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On July 01 2014 18:17 FaultyReDD wrote: they just need to give us the old mine back I am fine with it but with strong reduced dmg vs lings and banelings. Hits are too random against very low hp and very fast units.
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How about replacing the bunker space upgrade (that no-one ever gets) with a 200/200 upgrade that turns bunkers into the equivalent of a protoss cannon? One of the big gripes with Protoss vs Terran late game is the fact that terran don't have any static defence that hit ground to deal with things like zealot runbys (apart from planetary fortresses that are really expensive). This shouldn't really affect the early game in terms of rushes (spending 200/200 in the early game on such an upgrade would be huge in delaying stim/upgrades etc) but in the late game where gas isn't so much of a problem and 3/3 is done, I don't really see the harm in it.
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I'm curious for the next balance statement by Blizzard's balance team.
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On July 01 2014 18:21 MrLightning wrote:Show nested quote +On July 01 2014 00:37 Sapphire.lux wrote:On July 01 2014 00:25 johnbongham wrote: Whining about balance whining has become this community's worst trait. Absolutely. No matter how much effort one puts in, or how many stats and examples, if you talk about balance and how it might not be totally fine, you are sure to get abuse from a number of posters. The irony of it is that the ones most likely to "whine" about "balance whining" are exactly the most biased and whine-prone posters. So its ok to balance whine when it suits your purpose? People who disagree with you become the scourge of humanity until your race is on top again then no one has the right to balance whine. See what I did there, according to your logic I am whining about your whining of people who whine on people who balance whine. That's a lot of wine. I see what you did there, it's nonsense. Why did you do it?
Complaining about balance is not a taboo subject provided you bring evidence and examples so a discussion can be had. Whining about such a thing is ridiculous and detrimental to good discussion. Bring counter arguments, stats and examples to the ones given.
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On July 01 2014 18:14 Hider wrote:Show nested quote +he 12-13min 4th isn't my idea, that's plainly what players like Innovation and Flash did back in 2013. I guess it is because ~15mins your main isn't fully mining anymore with several mineral patches being sacrificed to the Mule-Gods, hence, if you don't have the 4th, you are effectively 2basing.
The reason terran takes a later 4th is that the advantages of getting out a larger army outweights the disadvantas of a marginally better economy. That might not have been the case in earlier HOTS where a smaller terran army could deal better with a larger Zerg army.
I think the main reason is the diversity of roach attacks and faster mutalisks (even as fast as 10', compared to early HotS 13'-14') makes it kind of hard to play the vanillia Innovation build with the fast ebays, fast third and no extra defensive measures (no turrets until very late). I think that (lots of small factors, worth noting reaper expands instead of CC first to scout for the roach attacks) plainly takes away from the Terran money so that everything happens a little later. This is of course also a direct result of less pressure around from Terran at around 11mins, which used to keep early mutas on the other side of the map or even just plainly win against them. Though I wouldn't adress that on the mine nerf too much, given how those pushes were very light on the mines if not even without them (?). That one comes more into play for the later or follow up pushes imo, which are currently kind of weak on average unless you commit extra heavy to them --> downwards spiral if you don't do the damage.
Show nested quote + Imo what we see often is that the Terran is taking damage from the mutalisks + he invests into defense and then his supply starts to stagnate, while the Zerg supply is skyrocketing around the time the first push has been cleaned up or if it didn't come.
Note that zerg skyrockets due to how their production/economy works. For your theory to be correct, there would need to be a lot of games where Mutalisks does a lot of damage in the midgame. It's imo very rarely that Mutalisks kill more than a couple of workers/1-2 Turrets in this phase of the game (when it is harassing).
