|
On June 20 2012 04:30 Jasiwel wrote: I have a good number of ideas about balance for SCII, but currently there's one I'm finding very difficult to find agreeable in terms of plausibility and diversity:
Stim
Stim is the reason why the M/M/M combo works and it's the reason why most all Terrans in nearly every league go Bio. Now what I'm saying isn't for the sake of helping Toss or Zerg necessarily win easier against Terran. I'm expressing my distaste for it because I feel it really makes the Terran race incredibly bland and linear, almost as much as most of the current Protoss builds out there. The real tragedy is that Terran is utterly dependent, or worse if it's acting like it's utterly dependent, on an almost gamebreaking strategy like the M/M/M or M/M/M/S.
I honestly think some point in a future expansion (maybe the Legacy of the Void) that Stim should be changed to promote Terran to find better, more innovative ways (like the race is supposed to) in defeating opponents. That's just two cents though. I simply find it to be bland and exploitable game design when units that are counted as Tier 1 and are also among the most cost effective units in the game are devastating every other Tier as a result of an ability that is easily compensated by other units.
You must be behind the times.. Every time Terran finds a strategy that is effective in some form, its gets nerfed, or the other races get buffed to reduced the effectiveness of said strategy. The fact that Terran goes Marine Maurader+stim every game is not because it is such a powerful strategy, it is because everything else that Terran can do has been nerfed. If you really want Terrans to stop using Marine Maurader+stim every game in every league, why dont you petition Blizzard to actually buff another unit(s)/strategy(s) for Terran, Instead of petitioning for Blizzard to completly remove Terran from the game.. The fact remains, you know there is a problem when one race uses nothing but Tier 1 units ((by and large)) through out the entire game, in all match-ups. It is not because it is god strong, but because said race might not have anything viable to transition into.. think about it.
|
On June 20 2012 12:59 ETisME wrote:Show nested quote +On June 20 2012 11:31 HeroMystic wrote:On June 20 2012 11:03 s3rp wrote:On June 20 2012 10:58 Sabu113 wrote:On June 20 2012 10:14 s3rp wrote: Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea. Lets keep it real. The core design of 40 mutas on one hot key has serious issues. But should one caster/spell shutdown just about every airplay so freaking hard ? I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team. I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing. HTs, infestors and Ghosts should not be considered together just because they are spell casters. They serve a very different role. EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing". Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc. HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm. Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style. I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check 'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs. I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech
And now its only effective against Caster Units wich the Ghost was already very good against making the Ghost a pure Anti-Caster which sucks because everything beyond midgame Terran has is pure counter or is bad as hell. If you have to rely on counter units to stand a chance they should be really hardcounter something else you're stuck in a wierd place after a battle . I mean like 1 hit Infestors with Snipe so even IF you lose the Ghost you trade 1 for 1. Right now you will lose your Ghosts and in most cases for nothing if you try to engage Inferstors.
|
On June 20 2012 13:09 s3rp wrote:Show nested quote +On June 20 2012 12:59 ETisME wrote:On June 20 2012 11:31 HeroMystic wrote:On June 20 2012 11:03 s3rp wrote:On June 20 2012 10:58 Sabu113 wrote:On June 20 2012 10:14 s3rp wrote: Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea. Lets keep it real. The core design of 40 mutas on one hot key has serious issues. But should one caster/spell shutdown just about every airplay so freaking hard ? I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team. I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing. HTs, infestors and Ghosts should not be considered together just because they are spell casters. They serve a very different role. EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing". Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc. HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm. Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style. I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check 'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs. I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech And now its only effective against Caster Units wich the Ghost was already very good against making the Ghost a pure Anti-Caster which sucks because everything but beyond midgame Terran has is pure counter or is bad as hell. If you have to rely on counter units to stand a chance they should be really hardcounter something . I mean like 1 hit Infestors with Snipe so even IF you lose the Ghost you trade 1 for 1. it is still an anti caster. It is even more of an anti caster than before purely because they don't go stock up energy for sniping everything and has a stronger presence against casters because snipe does more damage to them. Like you said, ghost is now only effective against casters, not a good units in other areas, which makes it perfectly OK to lose a ghost for an infestors when infestors are the crucial part of the zerg army. or HTs/sentries/archons of the Toss army
I mean did you really think it was balanced when : terran stock up 10 ghosts and turtle up in a split map situation with PFs all around and the ghosts can kill off every broodlords with no cost other than energy and broodlords were the only way to break that split map situation? Or when Terran could get 6 ghosts+ just to land one or two good emps and kill off everything that the toss has?
