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TvZ Balance Suggestions - Page 4

Forum Index > SC2 General
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Kare
Profile Joined March 2009
Norway786 Posts
August 02 2010 19:48 GMT
#61
I would like to see the viking get less range, but faster speed and maybe shoot while moving like the phoenix, that would make it more micro then "a" move.
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
August 02 2010 19:48 GMT
#62
On August 03 2010 04:47 roliax wrote:
TBH I stopped reading because all I hear is "I KEEP LOSING TO TERRAN SO MAKE THEM EASIER TO BEAT"

sorry, no thanks.

i understand one, or maybe two things you might want to change. but redesigning the entire race? really?

play terran and see how painful it is to make supply depots. seriously, before you start writing a novel on it, PLAY IT. try to do it all these "overpowered" stuff and see how it feels. if you're winning games left and right then yes there's a problem. i guarantee you if you play terran, we're gonna see a new thread "nerf protoss"

Good,I have Overlords wasting my freaking larva,AH AND THEY'RE EASY TO SNIPE,MR.TERRAN.
I work alone. // Visit TL Mafia subforum!
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
August 02 2010 19:48 GMT
#63
On August 03 2010 04:24 LaLuSh wrote:
Show nested quote +
On August 03 2010 04:19 Takkara wrote:
Supply Depots:
I could not more vehemently disagree with this suggestion and I don't even main Terran. There might be a balance issue with Depot walls, but this is not the correct solution. At most, just give the conversion a delay like with Spine Crawlers and Spore Crawlers rooting. That way you can't just throw them down for your escaping units and up before the enemy follows you in. A 10 second channeled "switching spell" would be fine. Don't make it cost energy from an Orbital. That's not only a confusing mechanic but I'm almost sure the mechanic would feel awkward and obnoxious.


I like this suggestion. This might work.

Didn't really like the critique on the MULEs however. That'd just make gold expos ridiculously more powerful.

agree with this idea
a very simple and elegant solution that has a precedent
more weight
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
August 02 2010 19:50 GMT
#64
On August 03 2010 04:47 roliax wrote:
TBH I stopped reading because all I hear is "I KEEP LOSING TO TERRAN SO MAKE THEM EASIER TO BEAT"

sorry, no thanks.

i understand one, or maybe two things you might want to change. but redesigning the entire race? really?

play terran and see how painful it is to make supply depots. seriously, before you start writing a novel on it, PLAY IT. try to do it all these "overpowered" stuff and see how it feels. if you're winning games left and right then yes there's a problem. i guarantee you if you play terran, we're gonna see a new thread "nerf protoss"


maybe you should have continued reading and you migjht have gained this information:

Disclaimer: I do not expect or think it realistic for all these changes to be implemented. Especially not the last three. The first three ones are the ones I'd like considered the most. Amongst the last three, if I had to choose one, it'd be Viking/Thor range.


next time, read the thread before you comment on it.
"I like turtles"
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
August 02 2010 19:52 GMT
#65
Terran player here.

I completely agree with your point about scvs hiding while building bunkers, it's pointless and makes bunker rushes too luck based. As for salvage being OP, I don't agree at all. It's just a nifty thing that terran has. Post a replay where salvage wins the game (I guarantee you won't find one).

Decreasing thor range would be stupid. Thors are good against mutas but well spread mutas decimate thors on the battlefield (i.e., away from turrets) which most zergs refuse to understand (I lose to it all the time at high diamond level).

If you decrease viking range, make them move and transform faster. Right now it's impossible to harass protoss with vikings because by the time you've landed and taken 2 shots, stalkers are warped in right next to you and will kill you before you can lift and leave. The only thing vikings are good at in TvP is killing void rays, and if you significantly decrease their range they will be useless at that, but I'd be okay with it if it turned into a viable harass unit.

