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Designated Balance Discussion Thread - Page 400

Forum Index > SC2 General
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Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
March 19 2013 02:38 GMT
#7981
--- Nuked ---
gamerdude12345
Profile Joined August 2011
Korea (South)378 Posts
March 19 2013 21:05 GMT
#7982
Anyone else think terran too defensive? Siege tank without research upgrade, widow mines 1 shotting many protoss units (zealot, stalker, DT) discourages P from being aggressive and encourages turtling. Bunkers with salvage allow them to pay for themselves and makes them extra safe. Not to mention that just because of the strength of the reaper, other races have to default to safe builds instead of greedy while the terran can go CC first.

Examples would be most TvZ games at MLG where terrans had 3 CCs mining and zerg on 2 base.
'One does not simply walk into Mordor"
Kastlo
Profile Joined August 2012
Italy13 Posts
March 20 2013 03:03 GMT
#7983
this evening I was thinking about the medivacs and the supposedly coming nerf. I was thinking about a solution and this popped out in my mind:
Emergency thrusters would work as they do right now, but they would drain some energy while active, instead of just sprint when the botton is pressed. That, I think, would really give much less spamming of the "B" button leaving space to think when it's the right time to use it or not. For example: if I want the medivac to run from mid-map to the enemy's base I could: 1) use the ability to get there fast, but losing the chance to heal units when they actually drop or 2) go there much more slowly but with the ability to heal units.

What do you think about?
Oh boy!
xuanzue
Profile Joined October 2010
Colombia1747 Posts
March 20 2013 09:55 GMT
#7984
I feel the swarm host is in a bad shape. they are not working because the low health/armor of locust. locust are dying quickly and they can't be micro effectively. their supply cost and "locust dead" = "15 seconds of SH useless" makes the roach a better choice in every scenario..

so I propose change the spawn of 2 locust with 65 hp. make only one 130 hp locust with 1 armor . make a unit where the micro factor is meaningful.
Dominions 4: "Thrones of Ascension".
ZenithM
Profile Joined February 2011
France15952 Posts
March 20 2013 09:58 GMT
#7985
On March 20 2013 18:55 xuanzue wrote:
I feel the swarm host is in a bad shape. they are not working because the low health/armor of locust. locust are dying quickly and they can't be micro effectively. their supply cost and "locust dead" = "15 seconds of SH useless" makes the roach a better choice in every scenario..

so I propose change the spawn of 2 locust with 65 hp. make only one 130 hp locust with 1 armor . make a unit where the micro factor is meaningful.

I don't know if you realize how strong that buff is :D. Locusts are precisely supposed to be bad against AoE.
roflcopter420
Profile Joined July 2009
Sweden168 Posts
March 20 2013 21:46 GMT
#7986
Problem: Medivac speed

Solution: Stalkers should have +2 range when shooting at speedivacs. Or maybe have 10% more speed when close to speedivacs. Or maybe when medivacs activate their speed, all stalkers also moves faster.

Side effects: none
Its much the same as milking a cow
xuanzue
Profile Joined October 2010
Colombia1747 Posts
March 25 2013 03:42 GMT
#7987
On March 20 2013 18:58 ZenithM wrote:
Show nested quote +
On March 20 2013 18:55 xuanzue wrote:
I feel the swarm host is in a bad shape. they are not working because the low health/armor of locust. locust are dying quickly and they can't be micro effectively. their supply cost and "locust dead" = "15 seconds of SH useless" makes the roach a better choice in every scenario..

so I propose change the spawn of 2 locust with 65 hp. make only one 130 hp locust with 1 armor . make a unit where the micro factor is meaningful.

I don't know if you realize how strong that buff is :D. Locusts are precisely supposed to be bad against AoE.


ok, I agree, any buff with the SH will make a snowball effect. and matchs with only SH are really boring.

so what about an indirect buff?, SH are being often used with nydus network.

my idea is buff the nydus. the medivac boost has showed how the multiple attacks and drops, make the game more dynamic and entertaining.

side effect: terrans could have a hard time exploring any allins with nydus. protoss have hallus to explore possible nydus. on the other hand reapers give good exploration but is not clear if it's enough.
Dominions 4: "Thrones of Ascension".
ETisME
Profile Blog Joined April 2011
12905 Posts
March 25 2013 03:54 GMT
#7988
I too think swarm host needs some change. I know some pros have lots of success with them and the metagame isn't really established yet but there are some very discouraging scenario that we are seeing:
1. Swarm hosts excel in high numbers.
2. Once enough AoE appears, it is hard to transition out from swarm host because of the high investment cost and the high supply count
3. A break through from the opponent almost always mean all the swarm hosts would be dead and zerg will most likely lose the game to a counter push.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
MetalxStorm
Profile Joined January 2012
United States71 Posts
March 25 2013 04:07 GMT
#7989
I really can't understand why free units should get a buff, I think they have their place in the game, you can contain and out-range, but if they break your contain it sets you behind. This is true of all contains including Terran mech and Protoss Blink stalker contains, that's how they work
The Darkness Rides
Islyes
Profile Joined January 2013
5 Posts
March 25 2013 04:14 GMT
#7990
This night when I was reading my iPod and though of a very good idea for balance.
Here would be the changes~
Terran:
-Medivacs can now carry 4 hellbats again.