I don't think there needs to be a lot of damage done. You make earlier turrets, so you miss the money for the faster 4th, yet the current metagame still allows for the Zerg to do some damage to you (unlike back in 2013 where the Zerg wouldn't be doing any damage until defending 2 bio pushes and the Terran taking his 4th. The 3rd was more often than not bulletproof). All of that has inversed the situation from the Terran often having even a small supply lead in the midgame (due to zerg units like banelings/mutalisks being more expensive per supply) to the Zerg having a supply lead or being even, even when rushing out mutalisks. With the lead more increasing later on, due to income advantages for zerg with the smaller Terran eco. It's the combination of a little weaker pushes + Show Spoiler +WM nerf, better creep spread from zergs and general adaption + longer/more patient gameplans since Zergs started understanding how to win lategames more often than not , a little lower economy for Terran + Show Spoiler +note here how previously openings like hellion/banshee were said to be not economical enough - not quite true imo, but I get the tone: they need to do something which is not guaranteed - when the matchup started going zergs favor - surely also due to the WM nerf - these kinds of openings were suddenly becoming quite standard, with Terrans accepting that other builds couldn't be much more economical either and suddenly taking a little more damage that just gives Zergs advantages in army cost and production where there were none before.
Show nested quote +I mean, watch through Terran games and see how often they make the mistake to make turrets at 10mins, when the Zerg spire only finishes at 12mins. Sure it's a mistake to invest into a safety measure for something that isn't there. Question is what happens if it would come. You are restricted to build those turrets that early, when you would rather spend that money on anything else. Later on you are restricted to be capable of defending your main base against some 50-60 or more supply army appearing in a second and leaving anytime it gets too hot. Well that's how the game is balanced. The Mutalisk threat exists and forces the terran play in a certain way. Is that fun or not? That's really the main way I look at it in terms of assessing whether Mutalisk should be nerfed or Widow Mines buffed. I think the latter creates far more interesting gameplay.
That's noble, but apart from fun it has to be balanced. And I think it kills a lot of stuff that the Terran could do, if he is forced to go very, very heavy marine due to mutalisks. I guess in the case of the marine it's not like you would suddenly be wanting to go very heavy marauder against zergling/baneling ground play, yet, there are a bunch of units (like siege tanks and marauders and hellbats) that could inherently strengthen the Terran "bio+"-compositions, if it wasn't for mutalisks dominating how Terran has to play.
Note I'm not saying that buffing widow mines cannot/does not work. I think many things *could* work, the mutalisk and the WM are just the most straight forward targets for balance changes in that matchup. Things in favor of mutalisk nerfs are imo: - very strong in all matchups - if overnerfed for another matchup, it's very easy to adjust phoenixes and spore crawlers - they looked very strong (in late 2013) even when mines were strong - they perform way over average units and thus limit the usage of other, not as dominating units/strategies - buffs Mech and Bio, neither of which seems to be quite 50:50 vs Zerg - this approach doesn't rely on (WM-)timings which may get figured out and thus may be longer lasting
Things in favor of a WM buff are imo: - interesting unit interactions get enabled with more WMs in play - we already have experience how strong mines work in the matchup and those experiences are good - it also is a small buff vs Protoss, which is also kind of needed - could also help mech play - stable, reliable (for both sides) back and forth timing(non-allin/cheesy) based play is some of the more exciting things in this game
Show nested quote + You can get the AoE against them, Thors are one of the best counters to mutalisks in the game in combat. But they cannot defend all your bases, and even if they do there is a difference between defending mutalisks and something else: mutas heal up, so defending =/= gaining ground.
Well it allows terran to split up his bases a lot better. But doesn't you need to find more games where terran (once he goes on 4+bases) gets kinda torn apart by Mutalisk in the late game? I referred to the Snue vs Taeja series that you linked to as an example that Taeja "easily" could secure 4bases without dying to Mutalisk threat. I am sure I could find a lot more games where this is the case as well, but games where terrans gets shredded are IMO a lot less common. Well, as you said they are not that common. Maybe given how the Terran does not expand to a 4th early anymore and pushes more commitedly it's kind of clever to go more baneling heavy to stop the push, instead of going for the heavier mutalisk approach so early to deny a base that isn't there (yet) anyways.
That's not to say that there aren't games with high mutalisk numbers (theDwf's thread section "Starving the Beast" gives some examples - rather old I guess; in GSL and Proleague games that even see 4base bio Terrans - which is when the issue that mass mutas stretch you too thing occurs - seem to be rare if not nonexistend), but I think the reason is that a lot of Terrans have a similar approach to TvZ as with TvP, just that pulling the SCVs isn't worth it.
