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Designated Balance Discussion Thread - Page 1255

Forum Index > SC2 General
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Big J
Profile Joined March 2011
Austria16289 Posts
January 13 2016 11:09 GMT
#25081
I feel bad for Terrans. Someone should have told them in 2010 that their whole gameplay experience would slowly be turned into moving units around in medivacs. Watching highlevel TvT in LotV is disheartening.
MLuneth
Profile Joined January 2012
Australia557 Posts
January 13 2016 14:00 GMT
#25082
On January 13 2016 20:09 Big J wrote:
I feel bad for Terrans. Someone should have told them in 2010 that their whole gameplay experience would slowly be turned into moving units around in medivacs. Watching highlevel TvT in LotV is disheartening.

I'm a protoss player so i can't comment on playing the matchup but the meditank meta is by far the most interesting thing to spectate coming out of TvT in a long time
Innovation is a PatchTerran
Laurens
Profile Joined September 2010
Belgium4553 Posts
January 13 2016 14:06 GMT
#25083
I'm a terran player and I can't comment either, because I 3rax reaper rush all of my T opponents. Fuck meditank meta.
Laserist
Profile Joined September 2011
Turkey4269 Posts
January 13 2016 14:06 GMT
#25084
On January 13 2016 23:00 MLuneth wrote:
Show nested quote +
On January 13 2016 20:09 Big J wrote:
I feel bad for Terrans. Someone should have told them in 2010 that their whole gameplay experience would slowly be turned into moving units around in medivacs. Watching highlevel TvT in LotV is disheartening.

I'm a protoss player so i can't comment on playing the matchup but the meditank meta is by far the most interesting thing to spectate coming out of TvT in a long time


I'd prefer Mvp-MMA -> Bio vs Mech, maybe I am old.
“Are you with the Cartel? Because you’re definitely an Angel.”
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
January 13 2016 14:49 GMT
#25085
I hate flying tanks so much.

Ruins TvT imo.

The game basically becomes "who has more Vikings." Once you have the Viking advantage tank positioning stops mattering altogether because you can just lift them and put them anywhere you want.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ejozl
Profile Joined October 2010
Denmark3468 Posts
January 13 2016 14:51 GMT
#25086
I'm curious, in TvT if they made the change where Siege Tank become unsieged inside Medivacs, would that make doom drops worse?

SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Elentos
Profile Blog Joined February 2015
55566 Posts
Last Edited: 2016-01-13 14:54:38
January 13 2016 14:53 GMT
#25087
On January 13 2016 23:51 ejozl wrote:
I'm curious, in TvT if they made the change where Siege Tank become unsieged inside Medivacs, would that make doom drops worse?


Nah. You can bring more unsieged tanks than sieged ones for doom drops anyway. If anything it makes defending them slightly harder because you have to slowly creep forward defensive tanks in your own base. Basically it's gonna look like any marine/tank for most of HotS again, and that wasn't any good either.
Every 60 seconds in Africa, a minute passes.
EatingBomber
Profile Joined August 2015
1017 Posts
January 13 2016 15:26 GMT
#25088
On January 13 2016 23:51 ejozl wrote:
I'm curious, in TvT if they made the change where Siege Tank become unsieged inside Medivacs, would that make doom drops worse?



It is Ignite Afterburners which creates the phenomenon of doom drops. The units inside the Medivac do not matter so long as a Terran player can easily fly over static defense without losing the Medivac.
royalroadweed
Profile Joined April 2013
United States8301 Posts
January 13 2016 15:30 GMT
#25089
Make sensor towers cheaper. That might solve the doom drop meta in TvT.
"Nerfing Toss can just make them stronger"
EatingBomber
Profile Joined August 2015
1017 Posts
Last Edited: 2016-01-13 15:38:40
January 13 2016 15:35 GMT
#25090
On January 14 2016 00:30 royalroadweed wrote:
Make sensor towers cheaper. That might solve the doom drop meta in TvT.


It won't. Ignite Afterburners is the heart of the problem, and anything that doesn't challenge this will not succeed in removing doom drops.Furthermore, buffing the Sensor Tower suggests that you want to make it easier for Terrans to be in position to stop doom drops. That's not the problem there. The problem lies with the fact that any Terran player can instantly win the game the moment they capitalise on a won engagement, which is fundamentally simplistic and involves little strategy. Or they don't even need to win any engagement at all; just be the first to execute the doom drop and get an easy lead in a base race.
EatingBomber
Profile Joined August 2015
1017 Posts
Last Edited: 2016-01-13 15:38:55
January 13 2016 15:38 GMT
#25091
On January 14 2016 00:35 EatingBomber wrote:
Show nested quote +
On January 14 2016 00:30 royalroadweed wrote:
Make sensor towers cheaper. That might solve the doom drop meta in TvT.


