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Patch 1.3 on PTR - Page 185

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weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2011-03-13 16:13:29
March 13 2011 16:13 GMT
#3681
I think that game is proof that Warp-in Storms SHOULD stay


Stop acting like one series is any proof of the balance or imbalance of instant storm.
Most of us know amulet is too strong, and im sure most of us feel the removal is a too big nerf.
Nashun
Profile Joined April 2010
United States56 Posts
March 14 2011 01:37 GMT
#3682
On March 14 2011 01:13 weikor wrote:
Show nested quote +
I think that game is proof that Warp-in Storms SHOULD stay


Stop acting like one series is any proof of the balance or imbalance of instant storm.
Most of us know amulet is too strong, and im sure most of us feel the removal is a too big nerf.


Then provide a counter-example.

Most of us know marines are too strong, and I'm sure most of us would feel that delaying stim for 30 seconds does absolutely nothing.
Phoobie
Profile Joined December 2010
Canada120 Posts
Last Edited: 2011-03-14 05:14:40
March 14 2011 05:10 GMT
#3683
Agreed, I don't think adding 30 seconds to the build time of stim will change much, if anything.

What makes Marines so strong is that with stim this 50 mineral all purpose bread and butter unit becomes the most cost efficient unit in the game against just about everything. If i had to nerf Stimpacks, rather then increasing build time by 30 seconds I would reduces the attack speed bonus from 50% to 45%, resulting in a ~1.33 DPS reduction while stimmed for the Marine.

No Stim:
6 damage at .82 speed = 7.317 DPS

50% Stim:
6 damage at .41 speed = 14.634 DPS

45% Stim:
6 damage at .451 Speed = 13.303 DPS

"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
link0
Profile Joined March 2010
United States1071 Posts
March 14 2011 05:45 GMT
#3684
On March 14 2011 14:10 Phoobie wrote:
Agreed, I don't think adding 30 seconds to the build time of stim will change much, if anything.

What makes Marines so strong is that with stim this 50 mineral all purpose bread and butter unit becomes the most cost efficient unit in the game against just about everything. If i had to nerf Stimpacks, rather then increasing build time by 30 seconds I would reduces the attack speed bonus from 50% to 45%, resulting in a ~1.33 DPS reduction while stimmed for the Marine.

No Stim:
6 damage at .82 speed = 7.317 DPS

50% Stim:
6 damage at .41 speed = 14.634 DPS

45% Stim:
6 damage at .451 Speed = 13.303 DPS



Stim is +50% attack speed which means -33% cooldown. It's not +100% attackspeed or -50% cooldown.

Using bad stats just looks bad.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-03-14 07:09:27
March 14 2011 07:04 GMT
#3685
On March 14 2011 14:10 Phoobie wrote:
Agreed, I don't think adding 30 seconds to the build time of stim will change much, if anything.

What makes Marines so strong is that with stim this 50 mineral all purpose bread and butter unit becomes the most cost efficient unit in the game against just about everything. If i had to nerf Stimpacks, rather then increasing build time by 30 seconds I would reduces the attack speed bonus from 50% to 45%, resulting in a ~1.33 DPS reduction while stimmed for the Marine.

No Stim:
6 damage at .82 speed = 7.317 DPS

50% Stim:
6 damage at .41 speed = 14.634 DPS

45% Stim:
6 damage at .451 Speed = 13.303 DPS


http://wiki.teamliquid.net/starcraft2/Marine

Marines to 10.5 DPS while stimmed

Their DPS is still pretty ridiculous though, 3 Stimmed marines do more DPS than a charged Voidray against a Massive target rofl (and 4dps more than a charged Voidray vs an armored Target)

*edit: Whops, they do 0.42 less DPS than a charge voidray against a massive/armored target
akaname
Profile Joined July 2010
United Kingdom599 Posts
Last Edited: 2011-03-14 08:08:21
March 14 2011 08:07 GMT
#3686
On March 12 2011 21:48 Zerothegreat wrote:
Show nested quote +
On March 12 2011 21:38 akaname wrote:
as a (terran-hating) protoss player, i guess my issue is this seems to mean that colossi become the only effective counter to MMM (especially with terrans, especially with ghosts). i don't want to compulsorily go colossi every game.

will have to see how it pans out...


If you don't want to counter something then don't lol. I mean that is the game we play.


haha well obviously I will go colossi every game!
but what i mean is, it's nice to have a couple of effective counters, especially to such a common (and tier 1) strategy. I think a lot of people are concerned that nerfing HTs will just lead to a more limited match-up.
Of course, the match-up could evolve further and we could be wrong!
There can be only none
Zerothegreat
Profile Joined September 2010
United States787 Posts
Last Edited: 2011-03-15 07:39:21
March 15 2011 07:38 GMT
#3687
It's hard to have an intellectual conversation about balance when people are counter posting with name-calling. It's posters like these that will ruin the TL site.