Complaining about medicavs healing too quickly when you have BANELINGS that decimate a bio ball instantly is ridiculous. There's a reason most terrans go mech nowadays: bioball doesn't work against zerg, so why are you complaining about medivacs healing too quickly?
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
August 02 2010 19:56 GMT
#66
good suggestions
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 02 2010 19:57 GMT
#67
On August 03 2010 04:52 AcrossFiveJulys wrote:
There's a reason most terrans go mech nowadays: bioball doesn't work against zerg, so why are you complaining about medivacs healing too quickly?


Exactly! Bioball is just so weak vs muta baneling speedling =(
Carthage
Profile Joined May 2010
105 Posts
August 02 2010 19:59 GMT
#68
On August 03 2010 04:43 hyouro wrote:
Show nested quote +
On August 03 2010 04:39 ghostnuke1234 wrote:
Shouldn't the mods lock this thread? Where is the data backup since the release to prove Terran vs Zerg is imbalanced?

The last significant proof we have of Terran vs Zerg matchup is the King of Beta tourney with Idra winning it all. Idra also ran over QXC 3-0 so perhaps Blizzard should look at nerfing Zerg as Idra was overpowered against QXC.

This thread is FAIL without the op collecting data from the release to determine if there is a TvsZ imbalance in the first place and I think the mods should lock this thread.



Yeah so because idra won ---> 1 <--- tourney just after the break between phase 1 and 2. We should all come to the conclusion nothing is wrong? Please... COUNTLESS of threads has been made.


Threads are meaningless compared to actual results.

All the theory crafting in the world won't matter if the stats show zerg being even with terran.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
August 02 2010 20:00 GMT
#69
On August 03 2010 04:57 Dente wrote:
Show nested quote +
On August 03 2010 04:52 AcrossFiveJulys wrote:
There's a reason most terrans go mech nowadays: bioball doesn't work against zerg, so why are you complaining about medivacs healing too quickly?


Exactly! Bioball is just so weak vs muta baneling speedling =(

Don't rely on pure bio,use damn hellions next time
I work alone. // Visit TL Mafia subforum!
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 02 2010 20:01 GMT
#70
On August 03 2010 05:00 Kurumi wrote:
Show nested quote +
On August 03 2010 04:57 Dente wrote:
On August 03 2010 04:52 AcrossFiveJulys wrote:
There's a reason most terrans go mech nowadays: bioball doesn't work against zerg, so why are you complaining about medivacs healing too quickly?


Exactly! Bioball is just so weak vs muta baneling speedling =(

Don't rely on pure bio,use damn hellions next time


Helions vs speedling muta baneling? I seriously hope you are kidding. These things do not work.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2010-08-02 20:03:31
August 02 2010 20:03 GMT
#71
On August 03 2010 05:01 Dente wrote:
Show nested quote +
On August 03 2010 05:00 Kurumi wrote:
On August 03 2010 04:57 Dente wrote:
On August 03 2010 04:52 AcrossFiveJulys wrote:
There's a reason most terrans go mech nowadays: bioball doesn't work against zerg, so why are you complaining about medivacs healing too quickly?


Exactly! Bioball is just so weak vs muta baneling speedling =(

Don't rely on pure bio,use damn hellions next time


Helions vs speedling muta baneling? I seriously hope you are kidding. These things do not work.

Then You're doing it wrong
Hint: You need to MICRO.
I work alone. // Visit TL Mafia subforum!
Zinbiel
Profile Joined October 2008
Sweden878 Posts
August 02 2010 20:03 GMT
#72
Good post. At last someone who agrees with me about the medivac. To every terran who tells me to abuse nydus/drop, I just want to scream, "SURE I WILL AS LONG AS YOU KEEP NOT ABUSING MEDIVAC OR I WILL STOP PLAYING THE GAME". The speed at which 4-8 stimmed marauders take out zerg tech buildings is fucking ridiculous. Couple that with a ridiculous flying medic dropship and a 400+ apm terran could basically bomb a zerg to oblivion.
Backho fan since 080416. Favourite terran: Mind. Favourite Zerg: Jaedong.
Zerker
Profile Joined May 2010
Canada201 Posts
August 02 2010 20:04 GMT
#73
I approve this post. Things i might add

Mules: cost 25 energy but only harvest half as much as they do now.
Mules: Can only be casted once every 40 seconds. So if you got extra energy, You can't spam Mules. This energy can be used for scans and extra supply drops.

