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Designated Balance Discussion Thread - Page 834

Forum Index > SC2 General
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Big J
Profile Joined March 2011
Austria16289 Posts
December 14 2013 20:56 GMT
#16661
On December 15 2013 05:28 Iron_ wrote:
Show nested quote +
On December 15 2013 02:26 Ana_ wrote:
On December 15 2013 01:29 Iron_ wrote:
They obviously don't need the cannon to do normal builds.


I want to see you defend terran turbo boost drops without it.


This is one of the sillier arguments I hear about getting rid of the broken nexus cannon. Here are the various things you can defend drops with.

1) Warp in units

2) Templar with feedback to instantly kill/hurt and make usless the medivacs

3) Cannons (which shoot both air and ground, you actually can build those)

4) Phoenix (you can open with an oracle then go into 2-3 phoenix for map control/drop control)

Basically 1-2 cannons and 1 templar plus warp in OWNS any medivac drop that isn't a doom drop. I don't understand why people try and make this argument, it holds no water.


Yeah listing alternatives does not change that Protoss' are relying on PO for dropdefense and taking it away does affect how Protoss has to play against drops.
Xequecal
Profile Joined October 2010
United States473 Posts
December 14 2013 22:41 GMT
#16662
On December 15 2013 05:28 Iron_ wrote:
This is one of the sillier arguments I hear about getting rid of the broken nexus cannon. Here are the various things you can defend drops with.

1) Warp in units

2) Templar with feedback to instantly kill/hurt and make usless the medivacs

3) Cannons (which shoot both air and ground, you actually can build those)

4) Phoenix (you can open with an oracle then go into 2-3 phoenix for map control/drop control)

Basically 1-2 cannons and 1 templar plus warp in OWNS any medivac drop that isn't a doom drop. I don't understand why people try and make this argument, it holds no water.


Ok, no. If you get rid of "broken nexus cannon" Protoss has ONE opening: 1 gate FE into 3-4 gates into robo. Stargate is suicidal without overcharge, a simple 2 rax kills you, let alone any kind of 1 base cheese.
il_Cattivo
Profile Joined January 2013
Turkey54 Posts
December 14 2013 22:58 GMT
#16663
What does TL think about a possible Thor buff like this: Thor anti-air attacks now slow target units (like marauder does to ground units). This way it would be possible for stimmed marines to catch some of the affected mutas therefore making it easier for terran to keep the muta count at a reasonable level. Mass muta seems kinda OP tbh.
Frex
Profile Joined March 2012
Finland888 Posts
Last Edited: 2013-12-15 00:00:34
December 14 2013 23:08 GMT
#16664
Turrets should get +damage against biological like Spores do, how do people feel about this change to help with the growing mass muta trend in TvZ?
Fjodorov
Profile Joined December 2011
5007 Posts
December 14 2013 23:27 GMT
#16665
On December 15 2013 08:08 Frex wrote:
Engineering bay should get +damage against biological like Spores do, how do people feel about this change to help with the growing mass muta trend in TvZ?


would rather see that they reduce buidling armor research time (140 s.. wtf) and also put it in armory or even in CC
Assirra
Profile Joined August 2010
Belgium4169 Posts
December 14 2013 23:50 GMT
#16666
On December 15 2013 08:08 Frex wrote:
Engineering bay should get +damage against biological like Spores do, how do people feel about this change to help with the growing mass muta trend in TvZ?

I assume you mean turrets but they already got the advantage that they can be repaired. Increasing their damage as well would make you too against safe mutas.
Frex
Profile Joined March 2012
Finland888 Posts
Last Edited: 2013-12-15 00:08:03
December 15 2013 00:07 GMT
#16667
On December 15 2013 08:50 Assirra wrote:
Show nested quote +
On December 15 2013 08:08 Frex wrote:
Engineering bay should get +damage against biological like Spores do, how do people feel about this change to help with the growing mass muta trend in TvZ?

I assume you mean turrets but they already got the advantage that they can be repaired. Increasing their damage as well would make you too against safe mutas.


Yes, I meant turrets. Now I don't agree that repair makes any difference when I think of mass muta that I was talking about (25+ mutas).
TheDwf
Profile Joined November 2011
France19747 Posts
December 15 2013 00:14 GMT
#16668
A simple nerf to muta regen should do, something like 1 hit point regenerated every 2 or 2.25 seconds instead of 1 per second as of now (it's 1 every ~3,7 second for the rest of Zerg units).
Mistakes
Profile Joined February 2011
United States1102 Posts
December 15 2013 00:18 GMT
#16669
On December 15 2013 08:27 Fjodorov wrote:
Show nested quote +
On December 15 2013 08:08 Frex wrote:
Engineering bay should get +damage against biological like Spores do, how do people feel about this change to help with the growing mass muta trend in TvZ?


would rather see that they reduce buidling armor research time (140 s.. wtf) and also put it in armory or even in CC



Moving building armor to the CC and reducing the build time would actually be a pretty cool change.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Ana_
Profile Joined May 2012
Finland453 Posts
December 15 2013 00:19 GMT
#16670
On December 15 2013 07:41 Xequecal wrote:
Show nested quote +
On December 15 2013 05:28 Iron_ wrote:
This is one of the sillier arguments I hear about getting rid of the broken nexus cannon. Here are the various things you can defend drops with.

