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I don't know how to improve the game, but as a Terran player, proleague having almost no Terrans means I barely watch proleague now. I don't think the game is too imbalanced, the biggest issue is late game, if it was easier to go toe to toe with the protoss in the late game, terrans would be able to play more defensive macro games against these aggressive build orders and wouldn't have to play so risky rushing to attack between the 10 and 18 minute mark.
Protoss really doesn't need a nerf in my opinion, terran needs aoe for bio. I would give ghosts a slightly weaker and more telegraphed spell like storm, which would create a synergy / balance between infestors / high templar / ghosts. Id probably remove nukes from the game, so ghosts aren't op.
It would cost mana and require an upgrade to get and the armory.
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You really can't do that.... Ghost already have a strong attack Infestors and Templars don't have that.... Now If you gave Ghosts something like BW where they had lockdown to shutdown Vehicles temporarily then yea I'd say your on to something.... I mean Templars have HUGE utility they can Own BCz with FB and 1 Templar at 150 Eng can Kill 3 medivacs before they drop instantly.... or just double storm and prevent the drop all together i mean why can't Terran have some utility?
Edit:BTW tahts for 50 Mins and 150 Gas Not to mention Ghosts are so close to cost to Colo it isn't funny and the utilty is simply a Deterrent to stop Templars from Owning your army with 2 storms......
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Lastly id like to point out. Thats exactly y we dont see them that often anymore the cost vses utility of trade is in the gutter
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I'm still of the opinion that EMP should be unnerfed. The reason you don't see ghosts is because how bad they are in small numbers, you really need a huge number of them to start EMPing the main army and good protoss players don't let terrans get there on even terms. Lategame TvP has been a joke for enough time that its obvious that the issue wont fix itself.
Its a simple fix that doesn't affect other match-ups and also helps ghostmech styles tremendously. It also doesn't alter the mass ghost scenario that much because those were going to EMP everything protoss had anyway.
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On January 03 2014 00:47 Bagi wrote: I'm still of the opinion that EMP should be unnerfed. The reason you don't see ghosts is because how bad they are in small numbers, you really need a huge number of them to start EMPing the main army and good protoss players don't let terrans get there on even terms. Lategame TvP has been a joke for enough time that its obvious that the issue wont fix itself.
Its a simple fix that doesn't affect other match-ups and also helps ghostmech styles tremendously. It also doesn't alter the mass ghost scenario that much because those were going to EMP everything protoss had anyway.
I'd be down with that. Larger EMP radius, make it an upgrade.
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Larger EMP radius, or remove all energy (and not just 100)?
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LOL! Yea only Terrans saying this Protoss don't like any idea that Terran Should be Buffed they want it to go the other way....
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On January 03 2014 01:12 ZenithM wrote: Larger EMP radius, or remove all energy (and not just 100)? Oh right it has been nerfed multiple times.
I mean larger radius though, so that ghosts can be used more effectively against the main protoss army without having 15 of them. Snipe is a strong enough tool against casters.
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I think a cooler idea would be a shotty snipes for ghosts like close range aoe that only really does damage to infantry and still keep the snipe but thats a halo dream that wpuld never come true haha (the shotgun blast would take up 25 eng the same hehe)
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On January 03 2014 01:30 Pirfiktshon wrote:I think a cooler idea would be a shotty snipes for ghosts like close range aoe that only really does damage to infantry and still keep the snipe  but thats a halo dream that wpuld never come true haha (the shotgun blast would take up 25 eng the same hehe) Id rather have something useful instead. Like a good EMP 
then maybe korean terrans would start using them more again!
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Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle. IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness
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United States7483 Posts
On January 02 2014 20:53 TheDwf wrote:Show nested quote +On January 02 2014 14:38 Whitewing wrote:On January 02 2014 12:40 Glorfindel! wrote:On January 02 2014 12:17 RampancyTW wrote:On January 02 2014 11:59 CannonsNCarriers wrote: I want to hear someone defend 5:50 proxy oracle build in TvP. Someone here make the case.
