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Patch 1.2.0 on PTR - Page 153

Forum Index > SC2 General
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Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
December 12 2010 12:06 GMT
#3041
On December 12 2010 05:59 Lipski wrote:
Show nested quote +
On December 10 2010 23:30 Jermstuddog wrote:
Zerg may be able to spend all their money on drones, but MULEs are free. Both in cost AND supply as well as them being able to oversaturate mineral fields.



this is not true. this is like saying inject larvae is free.
saying that forgetting to drop a mule is no-big-deal is not true either.


larvae inject is free...
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
December 12 2010 12:08 GMT
#3042
On December 11 2010 09:24 JBrown08 wrote:
Show nested quote +
On December 11 2010 04:20 MadNote wrote:
On December 11 2010 04:11 JBrown08 wrote:
On December 10 2010 06:22 Malpractice.248 wrote:

1) Hellions NEED to be like roaches in cost. 75 mins, 25 gas. At least. They are fast, they are CARS and they SHOOT FLAMES.


I always found it hilarious that the one unit that quite obviously requires GAS for everything it does, only costs minerals.


I don't quite agree with that. Hellions are essentially the SC2 equivalent of Vultures, except without spider mines. Which as a protoss I am very happy about, but I still liked what spider mines did for the game. Vultures only costed 75 mins in BW, and they were fine. I think giving Terran the versatility of going Mech is dependent on Hellions not costing gas.


I wasn't talking about balance or even arguing that hellions *should* cost gas. I just found it funny that a flame throwing car doesn't require gas to be usable in a logical sense. (If you had no gas on a alien planet, how the hell are you going to build and operate such a vehicle)


It's because it's an electric car and they found a way to extract CO2 by burning some of the minerals and then extracting the O2 molecules only.



Developer for http://mtgfiddle.com
Devildeer
Profile Joined December 2010
Mexico68 Posts
December 12 2010 12:19 GMT
#3043
On December 12 2010 21:06 Cyber_Cheese wrote:
Show nested quote +
On December 12 2010 05:59 Lipski wrote:
On December 10 2010 23:30 Jermstuddog wrote:
Zerg may be able to spend all their money on drones, but MULEs are free. Both in cost AND supply as well as them being able to oversaturate mineral fields.



this is not true. this is like saying inject larvae is free.
saying that forgetting to drop a mule is no-big-deal is not true either.


larvae inject is free...


Energy cost
Zerg Medic!
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-12-12 12:28:54
December 12 2010 12:25 GMT
#3044
On December 12 2010 21:06 kmkg wrote:
Show nested quote +
On December 12 2010 20:57 Tump wrote:
On December 12 2010 04:08 decaf wrote:
Upgraded marines are vastly overpowered. They gain way too much from all the upgrades, it's insane. 3-3 marines with stim, health upgrade and medivacs to heal em are the best unit in the game and counter everything cost effectively.
I think something needs to be fixed with them, let it be a mule, marine or medivac-heal nerf, but all-ins are way too good and require no skill to pull off.

3-3 marine all in huh?

sounds pretty strong.


You know how long it takes to get 3-3 stim marines w medivacs? Might be able to get them just before late game off two bases but by then the hard counters are out and about on the field: hts/infestors/mass tanks.

Please read my post and the implied sarcasm before making yourself look dumb.

I was agreeing with your point.

3-3 marine all in...really?
BetterFasterStronger
Profile Blog Joined August 2010
United States604 Posts
December 12 2010 12:35 GMT
#3045
god this thread is full of fail... i wish people would get good before calling stuff OP/UP and doing a bunch of theory crafting.
Top 200 as Protoss - Switched to Terran. 0-30 against EGiNcontroL... God damnet
MrCon
Profile Blog Joined August 2010
France29748 Posts
December 12 2010 14:05 GMT
#3046
3-3 marines are indeed powerful...as everything. Try 3-3 cracklings against 1-1 marines, try 3-3 chargelots...3-3 anything is very powerful when the opponent doesn't keep up with upgrades.
Having 3-3 marines against a zerg who forgot to upgrade anything is like the most fruitilicious feeling :D It's like attacking a butter monster with a hot knife.
badboymav
Profile Joined June 2010
Australia74 Posts
December 12 2010 15:04 GMT
#3047
ptr = public tear realm ?

how about ppl stop crying and actually post useful ideas or suggestions instead of crying op/up ?

