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Designated Balance Discussion Thread - Page 808

Forum Index > SC2 General
Post a Reply
Prev 1 806 807 808 809 810 1266 Next
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2013-12-05 20:06:05
December 05 2013 20:01 GMT
#16141
In lategame, you have a valid point, as mass warp-ins and being able to invest in cannons/leaving things behind for defense is fine. Early->Mid game, not really. Medivac boosters plus the speed terran can attack makes photon overcharge invaluable for drop defense. It would be pretty simple to tear a protoss apart, especially in the stage where they're trying to take a third.

I'm not saying it would be impossible to hold any game, but I don't think it would be a stretch to say boosters at that point in the hands of a KR terran bent on multi pronged harrass would be too powerful without photon overcharge to help. The sheer speed and rate at which you can drop, the fact that a good player will always get out with all his units with boosters, and the fact Protoss units are very bad in small/equal supply skirmishes against terran all point in that direction.
SooYoung-Noona!
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
December 05 2013 20:05 GMT
#16142
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.


I didn't read the second part of your post but I just had a vivid nightmare of a MSC/stalker/stalker push with a slow photon overcharge edging closer and closer to my base.
BlackCompany
Profile Joined August 2012
Germany8388 Posts
December 05 2013 20:17 GMT
#16143
On December 06 2013 05:05 Chaggi wrote:
Show nested quote +
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.


I didn't read the second part of your post but I just had a vivid nightmare of a MSC/stalker/stalker push with a slow photon overcharge edging closer and closer to my base.


"Attaching itself to the nexus", it couldnt float to your base.

If they would change PO to 125 energy ( that way you cant do 2 POs at the same time) that would already help a lot i think.
Ana_
Profile Joined May 2012
Finland453 Posts
December 05 2013 20:30 GMT
#16144
On December 06 2013 05:01 ffadicted wrote:
In lategame, you have a valid point, as mass warp-ins and being able to invest in cannons/leaving things behind for defense is fine. Early->Mid game, not really. Medivac boosters plus the speed terran can attack makes photon overcharge invaluable for drop defense. It would be pretty simple to tear a protoss apart, especially in the stage where they're trying to take a third.

I'm not saying it would be impossible to hold any game, but I don't think it would be a stretch to say boosters at that point in the hands of a KR terran bent on multi pronged harrass would be too powerful without photon overcharge to help. The sheer speed and rate at which you can drop, the fact that a good player will always get out with all his units with boosters, and the fact Protoss units are very bad in small/equal supply skirmishes against terran all point in that direction.



This is my fear also. However, I do not see any reason why they could not nerf mothership cores offensive abilities.
Sticks and stones may break my bones but words will never hurt me.
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2013-12-05 20:39:35
December 05 2013 20:39 GMT
#16145
On December 06 2013 05:17 BlackCompany wrote:
Show nested quote +
On December 06 2013 05:05 Chaggi wrote:
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.


I didn't read the second part of your post but I just had a vivid nightmare of a MSC/stalker/stalker push with a slow photon overcharge edging closer and closer to my base.


"Attaching itself to the nexus", it couldnt float to your base.

If they would change PO to 125 energy ( that way you cant do 2 POs at the same time) that would already help a lot i think.


Gives another reason to try for a proxy Nexus/gateway all-in.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Iron_
Profile Joined April 2010
United States389 Posts
Last Edited: 2013-12-05 20:41:57
December 05 2013 20:40 GMT
#16146
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.


This is the best of the ideas I've heard so far. Seeing that the fact that protoss has no risk is because it needs no units, in this case it would still need at least a few units. As long as the MSC was still selectable (and you could kill it to stop photon overcharge), I think this might actually be effective.

Bottom line, Terran MUST be able to counter after some of these cheese/all-in/pressure builds, ESPECIALLY when they don't do any damage.

EDIT: As a throw in for the protoss, maybe they can make it instant, and be able to use on any nexus on the map, so you can actually attach to your third if you are sitting in your main, ETC.
stratmatt
Profile Joined April 2011
United States913 Posts
December 05 2013 20:48 GMT
#16147
I seriously think that PO is the dumbest thing in the game. Its range is just unreal and totally unneccesary. It not only protects the nexus but basically the entire base....
ffadicted
Profile Joined January 2011
United States3545 Posts
December 05 2013 20:49 GMT
#16148
On December 06 2013 05:48 stratmatt wrote:
I seriously think that PO is the dumbest thing in the game. Its range is just unreal and totally unneccesary. It not only protects the nexus but basically the entire base....


It's definitely not the dumbest thing in the game lol
SooYoung-Noona!
BlackCompany
Profile Joined August 2012
Germany8388 Posts
December 05 2013 20:50 GMT
#16149
On December 06 2013 05:39 -Celestial- wrote:
Show nested quote +
On December 06 2013 05:17 BlackCompany wrote:
On December 06 2013 05:05 Chaggi wrote:
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.


I didn't read the second part of your post but I just had a vivid nightmare of a MSC/stalker/stalker push with a slow photon overcharge edging closer and closer to my base.


"Attaching itself to the nexus", it couldnt float to your base.

If they would change PO to 125 energy ( that way you cant do 2 POs at the same time) that would already help a lot i think.


Gives another reason to try for a proxy Nexus/gateway all-in.


Well i wouldnt mind dieing to a proxy Nexus, i'd probably laugh more than the person who made it work
TimENT
Profile Joined November 2012
United States1425 Posts
December 05 2013 20:52 GMT
#16150
Photon Overcharge has essentially ruined all options for T rush vs P...
Barcelona / Arsenal Fan!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 05 2013 20:54 GMT
#16151
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.