1) Warp in units

2) Templar with feedback to instantly kill/hurt and make usless the medivacs

3) Cannons (which shoot both air and ground, you actually can build those)

4) Phoenix (you can open with an oracle then go into 2-3 phoenix for map control/drop control)

Basically 1-2 cannons and 1 templar plus warp in OWNS any medivac drop that isn't a doom drop. I don't understand why people try and make this argument, it holds no water.


Ok, no. If you get rid of "broken nexus cannon" Protoss has ONE opening: 1 gate FE into 3-4 gates into robo. Stargate is suicidal without overcharge, a simple 2 rax kills you, let alone any kind of 1 base cheese.


This is what I should have said. I am all up for nerfing MC:s offensive capabilities, to make all ins less stronger (let's be honest, this is what pisses people off, toss cheeze). We want macro games, instead of one base all ins or something?!
Sticks and stones may break my bones but words will never hurt me.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
December 15 2013 00:23 GMT
#16671
On December 15 2013 09:14 TheDwf wrote:
A simple nerf to muta regen should do, something like 1 hit point regenerated every 2 or 2.25 seconds instead of 1 per second as of now (it's 1 every ~3,7 second for the rest of Zerg units).

I've been wanting that for a while, I just don't understand why the muta regen was even implemented in the first place.
TheDwf
Profile Joined November 2011
France19747 Posts
December 15 2013 00:25 GMT
#16672
On December 15 2013 09:23 bo1b wrote:
Show nested quote +
On December 15 2013 09:14 TheDwf wrote:
A simple nerf to muta regen should do, something like 1 hit point regenerated every 2 or 2.25 seconds instead of 1 per second as of now (it's 1 every ~3,7 second for the rest of Zerg units).

I've been wanting that for a while, I just don't understand why the muta regen was even implemented in the first place.

Making things easier/more forgiving to promote harass (Medivacs, Mutalisks, Oracles, Warp Prisms) is apparently Blizzard's philosophy...
Assirra
Profile Joined August 2010
Belgium4169 Posts
December 15 2013 00:35 GMT
#16673
On December 15 2013 09:23 bo1b wrote:
Show nested quote +
On December 15 2013 09:14 TheDwf wrote:
A simple nerf to muta regen should do, something like 1 hit point regenerated every 2 or 2.25 seconds instead of 1 per second as of now (it's 1 every ~3,7 second for the rest of Zerg units).

I've been wanting that for a while, I just don't understand why the muta regen was even implemented in the first place.

It is obviously as counter against window mines.
Mantaza
Profile Joined January 2011
Germany87 Posts
December 15 2013 00:56 GMT
#16674
actually since im more of a macro player as protoss i dont really care about the nexus cannon i never really use it in PvT but its an important part in PvP right now without the current MSC the whole PvP meta would change again. I use stalkers/cannons or templar to defend drops having observers or good placed pylons to see when the drop comes so that i can react in time to snipe them down like i said i dont really need the msc overcharge and holding off stim timings is still possible because of the slow bubble (forgot name xD) it would be harder and yeah proxy plays need to really deal dmg that way. Like i said im only concerned about the PvP.
ChristianS
Profile Blog Joined March 2011
United States3252 Posts
December 15 2013 01:51 GMT
#16675
On December 15 2013 07:41 Xequecal wrote:
Show nested quote +
On December 15 2013 05:28 Iron_ wrote:
This is one of the sillier arguments I hear about getting rid of the broken nexus cannon. Here are the various things you can defend drops with.

1) Warp in units

2) Templar with feedback to instantly kill/hurt and make usless the medivacs

3) Cannons (which shoot both air and ground, you actually can build those)

4) Phoenix (you can open with an oracle then go into 2-3 phoenix for map control/drop control)

Basically 1-2 cannons and 1 templar plus warp in OWNS any medivac drop that isn't a doom drop. I don't understand why people try and make this argument, it holds no water.


Ok, no. If you get rid of "broken nexus cannon" Protoss has ONE opening: 1 gate FE into 3-4 gates into robo. Stargate is suicidal without overcharge, a simple 2 rax kills you, let alone any kind of 1 base cheese.