It won't. Ignite Afterburners is the heart of the problem, and anything that doesn't challenge this will not succeed in removing doom drops. Furthermore, buffing the Sensor Tower suggests that you want to make it easier for Terrans to be in position to stop doom drops. That's not the problem there. The problem lies with the fact that any Terran player can instantly win the game the moment they capitalise on a won engagement, which is fundamentally simplistic and involves little strategy. Or they don't even need to win any engagement at all; just be the first to execute the doom drop and get an easy lead in a base race.


Mods, this is a repeat post. sorry.
Naracs_Duc
Profile Joined August 2015
746 Posts
January 13 2016 17:27 GMT
#25092
On January 13 2016 18:20 Salteador Neo wrote:
Lib never seemed fair to me in TvP. In the other matchups it might be fine indeed tho.

A random idea of mine would be to make the anti ground attack not trigger on workers, just like how BW vulture mines worked, to keep them balanced.


I've played enough BW to know that there are many ways to get mines to hit workers
Naracs_Duc
Profile Joined August 2015
746 Posts
January 13 2016 17:28 GMT
#25093
On January 14 2016 00:30 royalroadweed wrote:
Make sensor towers cheaper. That might solve the doom drop meta in TvT.


It won't fix the immediate problem--but Sensor Towers *do* need to be cheaper.
Nebuchad
Profile Blog Joined December 2012
Switzerland12383 Posts
January 13 2016 17:36 GMT
#25094
On January 13 2016 20:09 Big J wrote:
I feel bad for Terrans. Someone should have told them in 2010 that their whole gameplay experience would slowly be turned into moving units around in medivacs. Watching highlevel TvT in LotV is disheartening.


I would feel bad, but I've been explained several times that they are the greatest design in the game, so... Enjoy?
No will to live, no wish to die
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-01-13 17:57:32
January 13 2016 17:56 GMT
#25095
Sensor towers are just fine. The amount of information they provide is really worth the cost...

For the cost of like one tank you have a radar that covers a quarter of the map!

In a game with fog of war that's really useful info.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
EatingBomber
Profile Joined August 2015
1017 Posts
January 13 2016 18:10 GMT
#25096
On January 14 2016 02:56 DinoMight wrote:
Sensor towers are just fine. The amount of information they provide is really worth the cost...

For the cost of like one tank you have a radar that covers a quarter of the map!

In a game with fog of war that's really useful info.


Less than 1 Siege Tank; it costs 125:100.

It only works though if you consistently look at the mini map
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-01-13 18:16:06
January 13 2016 18:15 GMT
#25097
On January 14 2016 03:10 EatingBomber wrote:
Show nested quote +
On January 14 2016 02:56 DinoMight wrote:
Sensor towers are just fine. The amount of information they provide is really worth the cost...

For the cost of like one tank you have a radar that covers a quarter of the map!

In a game with fog of war that's really useful info.


Less than 1 Siege Tank; it costs 125:100.

It only works though if you consistently look at the mini map


Well, then it's totally not worth it.

You have to look? At the minimap?


Lol I don't know about you guys, but I probably look at the minimap every couple of seconds at least. That might just be a Protoss thing though. Getting dropped by Terrans for 5 years is a scarring experience.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
January 13 2016 18:16 GMT
#25098
On January 13 2016 23:49 DinoMight wrote:
I hate flying tanks so much.

Ruins TvT imo.

The game basically becomes "who has more Vikings." Once you have the Viking advantage tank positioning stops mattering altogether because you can just lift them and put them anywhere you want.


Except that's not what the meta is at all.
Naracs_Duc
Profile Joined August 2015
746 Posts
January 13 2016 18:22 GMT
#25099
On January 14 2016 03:16 Hider wrote:
Show nested quote +
On January 13 2016 23:49 DinoMight wrote:
I hate flying tanks so much.

Ruins TvT imo.

The game basically becomes "who has more Vikings." Once you have the Viking advantage tank positioning stops mattering altogether because you can just lift them and put them anywhere you want.


Except that's not what the meta is at all.


It totally is the meta!

Of Wings of Liberty....
Naracs_Duc
Profile Joined August 2015
746 Posts
January 13 2016 18:30 GMT
#25100
On January 14 2016 02:56 DinoMight wrote:
Sensor towers are just fine. The amount of information they provide is really worth the cost...

For the cost of like one tank you have a radar that covers a quarter of the map!

In a game with fog of war that's really useful info.


The issue is not their cost in the abstract (really, all units are pretty cheap in the abstract) but its about their cost vs their actual use.

Spending gas for what is essentially a base defense that doesn't shoot either up nor down during the mid/late game is not exactly the best, esspecially when you could just as easily use 100-200 minerals to lay down forward turrets in primary flight paths instead.

The issue is that time when you need it most is the time when you are most gas starved. You're still spending on upgrades, tanks, building up medivacs, etc... and instead of having a mineral based structure you have a gas one. Not only that--its only a structure useful when you have the tempo disadvantage (mech for example) so the mineral starved comp (bio) doesn't even need it at all.

I would much rather we gave sensor towers to Protoss and gave Terrans 75 mineral Turrets instead.
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