Anyways back to the topic. I see a lot of posts with people complaining about sanZenith's games being the example of him playing well and barely winning as some sort of proof of "amulet is not OP".

If you guys would take into account that sanzenith "refused" to even go collossi. I could see sanzenith absolutely crushing sC easy if he mixed those warp-in-storms with collosi. I think this is where the balance is really being looked at.
Wegandi
Profile Joined March 2011
United States2455 Posts
March 15 2011 07:43 GMT
#3688
On March 14 2011 10:37 Nashun wrote:
Show nested quote +
On March 14 2011 01:13 weikor wrote:
I think that game is proof that Warp-in Storms SHOULD stay


Stop acting like one series is any proof of the balance or imbalance of instant storm.
Most of us know amulet is too strong, and im sure most of us feel the removal is a too big nerf.


Then provide a counter-example.

Most of us know marines are too strong, and I'm sure most of us would feel that delaying stim for 30 seconds does absolutely nothing.



You should watch ppgBubbles vs PainUser. That game shows the true power of storm.
Thank you bureaucrats for all your hard work, your commitment to public service and public good is essential to the lives of so many. Also, for Pete's sake can we please get some gun control already, no need for hand guns and assault rifles for the public
Bommes
Profile Joined June 2010
Germany1226 Posts
March 15 2011 08:08 GMT
#3689
On March 14 2011 16:04 Dommk wrote:
Show nested quote +
On March 14 2011 14:10 Phoobie wrote:
Agreed, I don't think adding 30 seconds to the build time of stim will change much, if anything.

What makes Marines so strong is that with stim this 50 mineral all purpose bread and butter unit becomes the most cost efficient unit in the game against just about everything. If i had to nerf Stimpacks, rather then increasing build time by 30 seconds I would reduces the attack speed bonus from 50% to 45%, resulting in a ~1.33 DPS reduction while stimmed for the Marine.

No Stim:
6 damage at .82 speed = 7.317 DPS

50% Stim:
6 damage at .41 speed = 14.634 DPS

45% Stim:
6 damage at .451 Speed = 13.303 DPS


http://wiki.teamliquid.net/starcraft2/Marine

Marines to 10.5 DPS while stimmed

Their DPS is still pretty ridiculous though, 3 Stimmed marines do more DPS than a charged Voidray against a Massive target rofl (and 4dps more than a charged Voidray vs an armored Target)

*edit: Whops, they do 0.42 less DPS than a charge voidray against a massive/armored target


6 Zerglings cost as much as 3 Marines and their dps is OVER 40% HIGHER. EVEN WITHOUT STIM.

WTF NREF ZERGLINGS

Or just stop these retarded number comparisons. A Void Ray can fly, why do you want to compare it to a marine.
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-03-15 11:25:07
March 15 2011 11:24 GMT
#3690
So, now you have to build a credit crunch inducing building, research a "Great Depression" upgrade, wait like forever for energy just to get emp'd and lose instantly. If Blizz at least made Storm more viable vs Armored, with like +30%. just like Fungal...

I'm def not making HTs anymore.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 15 2011 11:36 GMT
#3691
I'm sorry but I can't take seriously any protoss who says marines are too strong, given that armour upgrades and guardian shields cut their damage so efficiently, and both ends of the tech trees that P goes for every game (colossus and HT) absolutely obliterate marines.

Zerg on the other hand is at least allowed to make the argument. But come on toss...let's be serious here.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 15 2011 11:38 GMT
#3692
On March 15 2011 20:24 IVN wrote:
So, now you have to build a credit crunch inducing building, research a "Great Depression" upgrade, wait like forever for energy just to get emp'd and lose instantly. If Blizz at least made Storm more viable vs Armored, with like +30%. just like Fungal...

I'm def not making HTs anymore.


If you spread your HT's then you will get off storms before T can EMP them all, don't try to pretend HT's vs bio with ghosts is insta lose. It's not.
ScythedBlade
Profile Joined May 2010
308 Posts
March 15 2011 11:43 GMT
#3693
On March 15 2011 17:08 Bommes wrote:
Show nested quote +
On March 14 2011 16:04 Dommk wrote:
On March 14 2011 14:10 Phoobie wrote:
Agreed, I don't think adding 30 seconds to the build time of stim will change much, if anything.

