Designated Balance Discussion Thread - Page 518
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Magbane
Finland95 Posts
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Chaggi
Korea (South)1936 Posts
On June 09 2013 19:30 Snowbear wrote: In the later stages you have turrets and reinforcements man .. No man just put a tank there u don't need it | ||
scypio
Poland2127 Posts
On June 09 2013 19:25 Melliflue wrote: It's 10P 8T 14Z in WCS KR next season. Season 1 was 7P 11T 14Z. It's only an all-time low for Terran because Terran have almost always been over-represented (by which I mean >=1/3 people were Terran). By the way, the last season of WoL was 5P 13T 14Z (would have been 14T and 13Z but Polt pulled out). I think Terran in WCS KR was most affected by Koreans leaving for other regions; TaeJa, Ryung, Mvp could all make Code S (I'm not saying that they would be guaranteed to be in Code S but they could qualify). They also have ForGG, MMA, TheSTC gone. Protoss only really lost HerO and MC, in terms of people who could make Code S, and maybe Oz besides. Code S Season 2 is the first season that has it's setup determined by HotS performance only. And though all these Koreans went to Europe somehow there isn't 15 T in WCS Europe either. You nerf T - you get less T in WCS it is as simple as that. Terran gimmicks get figured out, people learn how to defend speedvacs/hellbats - the whole race is going downhill already. | ||
Magbane
Finland95 Posts
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Chaggi
Korea (South)1936 Posts
On June 09 2013 19:30 Magbane wrote: Pull scv's and defend with what? If you dont have sufficient number of units at the time of the drop, you are fucked. One tank makes everything so much easier. Defend with units that you're making.... | ||
willstertben
427 Posts
On June 09 2013 19:28 Chaggi wrote: Or I could react better and pull my SCVs sooner aka play better yep and lose more mining time so you still take a lot of damage. THAT is the real problem with hellbat drops. whatever you do to stop it you're STILL going to take huge damage, most of the time way more than terran put in. it's like the old blue flame helions, which got nerfed. i hope the same thing is going to happen here. hellbats are way scarier than old blue flames too. | ||
Chaggi
Korea (South)1936 Posts
On June 09 2013 19:32 Magbane wrote: One tank has advantage of not having to run around like an idiot and potentially losing lots of scvs. Hellbats aren't random, there's a pretty good idea when a big hit is coming. I can't justify leaving a tank unless my opponent was blindly dropping hellbats into my base without any form of micro or attention. | ||
Magbane
Finland95 Posts
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Chaggi
Korea (South)1936 Posts
On June 09 2013 19:35 Magbane wrote: You cant know for sure when they are going to send some hellbats around the map during mid game. Also no amount of micro saves hellbats against tanks if tank is surrounded by depot. Ok so what happens when you're on 3 base? Or 4 base? Should I leave 3-4 tanks behind? Come on that just sounds stupid | ||
Magbane
Finland95 Posts
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scypio
Poland2127 Posts
On June 09 2013 19:36 Chaggi wrote: Ok so what happens when you're on 3 base? Or 4 base? Should I leave 3-4 tanks behind? Come on that just sounds stupid Just start replacing your orbitals with PFs :D | ||
Chaggi
Korea (South)1936 Posts
On June 09 2013 19:37 Magbane wrote: At three bases, are you seriously suggesting that you cant have 3 tanks defending at home? Are you seriously suggesting i purposely weaken large parts of my splash damage because you think reacting and pulling SCVs away is a bad idea? | ||
willstertben
427 Posts
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Chaggi
Korea (South)1936 Posts
On June 09 2013 19:38 scypio wrote: Just start replacing your orbitals with PFs :D No orbitals. PF only. Final destination | ||
Magbane
Finland95 Posts
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scypio
Poland2127 Posts
You can keep the orbitals parked nearby and still drop the mules. And a double PF with structure armor and hi-sec auto-tracking deals pretty well with hellbats ![]() | ||
willstertben
427 Posts
On June 09 2013 19:41 Magbane wrote: 3 is not large part of your total tank count at that point anymore. What the fuck is better option in your opinion? Pull scv for long period of time and wait for some units to come around and probably not even solving the issue since he can just go another base etc. nerfing hellbats. eh, im too caught up in a balance discussion again, time to stop. | ||
Chaggi
Korea (South)1936 Posts
On June 09 2013 19:41 Magbane wrote: 3 is not large part of your total tank count at that point anymore. What the fuck is better option in your opinion? Pull scv for long period of time and wait for some units to come around and probably not even solving the issue since he can just go another base etc. What do you mean 3 is not a large part of your total tank count? If you have 30 tanks, and you leave 3-4 back to defend, that's like 10% of your tanks not doing anything unless they're dropping hellbats into your base. Considering how strong tank splash is, and how much of a cumulative effect it has, I would hate to leave any amount of tanks doing nothing when I do my doom push. This is even worse with Bio, when 3-4 tanks is literally 30-40% of the amount of tanks you have at a given time. If you don't consider that a lot, please give me that much of your paycheck every month. It's not a lot right? The better option is to either defend with a well placed turret ring + sensor tower, and a turret in your mineral line + maybe a bunker if you're having a lot of trouble defending. If it does get through, you pull your SCVs off the line for a bit, and let the marines take care of it or let any reinforcements that you're constantly making clean up the Hellbat. Seriously, it's not hard and committing tanks for pure hellbat defense is stupidity. I guess if you don't have the map awareness or speed to realize that you're getting hellbat dropped, this could be the best of any bad options. | ||
Magbane
Finland95 Posts
3 tanks is not that much for three base income, and at the stage of the game you already have big army. I have seen tanks at base for defend in pro games even. | ||
plogamer
Canada3132 Posts
On June 09 2013 20:06 Magbane wrote: Turrets dont stop hellbats, and with booster you can even take few hits to fly over in many cases. Bunker range is not enough, scv pulling takes away income. Also, if you are gonna make so many turrets he wont get in you already have a lot of resources invested, way more than with one tank at base. 3 tanks is not that much for three base income, and at the stage of the game you already have big army. I have seen tanks at base for defend in pro games even. I'd rather build more bunkers and/or more turrets. | ||
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