Protoss:
-Mothership core shoots air

Zerg:
-Hydras at hatch tech

Reason for changes:

Terran:
The terran is currently struggling against protoss in HotS. If we re introduce hellbat drops we can now allow the Terran to put the Protoss on the backfoot. This also would not be OP due to the fact that hellbats now require an upgrade to be made. Therefore the drop would come very much later in the game when the Protoss is established.

Protoss:
Right now the mothership core alone is not enough to defend their base from a drop. If we allow it to shoot air they may be able to pick off a medivac or two before they are able to drop. Then we allow the mothership core to put down the planetary nexus and finish cleaning up the drop.This would not be OP or UP. The terrans now have reintroduced the hellbat drops, but now the mothership core can dps the air and pick if off is positioned correctly. This also would stop the "DOOM!" drops. If a terran just goes and doom drops the mothership core, if positioned correctly, will be able to pick off a few medivacs. The with the remaining few medivacs/united the planetary nexus could clean them up. The Protoss no longer has to worry about their army being out of positioned and can go for a counter attack. This would also stop the over use of the thruster ability.

Zerg:
Muta vs Muta right now is insane and all that the ZvZ (more like ZZZ jaja) is. If we made Hydras available at hatch tech this would be a hard counter to muta vs muta everygame. It is as simple as that. The only problem will be vs terran. However, if terrans do hellbat drops again the zerg will be unable to attack with the hydras and make a potential "OP" push. If they do not stay back with their hydras to defend the hellbat drops, their workers will be gone; and they will ultimately lose the game. So, if they did try and do an OP push they would have to hope for a base race situation. Which they of course; would lose, by the terran simply lifting off their buildings.

These are my changes feel free to give CONSTRUCTIVE critism towards my ideas. I thought of this and I believe this is one, of not the only; way to rebalance the game.

MetalxStorm
Profile Joined January 2012
United States71 Posts
March 25 2013 04:22 GMT
#7991
On March 25 2013 13:14 Islyes wrote:
This night when I was reading my iPod and though of a very good idea for balance.
Here would be the changes~
Terran:
-Medivacs can now carry 4 hellbats again.

Protoss:
-Mothership core shoots air

Zerg:
-Hydras at hatch tech


1- What Terran is struggling against Protoss? I would say it is the other way around if anything, while Protoss try new ways to deal with drop play
2-MSC does not do a lot of damage per shot and the Photon overcharge is very sufficient for dealing with drops
3-Hydras at hatch tech would break the game completely, No all in would ever work against a zerg again.

Also, please clarify why you say the game needs to be rebalanced, as most winrates around the world are pretty even in all matchups for all races.
The Darkness Rides
DarkPlasmaBall
Profile Blog Joined March 2010
United States46651 Posts
March 25 2013 04:23 GMT
#7992
On March 25 2013 13:14 Islyes wrote:
The terran is currently struggling against protoss in HotS.


Is this actually the case? On nearly every pro stream I watch (regardless of what race they play), I've heard pro-gamers mainly come up with: T>P>>>Z in terms of current balance and issues with the new units.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Baum
Profile Blog Joined April 2010
Germany1010 Posts
March 25 2013 04:27 GMT
#7993
I think it should be pretty obvious that terran is not imbalanced at all when you look at the results we had so far.
I want to be with those who share secret things or else alone.
DemigodcelpH
Profile Joined August 2011
1138 Posts
March 25 2013 04:34 GMT
#7994
Has anyone noticed how absurdly powerful mass Swamhosts are?
MateShade
Profile Joined July 2011
Australia736 Posts
March 25 2013 04:55 GMT
#7995
On March 20 2013 12:03 Kastlo wrote:
this evening I was thinking about the medivacs and the supposedly coming nerf. I was thinking about a solution and this popped out in my mind:
Emergency thrusters would work as they do right now, but they would drain some energy while active, instead of just sprint when the botton is pressed. That, I think, would really give much less spamming of the "B" button leaving space to think when it's the right time to use it or not. For example: if I want the medivac to run from mid-map to the enemy's base I could: 1) use the ability to get there fast, but losing the chance to heal units when they actually drop or 2) go there much more slowly but with the ability to heal units.

What do you think about?

It won't help because it doesn't take much energy to heal units, and if you lose energy dropping then that weakens feedback. It will only make it worse for protoss
MateShade
Profile Joined July 2011
Australia736 Posts
March 25 2013 04:58 GMT
#7996
On March 21 2013 06:46 roflcopter420 wrote:
Problem: Medivac speed

Solution: Stalkers should have +2 range when shooting at speedivacs. Or maybe have 10% more speed when close to speedivacs. Or maybe when medivacs activate their speed, all stalkers also moves faster.