What makes Marines so strong is that with stim this 50 mineral all purpose bread and butter unit becomes the most cost efficient unit in the game against just about everything. If i had to nerf Stimpacks, rather then increasing build time by 30 seconds I would reduces the attack speed bonus from 50% to 45%, resulting in a ~1.33 DPS reduction while stimmed for the Marine.

No Stim:
6 damage at .82 speed = 7.317 DPS

50% Stim:
6 damage at .41 speed = 14.634 DPS

45% Stim:
6 damage at .451 Speed = 13.303 DPS


http://wiki.teamliquid.net/starcraft2/Marine

Marines to 10.5 DPS while stimmed

Their DPS is still pretty ridiculous though, 3 Stimmed marines do more DPS than a charged Voidray against a Massive target rofl (and 4dps more than a charged Voidray vs an armored Target)

*edit: Whops, they do 0.42 less DPS than a charge voidray against a massive/armored target


6 Zerglings cost as much as 3 Marines and their dps is OVER 40% HIGHER. EVEN WITHOUT STIM.

WTF NREF ZERGLINGS

Or just stop these retarded number comparisons. A Void Ray can fly, why do you want to compare it to a marine.


We *COULD* nerf zerglings. But zerglings have a disadvantage which is that their range is 0. That way, their dps on a unit is limited. But marines ... their range is 5, which means we can slap down a huge dps on just one units each time to wipe out incoming targets easily. Stop trying to counter argue because it's not working.

The reason we choose to compare voidrays is because their main power was their DPS against armored units.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 15 2011 11:48 GMT
#3694
On March 15 2011 20:43 ScythedBlade wrote:
Show nested quote +
On March 15 2011 17:08 Bommes wrote:
On March 14 2011 16:04 Dommk wrote:
On March 14 2011 14:10 Phoobie wrote:
Agreed, I don't think adding 30 seconds to the build time of stim will change much, if anything.

What makes Marines so strong is that with stim this 50 mineral all purpose bread and butter unit becomes the most cost efficient unit in the game against just about everything. If i had to nerf Stimpacks, rather then increasing build time by 30 seconds I would reduces the attack speed bonus from 50% to 45%, resulting in a ~1.33 DPS reduction while stimmed for the Marine.

No Stim:
6 damage at .82 speed = 7.317 DPS

50% Stim:
6 damage at .41 speed = 14.634 DPS

45% Stim:
6 damage at .451 Speed = 13.303 DPS


http://wiki.teamliquid.net/starcraft2/Marine

Marines to 10.5 DPS while stimmed

Their DPS is still pretty ridiculous though, 3 Stimmed marines do more DPS than a charged Voidray against a Massive target rofl (and 4dps more than a charged Voidray vs an armored Target)

*edit: Whops, they do 0.42 less DPS than a charge voidray against a massive/armored target


6 Zerglings cost as much as 3 Marines and their dps is OVER 40% HIGHER. EVEN WITHOUT STIM.

WTF NREF ZERGLINGS

Or just stop these retarded number comparisons. A Void Ray can fly, why do you want to compare it to a marine.


We *COULD* nerf zerglings. But zerglings have a disadvantage which is that their range is 0. That way, their dps on a unit is limited. But marines ... their range is 5, which means we can slap down a huge dps on just one units each time to wipe out incoming targets easily. Stop trying to counter argue because it's not working.

The reason we choose to compare voidrays is because their main power was their DPS against armored units.


His point was that there were other considerations to make other than just throwing out numbers. You have just backed up his point. If we're mentioning that zerglings are melee, how about that voids fly, are armoured, and have considerably more health than marines? How about that the marine has multiple AoE hard counters?

You can't just compare the DPS of two units to claim one is OP. Blizzard knows what the fucking DPS of each unit is, and funnily enough they don't balance around graphs and charts.
IVN
Profile Joined October 2010
534 Posts
March 15 2011 11:48 GMT
#3695
On March 15 2011 20:38 The KY wrote:

If you spread your HT's then you will get off storms before T can EMP them all, don't try to pretend HT's vs bio with ghosts is insta lose. It's not.

It's not efficient at all. It is OK for now, but with 1.3, HTs will be just like Carrier/MS, no one will use them. And rightly so. Why should a Protoss risk it, when HTs now have 0 advantage over Colossi? With KA they at least gave better mobility to the Protoss army, by making expo defending possible, they were/still are however much worse in Dmg/resource, especially vs armored units. W/o KA there is no mobility advantage for HTs, so the only aspects that remain is less Dmg/gas and more risk 'cause they are susceptible to emp and snipes (2, 3 stimed rauders an such). Ergo, no use making HTs after patch 1.3 goes live.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 15 2011 11:53 GMT
#3696
On March 15 2011 20:48 IVN wrote:
Show nested quote +
On March 15 2011 20:38 The KY wrote:

If you spread your HT's then you will get off storms before T can EMP them all, don't try to pretend HT's vs bio with ghosts is insta lose. It's not.