|
On June 20 2012 13:18 ETisME wrote:Show nested quote +On June 20 2012 13:09 s3rp wrote:On June 20 2012 12:59 ETisME wrote:On June 20 2012 11:31 HeroMystic wrote:On June 20 2012 11:03 s3rp wrote:On June 20 2012 10:58 Sabu113 wrote:On June 20 2012 10:14 s3rp wrote: Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea. Lets keep it real. The core design of 40 mutas on one hot key has serious issues. But should one caster/spell shutdown just about every airplay so freaking hard ? I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team. I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing. HTs, infestors and Ghosts should not be considered together just because they are spell casters. They serve a very different role. EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing". Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc. HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm. Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style. I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check 'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs. I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech And now its only effective against Caster Units wich the Ghost was already very good against making the Ghost a pure Anti-Caster which sucks because everything but beyond midgame Terran has is pure counter or is bad as hell. If you have to rely on counter units to stand a chance they should be really hardcounter something . I mean like 1 hit Infestors with Snipe so even IF you lose the Ghost you trade 1 for 1. it is still an anti caster. It is even more of an anti caster than before purely because they don't go stock up energy for sniping everything and has a stronger presence against casters because snipe does more damage to them. Like you said, ghost is now only effective against casters, not a good units in other areas, which makes it perfectly OK to lose a ghost for an infestors when infestors are the crucial part of the zerg army. or HTs/sentries/archons of the Toss army I mean did you really think it was balanced when : terran stock up 10 ghosts and turtle up in a split map situation with PFs all around and the ghosts can kill off every broodlords with no cost other than energy and broodlords were the only way to break that split map situation? Or when Terran could get 6 ghosts+ just to land one or two good emps and kill off everything that the toss has?
Infestors are very very hard to catch . They hide behind the army while Broodlords bait you out. If you move your Ghosts forward Broodlords will shoot them then your own tanks will finish them because unless you unsiege and basically tell the Zerg to run in and kill you tanks will allways shoot and kill your own stuff. If tanks had an option to tell them to completely stop shooting at anything ( like the Ghosts have ) this wouldn't be much of a problem.
Why exactly do split map situations have to be broken head-on ? Somebody fortifies a position don't fucking attack it. This is what should lose you games. In PvZ running in the Spine, BL, Infestor wall will also lose you the game . Or running into a siege line in TvT etc.
|
On June 20 2012 13:40 s3rp wrote:Show nested quote +On June 20 2012 13:18 ETisME wrote:On June 20 2012 13:09 s3rp wrote:On June 20 2012 12:59 ETisME wrote:On June 20 2012 11:31 HeroMystic wrote:On June 20 2012 11:03 s3rp wrote:On June 20 2012 10:58 Sabu113 wrote:On June 20 2012 10:14 s3rp wrote: Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea. Lets keep it real. The core design of 40 mutas on one hot key has serious issues. But should one caster/spell shutdown just about every airplay so freaking hard ? I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team. I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing. HTs, infestors and Ghosts should not be considered together just because they are spell casters. They serve a very different role. EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing". Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc. HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm. Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style. I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check 'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs. I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech And now its only effective against Caster Units wich the Ghost was already very good against making the Ghost a pure Anti-Caster which sucks because everything but beyond midgame Terran has is pure counter or is bad as hell. If you have to rely on counter units to stand a chance they should be really hardcounter something . I mean like 1 hit Infestors with Snipe so even IF you lose the Ghost you trade 1 for 1. it is still an anti caster. It is even more of an anti caster than before purely because they don't go stock up energy for sniping everything and has a stronger presence against casters because snipe does more damage to them. Like you said, ghost is now only effective against casters, not a good units in other areas, which makes it perfectly OK to lose a ghost for an infestors when infestors are the crucial part of the zerg army. or HTs/sentries/archons of the Toss army I mean did you really think it was balanced when : terran stock up 10 ghosts and turtle up in a split map situation with PFs all around and the ghosts can kill off every broodlords with no cost other than energy and broodlords were the only way to break that split map situation? Or when Terran could get 6 ghosts+ just to land one or two good emps and kill off everything that the toss has? Infestors are very very hard to catch . They hide behind the army while Broodlords bait you out. If you move your Ghosts forward Broodlords will shoot them then your own tanks will finish them because unless you unsiege and basically tell the Zerg to run in and kill you tanks will allways shoot and kill your own stuff. If tanks had an option to tell them to completely stop shooting at anything ( like the Ghosts have ) this wouldn't be much of a problem. Why exactly do split map situations have to be broken head-on ? Somebody fortifies a position don't fucking attack it. This is what should lose you games. In PvZ running in the Spine, BL, Infestor wall will also lose you the game . Or running into a siege line in TvT etc. don't attack into it? then lose to drops and nukes because how cost efficient those are? That was how terran played their late game TvZ and stopped after the ghost snipe nerf patch because they cannot just turtle anymore. You think zerg hasn't tried doom drops and nydus to bypass that forteired area?