Wait a second, since when is it a bad thing that a cheesy play can die to another cheesy play? Something cheesy like proxy stargate SHOULD have some vulnerabilities – that's why it's taking a risk when you do it.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
RampancyTW
Profile Joined August 2010
United States577 Posts
December 15 2013 02:17 GMT
#16676
On December 15 2013 10:51 ChristianS wrote:
Show nested quote +
On December 15 2013 07:41 Xequecal wrote:
On December 15 2013 05:28 Iron_ wrote:
This is one of the sillier arguments I hear about getting rid of the broken nexus cannon. Here are the various things you can defend drops with.

1) Warp in units

2) Templar with feedback to instantly kill/hurt and make usless the medivacs

3) Cannons (which shoot both air and ground, you actually can build those)

4) Phoenix (you can open with an oracle then go into 2-3 phoenix for map control/drop control)

Basically 1-2 cannons and 1 templar plus warp in OWNS any medivac drop that isn't a doom drop. I don't understand why people try and make this argument, it holds no water.


Ok, no. If you get rid of "broken nexus cannon" Protoss has ONE opening: 1 gate FE into 3-4 gates into robo. Stargate is suicidal without overcharge, a simple 2 rax kills you, let alone any kind of 1 base cheese.

Wait a second, since when is it a bad thing that a cheesy play can die to another cheesy play? Something cheesy like proxy stargate SHOULD have some vulnerabilities – that's why it's taking a risk when you do it.
He's not saying proxy stargate. He's saying opening stargate, period. It's a huge investment and without PO it wouldn't be possible to do safely.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
December 15 2013 02:23 GMT
#16677
On December 15 2013 09:23 bo1b wrote:
Show nested quote +
On December 15 2013 09:14 TheDwf wrote:
A simple nerf to muta regen should do, something like 1 hit point regenerated every 2 or 2.25 seconds instead of 1 per second as of now (it's 1 every ~3,7 second for the rest of Zerg units).

I've been wanting that for a while, I just don't understand why the muta regen was even implemented in the first place.

It was introduced during the infestor rampage, when zerfs were laughed at for spending gas into anything that wasnt broodlords/infestors.
Has foreign StarCraft hit rock bottom?
Doominator10
Profile Joined August 2012
United States515 Posts
December 15 2013 02:52 GMT
#16678
Blizzard wanted faster expos to be possible, so the overcharge helps PvP. +1
Overcharge also kills most forms of early Terran aggression, so the matchup feels frustrating (regardless of balance atm). -1

Solution: Idk I play zerg :D If I really wanted to, I could blinding cloud it, but I don't really need to anyways.
Your DOOM has arrived,,,, and is handing out cookies
Assirra
Profile Joined August 2010
Belgium4169 Posts
December 15 2013 03:02 GMT
#16679
On December 15 2013 11:23 Morbidius wrote:
Show nested quote +
On December 15 2013 09:23 bo1b wrote:
On December 15 2013 09:14 TheDwf wrote:
A simple nerf to muta regen should do, something like 1 hit point regenerated every 2 or 2.25 seconds instead of 1 per second as of now (it's 1 every ~3,7 second for the rest of Zerg units).

I've been wanting that for a while, I just don't understand why the muta regen was even implemented in the first place.

It was introduced during the infestor rampage, when zerfs were laughed at for spending gas into anything that wasnt broodlords/infestors.

lol what. muta regen was introduced at HoTS straight up as a counter to widow mines. Without that and the old window mines going muta was the same as walking blindfolded naked into a minefield. At least with the regen your muta pack didn't instantly became useless. it had nothing to do with broodlord/infestor...
DaRKMaTT3r
Profile Joined November 2010
Brazil553 Posts
December 15 2013 04:38 GMT
#16680
On December 15 2013 07:58 il_Cattivo wrote:
What does TL think about a possible Thor buff like this: Thor anti-air attacks now slow target units (like marauder does to ground units). This way it would be possible for stimmed marines to catch some of the affected mutas therefore making it easier for terran to keep the muta count at a reasonable level. Mass muta seems kinda OP tbh.


Why people never suggest to get rid of magic box. Thor counters mutas pretty heavily, the only problem is this trick completely negates splash when sniping thors. I wonder how zerg and protoss would feel if every time bio was about to attack colossi/templar/banelings based army and we pressed Hold and it would be everything auto split in a way that it would be immune to splash.

Zerglings needs to split against banelings early game zvz, marines against any splash and so does protoss in some occasion or when they have no forcefields left. Why mutas has to be different? (please if i'm forgetting some obvious reason why it should be this way, please explain)


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