I can't see any probs with the current state of the ptr, can't wait for it to go live :D
Too many idiots, not enough bullets
Rkie
Profile Blog Joined October 2009
United States1278 Posts
December 12 2010 15:17 GMT
#3048
The game will now properly find custom imported files within mods.


So, this means i can't have my korean sounds anymore?
TOMNGAI
Profile Joined September 2010
United States16 Posts
December 14 2010 00:18 GMT
#3049
anyone think zerg should have an overlord rally for hatcheries?
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
December 14 2010 14:06 GMT
#3050
On December 14 2010 09:18 TOMNGAI wrote:
anyone think zerg should have an overlord rally for hatcheries?

This isn't actually an issue since you can rally them as you make them, but it's pretty annoying there's no queen rally, really makes mass queen strategies a lot harder to execute, at least they fixed the MBS for hatcheries a while back so you can have 5 hatches selected and type qqqqq and it won't queue them all up at one hatchery.
I always try to shield slam face, just to make sure it doesnt work
weiliem
Profile Joined January 2008
2073 Posts
December 14 2010 14:12 GMT
#3051
On December 14 2010 09:18 TOMNGAI wrote:
anyone think zerg should have an overlord rally for hatcheries?

That would be completely great!!
I always have suicidal overlords because i forgot to redirect my overlords after rally point my hatch to opponent's base...
Oppa feeding style
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
December 14 2010 15:26 GMT
#3052
On December 14 2010 09:18 TOMNGAI wrote:
anyone think zerg should have an overlord rally for hatcheries?


Nooo. I'm the kind that wish a game without hotkeys was this popular. Or atleast Brood war.

Until then I'll settle for the fact that Zerg in sc2 requires a decent amount of baby sitting.
I
Old]Boy[
Profile Joined July 2010
Switzerland6 Posts
December 15 2010 15:42 GMT
#3053
chat channels yay!!
"Democracy is the worst form of government, except for all those other forms that have been tried from time to time."
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
December 15 2010 15:44 GMT
#3054
On December 15 2010 00:26 Gigaudas wrote:
Show nested quote +
On December 14 2010 09:18 TOMNGAI wrote:
anyone think zerg should have an overlord rally for hatcheries?


Nooo. I'm the kind that wish a game without hotkeys was this popular. Or atleast Brood war.

Until then I'll settle for the fact that Zerg in sc2 requires a decent amount of baby sitting.


mouse only is fun to play against your friends once in awhile, its hard as hell
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Requiem-00
Profile Joined May 2010
29 Posts
December 15 2010 15:52 GMT
#3055
If zerg will have rally for overlords, toss' gateways should automatically morph into warp gates upon construction.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 15 2010 15:57 GMT
#3056
On December 12 2010 06:16 donkkk wrote:
Show nested quote +
On December 12 2010 06:08 Piski wrote:
On December 12 2010 05:59 Lipski wrote:
On December 10 2010 23:30 Jermstuddog wrote:
Zerg may be able to spend all their money on drones, but MULEs are free. Both in cost AND supply as well as them being able to oversaturate mineral fields.



this is not true. this is like saying inject larvae is free.
saying that forgetting to drop a mule is no-big-deal is not true either.


I really don't want to get into the argument but larvae inject does not stack. Mules do. So that is a big difference.

when protoss or terran supply blocks/caps theres nothing they can do about it while zerg can just stack larvas, races are different u shouldnt compere larava to mule or chronoboost.

terran can have 40 more supply than everyone else by sacrificing scvs and relying on mules. and thats actually effective, while stockpiling larvae just gives you another couple rounds of shitty units to throw into collosus or tanks
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
December 15 2010 16:42 GMT
#3057
I'd only wish they would not only try to balance the game with the PTR but also bring back some more strategic diversity as well.