Infestors needed to come out to fungal the vikings and marines, one EMP disable a group of infestors. Hell, I see infestors np-ing a mothership with every units even after the nerf. You think that is easy?
(oh and I could use that back to you. Don't fucking attack to the broodlord army and just doom drop like what polt does? And how MMA wins his ZvT without using ghosts?)
|
A couple points:
1. Blizzard designers alone are smart enough to develop strategy for their games 2. Blizzard hates it when someone plays their games in ways they did not slap their seal of approval on. 3. Blizzard's only officially approved way to play Terran is to drop and micro MMM, but.... 4. MMM actually worked against everything, it would be OverPowered, so other races must easily counter MMM 5. Blizzard's Revised Officially Approved Way to Play Terran is to drop and micro MMM... while your opponent sucks 6. If a Terran loses, it's not because he's been hard countered, it's because he didn't drop and micro well enough (or his opponent didn't suck, in which case too bad) 7. All other Terran units are purely for aesthetics and to fill out the fancy tech tree page on their site. 8. If a Terran wins without microing MMM and his opponent sucking, he is a Heretic and Blizzard will punish him and his unit/strat appropriately to put him back on the straight and narrow.
9. Also, a Protoss or Zerg who manages to not suck and die to MMM micro is playing brilliantly, but Blizzard must buff them to ensure you must REALLY SUCK to lose to Terran, which, after all, is a requirement for the Terran to win correctly.
|
On June 20 2012 13:40 s3rp wrote:Show nested quote +On June 20 2012 13:18 ETisME wrote:On June 20 2012 13:09 s3rp wrote:On June 20 2012 12:59 ETisME wrote:On June 20 2012 11:31 HeroMystic wrote:On June 20 2012 11:03 s3rp wrote:On June 20 2012 10:58 Sabu113 wrote:On June 20 2012 10:14 s3rp wrote: Without Fungal in ZvZ Mutas would probably have no counter unit anymore. It needs a nerf against air but not hitting air at all is probably too much. No root ( maybe slow though ) and reduced damage to air is my idea. Lets keep it real. The core design of 40 mutas on one hot key has serious issues. But should one caster/spell shutdown just about every airplay so freaking hard ? I also want to add on that even without Infestors, Zerg still has Mutas which outright destroys drop play, and Corruptors to get rid of any Sky Terran-esque builds. And if you really wanna go that far, Hydras are pretty damn good GtA units. If ZvZ is the -only- reason why Infestors are as good as they vs Air, then Blizzard needs to get a new balance team. I don't want to jump on the "Infestors are OP" bandwagon, but it's extremely true that Infestors are far too versatile. Outside of Mutaling, there is not one unit composition where Infestors aren't included, and Mutaling has been phased out of the metagame for the most part. Not even High Templars are as useful as Infestors, which actually irritates me because HT and Ghosts got nerfed and no matter how many times we tell Blizzard to revert it they don't, but the Infestor nerfs don't even last for 2 weeks in testing. HTs, infestors and Ghosts should not be considered together just because they are spell casters. They serve a very different role. EMP nerf was to deal with HTs in TvP mostly due to how easy it was for terran to EMP and single handed melt the toss army within seconds. This was also to help the toss to have a better time at the "dancing". Snipe nerf imo, was a better change than the EMP. The snipes were way too cost efficient against any units. The GSL match of MKP and symbol really shows how cost inefficient a zerg has to be at breaking a turtling terran, nydus, drop, broodlords, ultras etc. HTs nerf was extremely needed, I couldn't see any reason not to have that energy upgrade removed. Protoss remax already is proven to be troublesome, now imagine the HTs remaxed have enough energy for a storm. Infestors did get nerfed, fungal damage and np's range both got nerfed, its movement speed got nerfed. Is it too powerful imo? Yes, but even so, we don't have any lair tech unit available, muta is phased out almost completely in ZvT, and infestors nerf in ZvP killed the ling infestors and made it back to mass roach style. I normally would associate infestors to sentries, prevent micro: check. Serves multiple purposes (both offensive and defensive): check. can mix into any standard unit composition: check 'but forcefields don't do damage'- think about how much more damage toss army can deal in comparison to a zerg's, especially when zerg's army got forcefielded and cutting off reinforcement. Now add guardian shield and chokepoints and splash damage from colossus/HTs. I reckon infestors could use a nerf if only a new lair tech unit is available or a new lair tech upgrade that is not gimmicky like burrow roach movement. Then the zerg will have an option to prolong midgame and delay hive tech And now its only effective against Caster Units wich the Ghost was already very good against making the Ghost a pure Anti-Caster which sucks because everything but beyond midgame Terran has is pure counter or is bad as hell. If you have to rely on counter units to stand a chance they should be really hardcounter something . I mean like 1 hit Infestors with Snipe so even IF you lose the Ghost you trade 1 for 1. it is still an anti caster. It is even more of an anti caster than before