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WCS AM - Protoss. When will the nerf come that will balance out this game? That leaves protoss at 10 premiere tournament wins over 2 and 3 Terran/Zerg respectively for the past year.
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The most worrying thing is the number of DIFFERENT P players who won. It leaves no space for interpretation/defense unless someone wants to bring up very improbable explanations like all P players becoming very good at the same time and Z/T players being on a slump.
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Well we are at the point where nobody can reasonably pretend the game is balanced, all there is to discuss is how widespread the changes must be.
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Tweets starting to come out from the pro players...
Hyun: Are you kidding me? fucking protoss #WCS Taeja: lol http://i.imgur.com/BJnwMOj.gif
Its happening...
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Northern Ireland23783 Posts
Protoss just fuck up the game with their design issues that never got addressed. Photon overcharge to me was a bandaid solution that caused more and more problems.
I don't particularly care with a race dominating if their runs make for some exciting and back and forth games, which to be fair all matchups can be. Just need a break from watching suppose
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When every tournament becomes saturated with Protoss and the anti-hype is killing the viewership, Blizzard will have to do something.
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that qxc gif is something lmao.
when did he rage like that ??
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On July 08 2014 07:23 Kevin_Sorbo wrote: that qxc gif is something lmao.
when did he rage like that ??
That's what I was thinking. He always seems so calm xD
I guess balance frustration has an effect on even the most calm of souls.
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I feel like one solution that might make finagling with late game units better is to increase the supply of them, like the capital ships.
One of the major problems with balancing capital ships is that the multiplicative factor of having more of them gets out of hand (i.e. critical mass occurs), to which the air mass becomes an unstoppable force. BC + ravens is a classic example of this, where a cloud becomes so strong both defensively and offensively that even void rays and vikings would have a tough time eating through them. Yet, at almost any point before this, it would be so easy to eat the Terran alive before the transition is complete.
The same applies to carriers. sOs showed that with proper leverage, carrier + colossi can be a threat; it's just that the means don't justify the ends, so few are insane enough to try it.
The Zerg fortunately don't have this issue, because their transition period is much quicker, from larvae to corrupters to brood lords. Their issue is lacking a proper AA air unit; the corrupter is too clunky and gets chewed up by the long-ranged vikings and the vaporizing void rays, while mutalisks are great in clouds, but don't stand up to a proper air army. But that's a different issue; I digress.
If capital ships like the BC and carrier have their supplies increased to, say, 8, or even 10 (however ludicrous it may seem), then we can justify a proper buff to strengthen them and justify the time required to produce them, even if they must be increased as well. They might scale better to the late game situation in which they appear, where a single capital ship would typically be swallowed by high-DPS units before it can many so much as a dent; a few of them would be legitimate threats on the battlefield, and one wouldn't be able to build an invincible cloud because the supply limits the ability to reach critical mass. At least in theory; that can be tweaked further down the road.
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On July 08 2014 08:11 Spect8rCraft wrote: I feel like one solution that might make finagling with late game units better is to increase the supply of them, like the capital ships.
One of the major problems with balancing capital ships is that the multiplicative factor of having more of them gets out of hand (i.e. critical mass occurs), to which the air mass becomes an unstoppable force. BC + ravens is a classic example of this, where a cloud becomes so strong both defensively and offensively that even void rays and vikings would have a tough time eating through them. Yet, at almost any point before this, it would be so easy to eat the Terran alive before the transition is complete.
The same applies to carriers. sOs showed that with proper leverage, carrier + colossi can be a threat; it's just that the means don't justify the ends, so few are insane enough to try it.
The Zerg fortunately don't have this issue, because their transition period is much quicker, from larvae to corrupters to brood lords. Their issue is lacking a proper AA air unit; the corrupter is too clunky and gets chewed up by the long-ranged vikings and the vaporizing void rays, while mutalisks are great in clouds, but don't stand up to a proper air army. But that's a different issue; I digress.