Side effects: none

No
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
March 25 2013 05:00 GMT
#7997
--- Nuked ---
MateShade
Profile Joined July 2011
Australia736 Posts
Last Edited: 2013-03-25 05:04:24
March 25 2013 05:02 GMT
#7998
On March 25 2013 13:14 Islyes wrote:
This night when I was reading my iPod and though of a very good idea for balance.
Here would be the changes~
Terran:
-Medivacs can now carry 4 hellbats again.

Protoss:
-Mothership core shoots air

Zerg:
-Hydras at hatch tech

Reason for changes:

Terran:
The terran is currently struggling against protoss in HotS. If we re introduce hellbat drops we can now allow the Terran to put the Protoss on the backfoot. This also would not be OP due to the fact that hellbats now require an upgrade to be made. Therefore the drop would come very much later in the game when the Protoss is established.

Protoss:
Right now the mothership core alone is not enough to defend their base from a drop. If we allow it to shoot air they may be able to pick off a medivac or two before they are able to drop. Then we allow the mothership core to put down the planetary nexus and finish cleaning up the drop.This would not be OP or UP. The terrans now have reintroduced the hellbat drops, but now the mothership core can dps the air and pick if off is positioned correctly. This also would stop the "DOOM!" drops. If a terran just goes and doom drops the mothership core, if positioned correctly, will be able to pick off a few medivacs. The with the remaining few medivacs/united the planetary nexus could clean them up. The Protoss no longer has to worry about their army being out of positioned and can go for a counter attack. This would also stop the over use of the thruster ability.

Zerg:
Muta vs Muta right now is insane and all that the ZvZ (more like ZZZ jaja) is. If we made Hydras available at hatch tech this would be a hard counter to muta vs muta everygame. It is as simple as that. The only problem will be vs terran. However, if terrans do hellbat drops again the zerg will be unable to attack with the hydras and make a potential "OP" push. If they do not stay back with their hydras to defend the hellbat drops, their workers will be gone; and they will ultimately lose the game. So, if they did try and do an OP push they would have to hope for a base race situation. Which they of course; would lose, by the terran simply lifting off their buildings.

These are my changes feel free to give CONSTRUCTIVE critism towards my ideas. I thought of this and I believe this is one, of not the only; way to rebalance the game.


Hatch tech hydras would be an issue vs Protoss. I think you underestimate how strong they are in sc2

Also Terran isn't struggling against Protoss lol
Brian333
Profile Joined August 2010
657 Posts
March 25 2013 05:31 GMT
#7999
If the mothership core shot air, Zerg would lose all early map vision and enemy base scouting potential.
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
March 25 2013 05:37 GMT
#8000
On March 25 2013 13:14 Islyes wrote:
This night when I was reading my iPod and though of a very good idea for balance.
Here would be the changes~
Terran:
-Medivacs can now carry 4 hellbats again.

Protoss:
-Mothership core shoots air

Zerg:
-Hydras at hatch tech

Reason for changes:

Terran:
The terran is currently struggling against protoss in HotS. If we re introduce hellbat drops we can now allow the Terran to put the Protoss on the backfoot. This also would not be OP due to the fact that hellbats now require an upgrade to be made. Therefore the drop would come very much later in the game when the Protoss is established.

Protoss:
Right now the mothership core alone is not enough to defend their base from a drop. If we allow it to shoot air they may be able to pick off a medivac or two before they are able to drop. Then we allow the mothership core to put down the planetary nexus and finish cleaning up the drop.This would not be OP or UP. The terrans now have reintroduced the hellbat drops, but now the mothership core can dps the air and pick if off is positioned correctly. This also would stop the "DOOM!" drops. If a terran just goes and doom drops the mothership core, if positioned correctly, will be able to pick off a few medivacs. The with the remaining few medivacs/united the planetary nexus could clean them up. The Protoss no longer has to worry about their army being out of positioned and can go for a counter attack. This would also stop the over use of the thruster ability.

Zerg:
Muta vs Muta right now is insane and all that the ZvZ (more like ZZZ jaja) is. If we made Hydras available at hatch tech this would be a hard counter to muta vs muta everygame. It is as simple as that. The only problem will be vs terran. However, if terrans do hellbat drops again the zerg will be unable to attack with the hydras and make a potential "OP" push. If they do not stay back with their hydras to defend the hellbat drops, their workers will be gone; and they will ultimately lose the game. So, if they did try and do an OP push they would have to hope for a base race situation. Which they of course; would lose, by the terran simply lifting off their buildings.

These are my changes feel free to give CONSTRUCTIVE critism towards my ideas. I thought of this and I believe this is one, of not the only; way to rebalance the game.



5(6) range unit at hatch tech because forge expands need some loving, right?

Not sure if you was around when people were convinced that roach buff from 3 range to 4 would break them, but 5(6) would not break forge expands, it would just completely remove them from the game
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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