purely because they don't go stock up energy for sniping everything and has a stronger presence against casters because snipe does more damage to them. Like you said, ghost is now only effective against casters, not a good units in other areas, which makes it perfectly OK to lose a ghost for an infestors when infestors are the crucial part of the zerg army. or HTs/sentries/archons of the Toss army I mean did you really think it was balanced when : terran stock up 10 ghosts and turtle up in a split map situation with PFs all around and the ghosts can kill off every broodlords with no cost other than energy and broodlords were the only way to break that split map situation? Or when Terran could get 6 ghosts+ just to land one or two good emps and kill off everything that the toss has? Infestors are very very hard to catch . They hide behind the army while Broodlords bait you out. If you move your Ghosts forward Broodlords will shoot them then your own tanks will finish them because unless you unsiege and basically tell the Zerg to run in and kill you tanks will allways shoot and kill your own stuff. If tanks had an option to tell them to completely stop shooting at anything ( like the Ghosts have ) this wouldn't be much of a problem. Why exactly do split map situations have to be broken head-on ? Somebody fortifies a position don't fucking attack it. This is what should lose you games. In PvZ running in the Spine, BL, Infestor wall will also lose you the game . Or running into a siege line in TvT etc.
Maps used to allow terran the ability to siege up a specific area with tonnes of defensive options without requiring them to move. Though maps have changed to allow for numerous areas of contestation now, a split map terran in super late game can still set up a near impenetrable defence. PFs, bunkers, tanks, turrets and, most importantly, sensor towers + scans basically mean a terran can still setup an according defence in time that is amazingly cost inefficient to break. MVP shows this off on some maps for amazing games ocassionally.
In my eyes, the super lategame is actually far better for terran, however the current metagame issue to me is the early-lategame. BL + Infestor attacks with transitions can hit so fast, and that's always been an issue. Terran used to have more success preparing in time by forcing the zerg to repair the damage of early timings. So I don't see the issue really being the earlygame as though people are whining about queen range, zerg lategame has always been super strong vs terran, especially post-ghost nerf.
I see the major issue with terran being transition, but it could also be an issue with the other races also. Terran is not able to transition between producing units it sets up the structures for in the early-mid game and it usually only gets successfully accomplished when the terran is ahead and can get some breathing room. Zerg can transition without extra cost into structures so long as they've kept up with their injects / have banked larva. Protoss can transition with minimal extra cost given the versatility of robo + gateway, with the only difficult Protoss transition being skyP. For terran a tonne of gas needs to go into structures alone to work into mech or sky units which is why bio-accompanying styles are the most viable.
I'd like to see a general reduction in costs of gas in some units of the terran army, or some sort more cohesion between upgrades. Basically: something to encourage better transitions. Blizzard encouraged the double-upgrade Protoss style by reducing the cost of upgrades, a change in costs for some of the mid-tier terran units and/or upgrades might encourage transitions that don't require a super economy.
Sort of looking for a universal improvement to the terran ability to transition. I think their units are plenty powerful enough, just that the opponents are very easily able to predict composition and thus counters. This isn't really the problem people are addressing, but it does feel like an underlying issue in my eyes.
I also like the fungal 'slow down' that people have offered over the last few pages. I think it would align better with the Viper's snag ability in HotS so they're not doing somewhat similar things.
|
I have a few solutions for balance in the game, which I think will do the trick.
Protoss Sentry Speed increase to same as zealot Force Field Spell reduced to 10 seconds in duration Kidarin amulet returns - only allows +50 energy to templar energy bank, no extra starting energy.
Zerg Broodlord speed increase by 5% or 10% Broodlings cost 10 minerals, or respawn cooldown is 50% slower Infestor - all spells are researchable OR infested terrans and fungal growth are 25 more energy requirement to cast Infestor energy has 50 energy increase to max limit with upgrade (+100 energy total) Unit does not spawn with extra energy similar to high templar. Fungal growth cannot trap massive units, but still does damage to effected units.
Terran Marauder decrease rate of fire 5%, increase range by 5% Viking ground mode damage increase by 10%
The reasoning for the changes is as follows In early game protoss has little chance of a successful early push without losing all sentries, which are critical in PvT. Speed increase allows retreat. Force Field nerf prevents chain ramp forcefields in PvZ, a game ending tactic. This should even out the early to mid game to a degree, where protoss is weakest in certain ways.