RivalryRedux
Profile Joined July 2009
United States173 Posts
Last Edited: 2010-08-02 20:08:17
August 02 2010 20:04 GMT
#74
This isn't a TvZ thread, it's a bash Terran thread and your suggestions obviously go well beyond TvZ. You're not being objective and looking at all the races and trying to make them all harder or explaining why protoss/zerg are already mechanically hard enough, you're just jumping on the hate Terran bandwagon.

A statement like this
Might let other races counter early terran rushes better


Implies that BOTH protoss and zerg are unable to counter early terran rushes effectively enough which should be an entire discussion on its own and yet you just throw it in there like it's a forgone conclusion. I think you should have stuck to your original idea and made a macro mechanics topic.
teamsolid
Profile Joined October 2007
Canada3668 Posts
August 02 2010 20:05 GMT
#75
On August 03 2010 04:29 iEchoic wrote:
These balance changes really don't consider the entire spectrum of the game and the matchup. This is always the problem with user-created balance suggestions. This is why Blizzard balances the game and not the players.

Nerfing the thor's AA in any significant way will completely break the matchup. Vikings do not counter mutalisks. Terran only has two units that are "effective" against mutas - thors and marines. Thors are not as effective as people tend to believe (day[9] has been saying this for a while and he is very right), and marines are effective.

If the thor's AA ever reaches a point where it becomes less than a cost-effective counter against mutas, Terran will only be able to counter mutas with marines. As soon as that happens, muta/bling will be far, far too powerful. Terran needs to have a strong counter to mutas that is not a light unit so that Zerg players can't force marines with muta and then obliterate them with banelings or infestors. If the Thor range is reduced, covering units from mutas in large battles will be impossible. Mutas will force terran to make marines.

Zerg players need to stop trying to get the thor's AA nerfed and think about the bigger picture.

Why do you "need" a hard counter to mutalisks? You already have a hard counter to ground in the tank, a hard counter to heavy air with vikings, a hard counter to light units with blue flame hellion, etc etc. Give me a break, Terran doesn't NEED "hard counters" to every possible unit in the game. For mutas, you already have turrets and vikings vs muta in even numbers is about equal. Also, nerfing thor range by 1-2 doesn't make it any less of a hard counter AT ALL.
oxxo
Profile Joined February 2010
988 Posts
August 02 2010 20:06 GMT
#76
This thread is pathetic. Stop sitting on T1/2. No one's fault but your own if you can't be bothered to tech up while P and T have to and do to succeed.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
August 02 2010 20:06 GMT
#77
On August 03 2010 04:34 koppik wrote:
Show nested quote +
On August 03 2010 04:29 iEchoic wrote:Nerfing the thor's AA in any significant way will completely break the matchup. Vikings do not counter mutalisks. Terran only has two units that are "effective" against mutas - thors and marines. Thors are not as effective as people tend to believe (day[9] has been saying this for a while and he is very right), and marines are effective..
Yeah, mutalisks definitely trade poorly with thors, but the ratio isn't as bad as thought. From the investigation,

Show nested quote +
On July 25 2010 07:51 Piousflea wrote:
MYTH #8: "Mutas die horribly against Thors regardless of your micro": BUSTED
The below tests were done with unupgraded Thors. Obviously, upgraded thors will spank mutas much harder.

