage and not being bonused against anything.

Yes, they clearly do exactly the smae things...

It's the tank. Marines are the damage dealers, marauders the tanks. The rest of the stuff is irrelevant to the discussion.
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