Zerg is rushing to get infestors, and is 3 base play rushing to get broodlords. Free units, free damage, outside of the cost of the casting unit. Broodlords are too slow (similar to problem with sentries) and are not able to retreat as easily. Cost to broodlings, and additional cost to infested terrans or funal growth balance late game ZvT and ZvP, which is one sided to favour zerg. Terran has little to no answer to never ended chain fungals, nor does protoss, and massive units are affected by fungal, and in turn can be chained. Protoss answer is either a late game switch to poor air units, but they would be massively imbalanced if buffed, and a broodlord infestor army is only soft countered by Mothership/archon/stalker composition - effectively using an exploit in the game to create balance (archon toilet, which has already been nerfed partially). I feel that zerg should be about mass units, but it should not be about mass free units. Those army units should cost something or be dodgeable. Terran uses mass marauder in late game TvP, and scoots and shoots to the end of time. For a larger infantry unit, but with its ability, I feel a buff/nerf will encourage larger epic fights, instead of endless micro one sided battles.
|
On June 20 2012 15:12 Grimmyman123 wrote: I have a few solutions for balance in the game, which I think will do the trick.
Protoss Sentry Speed increase to same as zealot Force Field Spell reduced to 10 seconds in duration Kidarin amulet returns - only allows +50 energy to templar energy bank, no extra starting energy.
Zerg Broodlord speed increase by 5% or 10% Broodlings cost 10 minerals, or respawn cooldown is 50% slower Infestor - all spells are researchable OR infested terrans and fungal growth are 25 more energy requirement to cast Infestor energy has 50 energy increase to max limit with upgrade (+100 energy total) Unit does not spawn with extra energy similar to high templar. Fungal growth cannot trap massive units, but still does damage to effected units.
Terran Marauder decrease rate of fire 5%, increase range by 5% Viking ground mode damage increase by 10%
The reasoning for the changes is as follows In early game protoss has little chance of a successful early push without losing all sentries, which are critical in PvT. Speed increase allows retreat. Force Field nerf prevents chain ramp forcefields in PvZ, a game ending tactic. This should even out the early to mid game to a degree, where protoss is weakest in certain ways.
Zerg is rushing to get infestors, and is 3 base play rushing to get broodlords. Free units, free damage, outside of the cost of the casting unit. Broodlords are too slow (similar to problem with sentries) and are not able to retreat as easily. Cost to broodlings, and additional cost to infested terrans or funal growth balance late game ZvT and ZvP, which is one sided to favour zerg. Terran has little to no answer to never ended chain fungals, nor does protoss, and massive units are affected by fungal, and in turn can be chained. Protoss answer is either a late game switch to poor air units, but they would be massively imbalanced if buffed, and a broodlord infestor army is only soft countered by Mothership/archon/stalker composition - effectively using an exploit in the game to create balance (archon toilet, which has already been nerfed partially). I feel that zerg should be about mass units, but it should not be about mass free units. Those army units should cost something or be dodgeable. Terran uses mass marauder in late game TvP, and scoots and shoots to the end of time. For a larger infantry unit, but with its ability, I feel a buff/nerf will encourage larger epic fights, instead of endless micro one sided battles.
Issues with your ideas:
- There is indeed an issue with sentries FF'ing zerg out of their main, however in reverse it's that same mechanic that allows sentries to FF everything out of their own main. In pro play you don't see it as much, but continued FF'ing on the ramp is still the common response to holding opposing 1 base plays. Maps may be bigger, but sentries still save Protoss early game more than they destroy zerg.
- BL speed means nothing imo. Slow moving death ships works nicely as a design mechanic. Can't just make every unit fast and hope that makes it alright (looks pointedly at hydra).
- Broodlings can't cost money. That won't work. It's a silly carrier mechanic imo anyway. And slower spawn? Ehh I have to say I have no issues with BLs. They can't shoot up (or...straight?) and they are the zerg capital ship after all. It's ok that they're strong.
- You can't have ALL infestor spells researchable. What does it do otherwise? Costing more energy is hard to fathom imo, because that has actually enormous implications for all MUs. - Not working on massive units though is nice for fungal. And as I've said, I like the ideas some people have mentioned that fungal simply slows movement speed.
- Marauder buff? Errrr, stimmed marauders are already powerful enough and then some. There's no issue whatsoever with their strength. 5% range also doesn't help, it needs to be a rounded number I believe.
- Viking already ok on the ground I think. It's not meant to be there normally, but can do some light harass or tank damage if required.