If capital ships like the BC and carrier have their supplies increased to, say, 8, or even 10 (however ludicrous it may seem), then we can justify a proper buff to strengthen them and justify the time required to produce them, even if they must be increased as well. They might scale better to the late game situation in which they appear, where a single capital ship would typically be swallowed by high-DPS units before it can many so much as a dent; a few of them would be legitimate threats on the battlefield, and one wouldn't be able to build an invincible cloud because the supply limits the ability to reach critical mass. At least in theory; that can be tweaked further down the road. I don't think this is a good idea. Mass BC + Raven is actually not a good composition, because the BC overall is too weak. Voidrays would deal pretty well with them (if they're not clumped so much that they're seekered to death, but that's a Mass Raven problem then, not mass BC). Usually mass Raven + mass Viking + a few BCs (maybe) deals a lot better with anything. I'm not too sure about the Carrier nowadays. In WoL massing them against Bio was suicide. I guess in HotS this hasn't changed really. Mass Vikings still can mess with mass Carriers.
Increasing the capital ships supply would make them go extinct again... well... BC is pretty much extinct already.
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The ultimate units in Starcraft 2 aren't that extreme compared to standard infantry, the game is scaled down to the point that a handful of marines can bring down massive space ships. To contrast, in Supreme Commander 2 the higher tech units can be absurdly powerful.
+ Show Spoiler +
The mothership never worked out and Blizzard abandoned the Odin-esque thor. And Blizzard has essentially never bothered trying to make the carrier a useful unit, and I believe they also reverted some buffs for the battlecruiser in HotS beta under the pretext of it ruining other game modes(?). They've also reduced the mothership to irrelevancy and have publicly said that they're okay with capital ships making only rare appearances. (I think the tempest is different because it's a HotS unit and therefore has special protection.)
In my opinion, ultimate units slow the game down too much, feel too awkward to handle, and the infrastructure requirements are too high so that you're forced into passive play. I think better odds lie with redesigning the battlecruiser so that it has some useful ability that doesn't stack, so that you're immediately rewarded for having at least one of them. I don't think Blizzard will bother to make any of them viable in any upcoming patch though.
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On July 09 2014 00:42 Grumbels wrote:The ultimate units in Starcraft 2 aren't that extreme compared to standard infantry, the game is scaled down to the point that a handful of marines can bring down massive space ships. To contrast, in Supreme Commander 2 the higher tech units can be absurdly powerful. + Show Spoiler +https://www.youtube.com/watch?v=UOhW1h4cd-Q#t=6m18s The mothership never worked out and Blizzard abandoned the Odin-esque thor. And Blizzard has essentially never bothered trying to make the carrier a useful unit, and I believe they also reverted some buffs for the battlecruiser in HotS beta under the pretext of it ruining other game modes(?). They've also reduced the mothership to irrelevancy and have publicly said that they're okay with capital ships making only rare appearances. (I think the tempest is different because it's a HotS unit and therefore has special protection.) In my opinion, ultimate units slow the game down too much, feel too awkward to handle, and the infrastructure requirements are too high so that you're forced into passive play. I think better odds lie with redesigning the battlecruiser so that it has some useful ability that doesn't stack, so that you're immediately rewarded for having at least one of them. I don't think Blizzard will bother to make any of them viable in any upcoming patch though.
Although I can see the reason for a capital redesign, that would have to wait until LotV. I would rather not wait so long as to fix what might be amended now. D'you have any specifics on how to redesign the BC and/or carrier?
On July 08 2014 15:42 BurningRanger wrote: I don't think this is a good idea. Mass BC + Raven is actually not a good composition, because the BC overall is too weak. Voidrays would deal pretty well with them (if they're not clumped so much that they're seekered to death, but that's a Mass Raven problem then, not mass BC). Usually mass Raven + mass Viking + a few BCs (maybe) deals a lot better with anything. I'm not too sure about the Carrier nowadays. In WoL massing them against Bio was suicide. I guess in HotS this hasn't changed really. Mass Vikings still can mess with mass Carriers.
Increasing the capital ships supply would make them go extinct again... well... BC is pretty much extinct already.