For example TvP is all MMM vs gateway units + colossi / ht.
Mech has been dead in this matchup since the tanks got nerfed and after the PTR the thor rush won't even be useful anymore. I would like to see battlecruisers be buffed again, so that T has a viable lategame tech switch. For example restore the BC from 8 vs ground to 10 vs ground, it would make them alot better and since the voidrays are getting a buff vs massive the BC rush will not be imbalanced anyways.
Other units that need slight buffs to see more play imo are the ultralisk (slight damage buff vs light), hellion (slightly better overall after upgrade), raven (seeker missile buff), infestor (i'd like to see this be a light unit but with -10 hp), hydra (grooved spines slighty buffed to give it range 7), immortal (slight build time decrease), warp prism (massive cost reduction) and carrier/mothership (fleet beacon cost decreased massively).
All of the above units are hardly ever used as the core unit of a strategy and only used in various early rush scenario's or rare late game scenario's. Ultralisk is just underpowered for how hard it is to get, hellions suck to base a strategy around because marines are much better, raven's are only good as a 1-of, hydra's are slightly too bad, immortals also suck a bit too much (stalkers do almost everything they do and much easier to get), warp prisms are never used as they are way too costly/slow without speed and to get speed you are getting colossi as well which in turn forces the opponent to make anti-air. Finally carriers and motherships are so easy to counter by vikings, corruptors and voids (after patch) that there is simply no use ever to risk getting the fleet beacon (without flux vanes the fleet beacon will be 100% useless).
Buffing all the above units will not have a huge impact on balance straight away as they are rarely used but will help to improve the strategic options a bit imo, at the same time scouting should be made slightly easier though imo which is already happening for toss but should also happen for Z imo (make the ovie upgrade 50/50 again).


Finally I'd like to see the map dependancy of this game be slightly adressed. T is crazy strong on small maps while being a bit underpowered on big maps imo because their push strats rely on the maps being small. Either the map pool needs a change (less difference in map sizes, ie. remove steppes, blistering sands and change LT/meta to not allow close spawn) OR change T so they are less strong close distance but have more options on big maps.
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
December 15 2010 17:40 GMT
#3058
On December 16 2010 01:42 Markwerf wrote:... words of wisdom...


I agree almost entirely with your post. Blizzard's emphasis on balancing cookie cutter vs cookie cutter is really starting to wear on my patience. This is most apparent in TvP in which we literally see only one of two scenarios unfold every game: terran wins early or terran dies late. Same unit compositions and build orders over and over again. It's a bore. Strategic diversity should be their #1 priority, and if certain units are overpowered then nerf them. The SCV repair nerf is clearly an attempt to fix the Thor/SCV rush against protoss, which admittedly was fucking stupid. However, it was not an issue with SCVs repairing banshees, tanks, hellions, vikings, ravens, etc, but that's being nerfed along with it. It's just such an overwhelmingly drastic measure that I seriously question the skill level of the people making these decisions.
You can figure out the other half.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
December 15 2010 18:04 GMT
#3059
+ Show Spoiler +
On December 16 2010 01:42 Markwerf wrote:
I'd only wish they would not only try to balance the game with the PTR but also bring back some more strategic diversity as well.