So in short: I don't like most of your suggestions, haha, sorry. You're mostly looking in to the right issues with your ideas, but a lot of the proposed options have adverse repercussions in a lot of instances.
|
- There is indeed an issue with sentries FF'ing zerg out of their main, however in reverse it's that same mechanic that allows sentries to FF everything out of their own main. In pro play you don't see it as much, but continued FF'ing on the ramp is still the common response to holding opposing 1 base plays. Maps may be bigger, but sentries still save Protoss early game more than they destroy zerg.
I find however, that a FF ramp tactic requires a chain of FF's, whereas defense at home means only a few forcefields. In mid game defence vs zerg, the FF often are not needed for long, or there are sufficient sentries to chain a block.
- BL speed means nothing imo. Slow moving death ships works nicely as a design mechanic. Can't just make every unit fast and hope that makes it alright (looks pointedly at hydra). Good point, but I feel that BL should be a wee bit quicker. Same with Carrier for that matter.
- Broodlings can't cost money. That won't work. It's a silly carrier mechanic imo anyway. And slower spawn? Ehh I have to say I have no issues with BLs. They can't shoot up (or...straight?) and they are the zerg capital ship after all. It's ok that they're strong. I agree, it is a silly carrier mechanic (which should be removed from the carrier - no cost interceptors, still ahve build time). But, zerg army's right now in the late game are massively about mineral units like lings or cheap on gas light roaches, with infestors and BL to make up a largely free fighting army, with the tech behind casting it. As such, it is very difficult for "Terran or Protoss to kill the actual units responsible for casting the free army unit. With the BL range and the further range of the broodlings, the broodlord is at little risk to a ground kill. Zerg should be about mass units, the swarm - not about this current focus (and another free army unit coming in HotS) of free army units. The corruptor is a great anti air unit, and cannot easily be touched by protoss, though the range of the viking for terran is great for dealing with corruptors. As such, a nerf to corruptors is not feasable, as it would break the unit.
- You can't have ALL infestor spells researchable. What does it do otherwise? Costing more energy is hard to fathom imo, because that has actually enormous implications for all MUs. Why not. All other races have researchable abilities. the emphasis is to prevent rushing on 2 or 3 bases to get out infestors to exploit fungal or 4 infestor hit squadding with infested terrans as fast as possible. The infestor is a support unit, not supposed to make up the army core.
- Not working on massive units though is nice for fungal. And as I've said, I like the ideas some people have mentioned that fungal simply slows movement speed. I like the slow movement, but massive units should be immune, regardless of race.
- Marauder buff? Errrr, stimmed marauders are already powerful enough and then some. There's no issue whatsoever with their strength. 5% range also doesn't help, it needs to be a rounded number I believe. Its just a change to screw with the late game dynamic of MMM to encourage a change in tactic in terran late game. the range increase is to help with TvP late game, where most of the protoss army is armoured where the marauder gets an advantage, which would still compliment a MMM based army grouping, but the speed nerf is to prevent endless scoot and shoot which is the basis of MMM micro.
- Viking already ok on the ground I think. It's not meant to be there normally, but can do some light harass or tank damage if required.
I did this one because late game viability after colossi or air units are dead, the viking has little other purpose except for killing light units, which in late game is poretty much only workers.
So in short: I don't like most of your suggestions, haha, sorry. You're mostly looking in to the right issues with your ideas, but a lot of the proposed options have adverse repercussions in a lot of instances.
hahaha, sorry, I don't think just dismissing every/any idea is a helpful post. adding, or modifying the ideas would be though.
|
Making vikings a viable unit on the ground could do wonders to terran lategame actually.
Its so easy to overmake vikings against either BL or colossi, and end up with them being mostly useless when your opponent switches to ultra or templar heavy armies.
|
On June 20 2012 15:51 Bagi wrote: Making vikings a viable unit on the ground could do wonders to terran lategame actually.
Its so easy to overmake vikings against either BL or colossi, and end up with them being mostly useless when your opponent switches to ultra or templar heavy armies.
And would in turn allow for tactical retreating with a more mech based army, letting reinforcing mech to get into position, instead of the mass barracks and spamming reinforcing marines... I'd probably be in favour of giving viking ground mode a speed boost so they arent sitting ducks while in ground mode to help with mobility.
|
On June 20 2012 15:41 Grimmyman123 wrote: But, zerg army's right now in the late game are massively about mineral units like lings or cheap on gas light roaches, with infestors and BL to make up a largely free fighting army, with the tech behind casting it. As such, it is very difficult for "Terran or Protoss to kill the actual units responsible for casting the free army unit.
Wrong. Lategame Z in all matchups relies almost entirely on BL/Festor. An extraordinarily powerful but also unbelievably costly composition that is incredibly difficult and takes an extremely long time to replace when its killed (The first one probably won't kill any decent T or P off completely).