That's why we should increase the supply of capital ships, so that they can be balanced yet not overpowered if massed. Don't forget that BCs can one-shot void rays and vikings with Yamato, so a properly equipped Terran air fleet of BC-raven can fight on fairly even footing with a void-ray based fleet (generally, of course, vikings are preferred because BCs are too weak individually and it takes far too long to field any good number of them). In TvT, BCs are mostly used as bullet sponges and PDD burners than actual fodder of any sort, occasionally also avoided altogether because of the time constraints.
The point of increasing supply is to decrease the variance and multiplicative effect between a single capital ship and a (more or less) maxed fleet of them. This means that each ship could be buffed to be more powerful, but one couldn't use a small fleet to spiral out into an unbeatable one; the supply limits the strength in numbers (among, y'know, enemy firepower).
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On July 08 2014 07:31 CakeSauc3 wrote:Show nested quote +On July 08 2014 07:23 Kevin_Sorbo wrote: that qxc gif is something lmao.
when did he rage like that ?? That's what I was thinking. He always seems so calm xD I guess balance frustration has an effect on even the most calm of souls.
I think I remember what game it was, I wanna say it was on Frost vs Protoss and he took it to really late game and he got wrecked by a Protoss deathball and that happened. Pretty sure that was it, was a few months ago though
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4713 Posts
On July 09 2014 01:01 Chaggi wrote:Show nested quote +On July 08 2014 07:31 CakeSauc3 wrote:On July 08 2014 07:23 Kevin_Sorbo wrote: that qxc gif is something lmao.
when did he rage like that ?? That's what I was thinking. He always seems so calm xD I guess balance frustration has an effect on even the most calm of souls. I think I remember what game it was, I wanna say it was on Frost vs Protoss and he took it to really late game and he got wrecked by a Protoss deathball and that happened. Pretty sure that was it, was a few months ago though
Actually that GIF was taken all the way back in HoTS beta, Qxc died to a void ray bust, that was his reaction. On topic, I think not only capital ships, but all air needs a great rework. First problem though that needs to be addressed are Colossus.
Because of how stupidly strong Colossus are they require a special kind of countering, by air, thus a lot of air units had to be balanced more around fighting colossus then fighting each other, which lead to the shitty stupid design we have to day. For Colossus either remove its unit and cliff walking or make its aoe do splash to its own units and make it a ground only unit again.
With Colossus out of the way you can take a good look at air, rework its AI so it works more closely to how it was in BW, as in the units are only effective in small groups, if, say you have more then 15 mutas in a clump they will start behaving really erratically, to the point that they become more and more inefficient the more you add into a clump. This would also fix the current mutalisk situation where they become so strong in critical masses that they just become stupid.
Now after that you can also rework vikings and phoenix slightly to be more dogfight units with unique harass flavor, just like the mutalisk. Say, vikings get much shorter air to air range, like 4-5 but they get speed and acceleration on par with mutas, also viking transformation time reduced to 1 second or 0.5. Now vikings can counter air as well as do some harass. Keep phoenix the same but remove range upgrade and remove the stupid autofiring while moving. With these changes done you can also look forward to some really exciting dogfights and it further opens the window to take a look at the other air units and overall unit interactions with capital ships.
As far as capital ships I'm not sure what to say. I think the best designed one was BW carrier, and that's because it was like SC2 marines, it scaled exponentially in strength with the level of your skill, it was beautiful to behold its micro and it could never get stupidly strong due to the 12 unit selection. I think that's one approach on how to design them, another would be to make them more like siege tanks, fantastic aoe, but immobile and vulnerable to fast units. Say BC's had 2 modes, the standard mode it has now, maybe buffed slightly, and a siege mode, where it switches to ground only attacks, fires yamato shots that have a very big aoe area, but in this mode they lose 5 of their armor, can no longer move and have a dead zone similar to tanks.
This would also create some interesting unit interactions between BCs and air units. Normally air units might want to avoid them, but if your BCs get caught out unprotected in siege mode they could be swarmed and easily picked apart by the fast interceptor units.
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Carrier was fun in broodwar because it had a good relationship with the goliath
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