For example TvP is all MMM vs gateway units + colossi / ht.
Mech has been dead in this matchup since the tanks got nerfed and after the PTR the thor rush won't even be useful anymore. I would like to see battlecruisers be buffed again, so that T has a viable lategame tech switch. For example restore the BC from 8 vs ground to 10 vs ground, it would make them alot better and since the voidrays are getting a buff vs massive the BC rush will not be imbalanced anyways.
Other units that need slight buffs to see more play imo are the ultralisk (slight damage buff vs light), hellion (slightly better overall after upgrade), raven (seeker missile buff), infestor (i'd like to see this be a light unit but with -10 hp), hydra (grooved spines slighty buffed to give it range 7), immortal (slight build time decrease), warp prism (massive cost reduction) and carrier/mothership (fleet beacon cost decreased massively).
All of the above units are hardly ever used as the core unit of a strategy and only used in various early rush scenario's or rare late game scenario's. Ultralisk is just underpowered for how hard it is to get, hellions suck to base a strategy around because marines are much better, raven's are only good as a 1-of, hydra's are slightly too bad, immortals also suck a bit too much (stalkers do almost everything they do and much easier to get), warp prisms are never used as they are way too costly/slow without speed and to get speed you are getting colossi as well which in turn forces the opponent to make anti-air. Finally carriers and motherships are so easy to counter by vikings, corruptors and voids (after patch) that there is simply no use ever to risk getting the fleet beacon (without flux vanes the fleet beacon will be 100% useless).
Buffing all the above units will not have a huge impact on balance straight away as they are rarely used but will help to improve the strategic options a bit imo, at the same time scouting should be made slightly easier though imo which is already happening for toss but should also happen for Z imo (make the ovie upgrade 50/50 again).


Finally I'd like to see the map dependancy of this game be slightly adressed. T is crazy strong on small maps while being a bit underpowered on big maps imo because their push strats rely on the maps being small. Either the map pool needs a change (less difference in map sizes, ie. remove steppes, blistering sands and change LT/meta to not allow close spawn) OR change T so they are less strong close distance but have more options on big maps.





It sounds like you want them to balance based on the meta game which seems like it would be pretty bad. I mean just take this statement "For example TvP is all MMM vs gateway units + colossi / ht", you're saying this right after we saw large amount of stargate play in TvP GSL and it allowed protoss to make it to the finals. The biggest thing is players have been focusing on 1 or 2 base play with one tech path and this really doesn't point to a balance problem because it is the natural meta game evolution of any RTS. People will learn the simplest ways to win first and then it expands from there, I've already seen a huge increase in stargate play on the ladder, as well as protoss trying to outmacro zerg (and succeeding). Zerg players learned macro early because their early game was SO weak and now too many people think that terran and protoss can't macro against zerg which isn't true at all. There is too much focus on what you can do in the first 10 minutes, and yeah in that time a fleet beacon can be risky, how about when you are close to 200/200 and doing well in a macro war? Almost no risk at all. It's really sad to see so many players accepting that "X race can't tech switch", but it won't last.

We all want more of a brood war style meta game but the only way to get that is either to make the game *exactly* like brood war or just let the meta game evolve with small balance tweaks here and there, which Blizzard has been doing a good job of. All the changes you mentioned are just WAY too much, it would actually lead to people finding new ways to win in 10 minutes and push the meta game backwards rather than forwards.
http://shroomspiration.blogspot.com/
MysteryHours
Profile Joined September 2010
United States168 Posts
December 15 2010 19:33 GMT
#3060
On December 16 2010 02:40 HalfAmazing wrote:
Show nested quote +
On December 16 2010 01:42 Markwerf wrote:... words of wisdom...


I agree almost entirely with your post. Blizzard's emphasis on balancing cookie cutter vs cookie cutter is really starting to wear on my patience. This is most apparent in TvP in which we literally see only one of two scenarios unfold every game: terran wins early or terran dies late. Same unit compositions and build orders over and over again. It's a bore. Strategic diversity should be their #1 priority, and if certain units are overpowered then nerf them. The SCV repair nerf is clearly an attempt to fix the Thor/SCV rush against protoss, which admittedly was fucking stupid. However, it was not an issue with SCVs repairing banshees, tanks, hellions, vikings, ravens, etc, but that's being nerfed along with it. It's just such an overwhelmingly drastic measure that I seriously question the skill level of the people making these decisions.


SCV repair nerf isn't just for Thor rush against Protoss, it also addresses the SCV/PF combo which many consider broken.

If you want to bring your SCVs with your army for repair, then the SCVs should be vulnerable to attack. I don't see how that is an 'overwhelmingly drastic' change.
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