Roach/Ling does not do crap against mothership+all P unit deathballs or 3/3 MMM balls. You are better off investing in static defense at expos or trying to get a few more BLs or festors into your mix.
Why not. All other races have researchable abilities. the emphasis is to prevent rushing on 2 or 3 bases to get out infestors to exploit fungal or 4 infestor hit squadding with infested terrans as fast as possible. The infestor is a support unit, not supposed to make up the army core.
I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups.
hahaha, sorry, I don't think just dismissing every/any idea is a helpful post. adding, or modifying the ideas would be though.
To be blunt, most of your suggestions are just really bad for balance and stem from a lack of deep understanding in the game's mechanics and match-ups. Completely deleting and regrouping with new ideas is probably a better idea than trying to modify these (which would require so much modding, they would not even remotely resemble what they do now).
|
On June 20 2012 16:51 sCCrooked wrote:
I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups.
i dont think your understanding of the game is anything more than simplistic, and zerg biased.. If anything, infestor should only start with Infested Marines, and have to research fungal growth. Or vise versa.. But why should it get to start with 2 abilities, when the other 2 race's caster's only starts with 1?? The answer, there is no reason the infestor should be able too. And I highly doubt forcing one of the infestors abilities to be upgraded would break any of zergs match ups..
**edit: and I like how you say balancing out the infestor would break the zerg match ups, but you probley say the overlord speed buff and queen range buff ((which has broken ZvT is Zergs favor)) was a blanced patch with no negative effects, and Terran should just learn to play different**
|
On June 20 2012 18:07 sGs.Stregon wrote:Show nested quote +On June 20 2012 16:51 sCCrooked wrote:
I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups. i dont think your understanding of the game is anything more than simplistic, and zerg biased.. If anything, infestor should only start with Infested Marines, and have to research fungal growth. Or vise versa.. But why should it get to start with 2 abilities, when the other 2 race's caster's only starts with 1?? The answer, there is no reason the infestor should be able too. And I highly doubt forcing one of the infestors abilities to be upgraded would break any of zergs match ups.. **edit: and I like how you say balancing out the infestor would break the zerg match ups, but you probley say the overlord speed buff and queen range buff ((which has broken ZvT is Zergs favor)) was a blanced patch with no negative effects, and Terran should just learn to play different**
This isn't true. High Templars start with Feedback and Form Archons. Ghosts start with Snipe and EMP. Say what you want about these abilities, they are used frequently, even in high-level play. All three casters have an additional ability they can research: Storm, Cloaking and Neural Parasite.
For the record, other casters follow the same pattern concerning known and researchable spells. Ravens know Auto-Turrets, PDD and can learn HSM. Sentries know FF, Guardian Shield and can learn Hallucination. The only caster in the game that knows all three spells from the start is the Queen (and the Mothership technically, even though it only has two spells).
Of course, I haven't counted Thors, Banshees and BCs which can't really be called casters (and only have a single ability to boot which isn't available from the start).
|
On June 20 2012 18:29 scFoX wrote:Show nested quote +On June 20 2012 18:07 sGs.Stregon wrote:On June 20 2012 16:51 sCCrooked wrote:
I think its starting to become clear its your understanding of the game that is a bit simplistic and has caused these sorts of ideas to appear as "all-fixing". What you proposed to the infestor would in fact break all Zerg matchups. i dont think your understanding of the game is anything more than simplistic, and zerg biased.. If anything, infestor should only start with Infested Marines, and have to research fungal growth. Or vise versa.. But why should it get to start with 2 abilities, when the other 2 race's caster's only starts with 1?? The answer, there is no reason the infestor should be able too. And I highly doubt forcing one of the infestors abilities to be upgraded would break any of zergs match ups.. **edit: and I like how you say balancing out the infestor would break the zerg match ups, but you probley say the overlord speed buff and queen range buff ((which has broken ZvT is Zergs favor)) was a blanced patch with no negative effects, and Terran should just learn to play different** This isn't true. High Templars start with Feedback and Form Archons. Ghosts start with Snipe and EMP. Say what you want about these abilities, they are used frequently, even in high-level play. All three casters have an additional ability they can research: Storm, Cloaking and Neural Parasite. For the record, other casters follow the same pattern concerning known and researchable spells. Ravens know Auto-Turrets, PDD and can learn HSM. Sentries know FF, Guardian Shield and can learn Hallucination. The only caster in the game that knows all three spells from the start is the Queen (and the Mothership technically, even though it only has two spells)
Your right.. althought I, personally, dont count form archon as an ability.. and im not good enough to make snipe worth anything ((i realize thats probley just me)), so I dont count those... and I completely brain farted on Sentries all together. **i dont really count raven, as it is hardly used, and Ive never seen a mother ship ((again, i know its probley just me)), and I dont really count the queen as a caster**, but ill accept you got me ..\/, (-.-) gg no re
|
|
Bosnia-Herzegovina261 Posts
This thread turned into silly QQ.