It's not efficient at all. It is OK for now, but with 1.3, HTs will be just like Carrier/MS, no one will use them. And rightly so. Why should a Protoss risk it, when HTs now have 0 advantage over Colossi? With KA they at least gave better mobility to the Protoss army, by making expo defending possible, they were/still are however much worse in Dmg/resource, especially vs armored units. W/o KA there is no mobility advantage for HTs, so the only aspects that remain is less Dmg/gas and more risk 'cause they are susceptible to emp and snipes (2, 3 stimed rauders an such). Ergo, no use making HTs after patch 1.3 goes live.


I don't understand how warp in storms contribute to base defence. If I drop 4 marauders into your expo, and you start warping in an HT, I am just going to kill it. Even if it does warp in and then storms, storm is fucking awful against small groups of marauders. I've had people try it, and it's definitely not 'efficient' to warp in HT's to try to kill marauder drops. All you have to do is stim out of the storm and presto, you have a free HT kill worth 150 gas or however much it is.
nam nam
Profile Joined June 2010
Sweden4672 Posts
March 15 2011 11:58 GMT
#3697
What if you remove the upgrade the upgrade for storm as well (giving them storm by default)?
Wegandi
Profile Joined March 2011
United States2455 Posts
March 15 2011 11:59 GMT
#3698
On March 15 2011 20:48 IVN wrote:
Show nested quote +
On March 15 2011 20:38 The KY wrote:

If you spread your HT's then you will get off storms before T can EMP them all, don't try to pretend HT's vs bio with ghosts is insta lose. It's not.

It's not efficient at all. It is OK for now, but with 1.3, HTs will be just like Carrier/MS, no one will use them. And rightly so. Why should a Protoss risk it, when HTs now have 0 advantage over Colossi? With KA they at least gave better mobility to the Protoss army, by making expo defending possible, they were/still are however much worse in Dmg/resource, especially vs armored units. W/o KA there is no mobility advantage for HTs, so the only aspects that remain is less Dmg/gas and more risk 'cause they are susceptible to emp and snipes (2, 3 stimed rauders an such). Ergo, no use making HTs after patch 1.3 goes live.


The game is way to early for such statements. There are a lot of unit combinations that people simply aren't using. If you do not want your HT getting emped, perhaps invest in a warp prism (it also solves the mobility issue). I mean seriously -- you didn't get instant storm with instant warp in anywhere in SC1 and HT were still used quite frequently (against bio and mech).
Thank you bureaucrats for all your hard work, your commitment to public service and public good is essential to the lives of so many. Also, for Pete's sake can we please get some gun control already, no need for hand guns and assault rifles for the public
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 15 2011 12:00 GMT
#3699
On March 15 2011 20:58 nam nam wrote:
What if you remove the upgrade the upgrade for storm as well (giving them storm by default)?


I agree.
IVN
Profile Joined October 2010
534 Posts
March 15 2011 12:00 GMT
#3700
On March 15 2011 20:53 The KY wrote:
Show nested quote +
On March 15 2011 20:48 IVN wrote:
On March 15 2011 20:38 The KY wrote:

If you spread your HT's then you will get off storms before T can EMP them all, don't try to pretend HT's vs bio with ghosts is insta lose. It's not.

It's not efficient at all. It is OK for now, but with 1.3, HTs will be just like Carrier/MS, no one will use them. And rightly so. Why should a Protoss risk it, when HTs now have 0 advantage over Colossi? With KA they at least gave better mobility to the Protoss army, by making expo defending possible, they were/still are however much worse in Dmg/resource, especially vs armored units. W/o KA there is no mobility advantage for HTs, so the only aspects that remain is less Dmg/gas and more risk 'cause they are susceptible to emp and snipes (2, 3 stimed rauders an such). Ergo, no use making HTs after patch 1.3 goes live.


I don't understand how warp in storms contribute to base defence. If I drop 4 marauders into your expo, and you start warping in an HT, I am just going to kill it. Even if it does warp in and then storms, storm is fucking awful against small groups of marauders. I've had people try it, and it's definitely not 'efficient' to warp in HT's to try to kill marauder drops. All you have to do is stim out of the storm and presto, you have a free HT kill worth 150 gas or however much it is.

4 rauders can be stopped conventionally, but if its 2 Medevacs, you want be able to warp in enough units with 1 cycle to stop it, if you dont have insta storm.
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