I was able to beat 1 Thor with 4 mutas, and this one was very close.
I was able to beat 2 Thors very easily with 7 Mutas.
My best against 3 Thors was 10 Mutas.
My best against 4 Thors was 13 Mutas.
My best against 5 Thors was 16 Mutas.
Note that with pure attack-move, 5 Thors will kill 25 Mutas with 4 thors left standing. With bad clumping, even 30 Mutas will die to 5 thors.

Against 3+ thors, micro will make your mutas nearly TWICE as effective. Better yet, microing against thors is super easy, you don't need to practice for hours like in Broodwar.
1) Order your mutas to Stop, wait for them to spread out naturally.
2) Order your mutas to Move past the thors. Notice how a Move order keeps them spread out, while an Attack Move order causes them to clump.
3) When the frontmost Muta is about to reach the Thors, hit Stop. With deceleration, this will cause your entire muta group to park directly on top of the Thor group, perfectly spread out to avoid splash.
4) Focus fire at will and watch thors explode.

Cost-for-cost, Thors are still a strong counter to Mutas. The best ratio (just over 3-to-1) still represents 300+ gas versus 200 gas. However, a Terran player rarely spends 100% of his gas on Thors. If he's spending gas on Tanks and Thors, and you are only spending gas on Mutas, it is very plausible that you could beat his thors head on.



So let's say op is microing perfectly and is able to fight 5 thors with 16 mutalisks. This is of course assuming no upgrades, no vikings, and mutalisks are in perfect health. Zerg is still losing about 600 gas in the battle and there is a possibility that you lose up to 30 mutalisks. This is kind of like saying marine medic can fight reaver in brood war with micro. You can but you really really do not want to. With the sick range of a reaver/thor if you accidentally click within vision range say bye to some units.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2010-08-02 20:07:38
August 02 2010 20:06 GMT
#78
On August 03 2010 05:06 oxxo wrote:
This thread is pathetic. Stop sitting on T1/2. No one's fault but your own if you can't be bothered to tech up while P and T have to and do to succeed.

T3 of Zerg is not viable midgame Mr.Terran
unless You have 4 bases and Your opponent is Casual AI
I work alone. // Visit TL Mafia subforum!
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 02 2010 20:07 GMT
#79
On August 03 2010 05:01 Dente wrote:
Show nested quote +
On August 03 2010 05:00 Kurumi wrote:
On August 03 2010 04:57 Dente wrote:
On August 03 2010 04:52 AcrossFiveJulys wrote:
There's a reason most terrans go mech nowadays: bioball doesn't work against zerg, so why are you complaining about medivacs healing too quickly?


Exactly! Bioball is just so weak vs muta baneling speedling =(

Don't rely on pure bio,use damn hellions next time


Helions vs speedling muta baneling? I seriously hope you are kidding. These things do not work.


Who said anything about pure hellion?

As a zerg player a bio ball with a couple of infernal preigniter hellions is very, very scary. 4 hellions with the upgrade decimate so many lings/banelings with proper micro its insane. The point in Muta/baneling is to kill the marines, because marines are actually really tough on muta's in big groups.
Medzo
Profile Blog Joined June 2009
United States627 Posts
August 02 2010 20:08 GMT
#80
My 2 cents are that MULE should have a cooldown so you're penalized for saving mana and salvage should take significantly longer so that you actually have to defend it to reap the benefits. Other than that I think its mostly that zerg is just too weak right now.

But lol at the terrans thinking there is nothing wrong with the MU. Idra wins because he plays all day and is an extremely good player, not because of the race he chose. And bio works extremely well you just have to have extremely good control for it to work. When you have that kind of control its ridiculously effective. Also how is terran macro the hardest? You just hit your building hotkey and make units at a constant rate. Transitioning is the only thing that I can really think would be "hard" but its no different than the other races having to transition. And to the people who think that zerg has an eaiser time transitioning, you should really try zerg at a diamond level before you say that. In my experience as zerg if you don't transition with near perfection you will get rolled by a hard counter harass and drop the game immediately pending some great mistake your opponent makes.
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