As said by many players, Terran will just have to find a new way to deal with Zerg's only producing Drones (we saw the rise of 2rax pressure in TvZ), which forces the Zerg to make Zerglings/Banelings/Roaches. Hellions are still a cheap way to get an early advantage that a Zerg can barely make out of if Terran follows his damage done accordingly.
Brood Lords are fine the way they are. They do not need to cost additional minerals, they already cost a whole lot. Most Zergs actually don't go Hive tech unless they are 4+ base (rushing to Hive) or 5+ base standard play. Because, from mid-game onward, Zerg's units are really gas heavy.
Maybe it would be a good idea to boost Vikings a little bit, but 3/3 drops already do ridiculous amount of damage that such buff to drops are not really worth it. If you manage to kill Brood Lords/Colossi/Mothership with your Vikings, you already did the damage you needed with them. I've seen Terran players having 3/0 Vikings and clearing my mineral lines with ease. Drop down 8-10 Vikings and Drones should be gone, along with the Queen(s).
Marauder change is unneccessary, they are good units already and do not to be buffed or nerfed. They can be annoying because they are a T+a-move unit, but Terran already has so much micro at their hands, that they do not need more micro added to them, I wish people would stop throwing out ideas that require additional sick micro/apm to utilize a unit. Sure, in the hands of a pro player, but it is not that easy to do. Micro-management should be rewarding, but to nurture micro-management in order to say "yeah, you see, Terran is good now", that's not the way to go for Diamond/Masters (although, Diamond players only cheese anyhow). Micro should be added as a bonus, not as a way of saying "if you don't have 500 APM, you can't play that race". For example, Terran micro feels so rewarding, Protoss micro feels almost as if it is backfiring at you and Zerg micro actually relies on other people making mistakes.
As previously said, all casters come with 2 abilities upon "arrival", and a third one can be researched. Force Fields can be godannoying, especially with the rise of Immortal/Sentry allin strategies, but if you manage to snipe or engage them before they are at your third, you have the upper hand.
MULEs do not be added to supply and responses like "Can we have larva cost supply?" is really for kids who are arguing at school saying "my dad can beat up your dad".
|
On June 20 2012 20:13 ysnake wrote: This thread turned into silly QQ.
As said by many players, Terran will just have to find a new way to deal with Zerg's only producing Drones (we saw the rise of 2rax pressure in TvZ), which forces the Zerg to make Zerglings/Banelings/Roaches. Hellions are still a cheap way to get an early advantage that a Zerg can barely make out of if Terran follows his damage done accordingly.
Brood Lords are fine the way they are. They do not need to cost additional minerals, they already cost a whole lot. Most Zergs actually don't go Hive tech unless they are 4+ base (rushing to Hive) or 5+ base standard play. Because, from mid-game onward, Zerg's units are really gas heavy.
Maybe it would be a good idea to boost Vikings a little bit, but 3/3 drops already do ridiculous amount of damage that such buff to drops are not really worth it. If you manage to kill Brood Lords/Colossi/Mothership with your Vikings, you already did the damage you needed with them. I've seen Terran players having 3/0 Vikings and clearing my mineral lines with ease. Drop down 8-10 Vikings and Drones should be gone, along with the Queen(s).
Marauder change is unneccessary, they are good units already and do not to be buffed or nerfed. They can be annoying because they are a T+a-move unit, but Terran already has so much micro at their hands, that they do not need more micro added to them, I wish people would stop throwing out ideas that require additional sick micro/apm to utilize a unit. Sure, in the hands of a pro player, but it is not that easy to do. Micro-management should be rewarding, but to nurture micro-management in order to say "yeah, you see, Terran is good now", that's not the way to go for Diamond/Masters (although, Diamond players only cheese anyhow). Micro should be added as a bonus, not as a way of saying "if you don't have 500 APM, you can't play that race". For example, Terran micro feels so rewarding, Protoss micro feels almost as if it is backfiring at you and Zerg micro actually relies on other people making mistakes.
As previously said, all casters come with 2 abilities upon "arrival", and a third one can be researched. Force Fields can be godannoying, especially with the rise of Immortal/Sentry allin strategies, but if you manage to snipe or engage them before they are at your third, you have the upper hand.
MULEs do not be added to supply and responses like "Can we have larva cost supply?" is really for kids who are arguing at school saying "my dad can beat up your dad".
Your still just mad, because my dad beat your dad up..
User was warned for this post
|
Bosnia-Herzegovina261 Posts
|
|
|
|