Making it pretty worthless as you'll be super vulnerable to marines/mutalisk/hydralisk/phoenix/voidray/etc
Mura Ma Man, Dark Da Dude, Super Shot Sos!
ffadicted
Profile Joined January 2011
United States3545 Posts
December 05 2013 21:02 GMT
#16152
On December 06 2013 05:54 SC2Toastie wrote:
Show nested quote +
On December 06 2013 04:56 Daswollvieh wrote:
What if the Photon Overcharge would not be cast on the nexus, but on the MSC itself, attaching itself to the Nexus for the duration. That way it could be sniped if not defended properly.

Making it pretty worthless as you'll be super vulnerable to marines/mutalisk/hydralisk/phoenix/voidray/etc

Ya, the strength of the nexus cannon comes 100% from how much you have to commit to target fire it away from the battle lol
SooYoung-Noona!
Ben...
Profile Joined January 2011
Canada3485 Posts
December 05 2013 21:18 GMT
#16153
Bring back the beta mothership core where it was very slow, but give it a health boost to make up for it, so it can be used effectively to defend the base but it is too slow to go on the offence. That removes the whole issue we are seeing of people going blink and using it to gain vision and would make it so Protoss needs observers again if they want to go that route, which slows down the all-in enough that it would give Terran a chance to prepare.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2013-12-05 21:26:13
December 05 2013 21:23 GMT
#16154
On December 06 2013 06:18 Ben... wrote:
Bring back the beta mothership core where it was very slow, but give it a health boost to make up for it, so it can be used effectively to defend the base but it is too slow to go on the offence. That removes the whole issue we are seeing of people going blink and using it to gain vision and would make it so Protoss needs observers again if they want to go that route, which slows down the all-in enough that it would give Terran a chance to prepare.


It would likely kill the blink all-in against any terran who has any clue how to do anything tbh
Mothership as an offensive unit is pretty fine imo, its the defensive capabilities that are a little much right now
SooYoung-Noona!
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-12-05 22:43:27
December 05 2013 22:42 GMT
#16155
The addition of the MSC is the best addition to Protoss in HOTS. It allows for offensive and flexible early game play from Protoss. SC2 as a game is the better for the MSC in its current incarnation. There may be an issue with the Nexus Cannon being too long at 60 seconds (effectively 2 warp-ins with CB). But, if that really is a problem, it can be tweaked.
KT best KT ~ 2014
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
December 05 2013 22:54 GMT
#16156
reduce the range of the nexus cannon a bit so tanks can outrange it, also shorten its duration a bit. Problem solved.
Amove for Aiur
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
December 06 2013 02:13 GMT
#16157
Nathanias is kinda mad against protoss right now. heh/
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
December 06 2013 02:28 GMT
#16158
Everything about protoss is frustrating to play against. Unless I have like 5 turrets a warp prism is going to get into my base and warp in (so skill) like 16 zealots with a risk of like 200 minerals. What a joke.

I think that above all frustrates me about tvp in its current form. The risk to reward ratio for protoss is ludicrous, and in my opinion worse then broodlord infestor was. The fact that proxy f-18 hornet oracle is a legit strat is ridiculous enough, the fact that it can transition with almost no real loss is just...

It just seems so ludicrous that there is such a disparity in difficulty for the match up, and then the easier race is stronger in basically all phases of the game as well is enraging.
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2013-12-06 02:40:42
December 06 2013 02:39 GMT
#16159
On December 06 2013 11:28 bo1b wrote:
Everything about protoss is frustrating to play against. Unless I have like 5 turrets a warp prism is going to get into my base and warp in (so skill) like 16 zealots with a risk of like 200 minerals. What a joke.

I think that above all frustrates me about tvp in its current form. The risk to reward ratio for protoss is ludicrous, and in my opinion worse then broodlord infestor was. The fact that proxy f-18 hornet oracle is a legit strat is ridiculous enough, the fact that it can transition with almost no real loss is just...

It just seems so ludicrous that there is such a disparity in difficulty for the match up, and then the easier race is stronger in basically all phases of the game as well is enraging.

Sorry but a terran complaining about drops/warp prism is honestly quite ironic since they have been doing it forever and they got the perfect composition for it with a dropship that straight up heals.
How about following the arguments terrans made when zerg was complaining about drops.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2013-12-06 02:45:53
December 06 2013 02:45 GMT
#16160
On December 06 2013 11:39 Assirra wrote:
Show nested quote +
On December 06 2013 11:28 bo1b wrote:
Everything about protoss is frustrating to play against. Unless I have like 5 turrets a warp prism is going to get into my base and warp in (so skill) like 16 zealots with a risk of like 200 minerals. What a joke.

I think that above all frustrates me about tvp in its current form. The risk to reward ratio for protoss is ludicrous, and in my opinion worse then broodlord infestor was. The fact that proxy f-18 hornet oracle is a legit strat is ridiculous enough, the fact that it can transition with almost no real loss is just...

It just seems so ludicrous that there is such a disparity in difficulty for the match up, and then the easier race is stronger in basically all phases of the game as well is enraging.

Sorry but a terran complaining about drops/warp prism is honestly quite ironic since they have been doing it forever and they got the perfect composition for it with a dropship that straight up heals.
How about following the arguments terrans made when zerg was complaining about drops.


I forgot I could spawn 28 marines from a single medivac. Ho, and I have static defenses that cost 0 supply.
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