I recently lost to this. I scouted his main with reaper, and ran the reaper around the map. I somehow didn't see the proxy.
I had 4 marines from my 2 barracks and was making a tech lab on my factory in case of a blink all in from a proxy I might not have seen.
Because I had 4 marines at 5:50 (or whatever random Oracle timing we are discussing) due to making that initial reaper, I lost all my marines and proceeded to lose the game.
Where is the skill there? Where is the actual gameplay? Any terran build that doesn't have 5 marines at 5:50 auto loses to a proxy that you might not scout, even if you make a unit specifically to scout it. Mine first, then tech lab. You failed to account for the fact that you were going to have a low marine count, when you had incomplete knowledge of your opponent's build. If you'd built the mine first, then the tech lab, you would have been able to fend off the Oracle (or at least buy time for more marines), while still being able to get a tank out in time for a blink all-in. I think what is so weird with SC2 here is that so early as 5 minutes (or whatever random Oracle timing we are discussing) into the game one of the races have the potenial to make a misstake that straight out loses him the game (Terran) and the other race cannot be killed by anything during the first 10 minutes. I dont think you should be able to lose vs one unit because you were 3 seconds slow on producing Marine 5/6. Just my five cents... I mean, there are no situations in the game when you can say to a Protoss "you scouted bad and started your Stalker 2 seconds to late so you just autodie, blame yourself". It was like that for the entirety of WoL for protoss and is still like that in PvZ early game if you gate expand. One missed forcefield or skip a sentry, and bam, you lose. Pure nonsense. There was nothing in WoL 2012-13 PvT like "your fifth and sixth Marines are a bit late, you auto-lose". Comparing how brutally unforgiving HotS TvP is with WoL PvT or HotS PvZ is really ridiculous. Show nested quote +On January 02 2014 15:12 Whitewing wrote:On January 02 2014 14:50 Survivor61316 wrote:On January 02 2014 14:38 Whitewing wrote:On January 02 2014 12:40 Glorfindel! wrote:On January 02 2014 12:17 RampancyTW wrote:On January 02 2014 11:59 CannonsNCarriers wrote: I want to hear someone defend 5:50 proxy oracle build in TvP. Someone here make the case.
I recently lost to this. I scouted his main with reaper, and ran the reaper around the map. I somehow didn't see the proxy.
I had 4 marines from my 2 barracks and was making a tech lab on my factory in case of a blink all in from a proxy I might not have seen.
Because I had 4 marines at 5:50 (or whatever random Oracle timing we are discussing) due to making that initial reaper, I lost all my marines and proceeded to lose the game.
Where is the skill there? Where is the actual gameplay? Any terran build that doesn't have 5 marines at 5:50 auto loses to a proxy that you might not scout, even if you make a unit specifically to scout it. Mine first, then tech lab. You failed to account for the fact that you were going to have a low marine count, when you had incomplete knowledge of your opponent's build. If you'd built the mine first, then the tech lab, you would have been able to fend off the Oracle (or at least buy time for more marines), while still being able to get a tank out in time for a blink all-in. I think what is so weird with SC2 here is that so early as 5 minutes (or whatever random Oracle timing we are discussing) into the game one of the races have the potenial to make a misstake that straight out loses him the game (Terran) and the other race cannot be killed by anything during the first 10 minutes. I dont think you should be able to lose vs one unit because you were 3 seconds slow on producing Marine 5/6. Just my five cents... I mean, there are no situations in the game when you can say to a Protoss "you scouted bad and started your Stalker 2 seconds to late so you just autodie, blame yourself". It was like that for the entirety of WoL for protoss and is still like that in PvZ early game if you gate expand. One missed forcefield or skip a sentry, and bam, you lose. Would people stop posting useless things like this..WOL is over man. And no matter how bad the balance might or might not have been back then, it will never excuse what is going on in the MUs right now. If you dont have anything worthwhile to post, just dont say anything. It's still like that in PvP and PvZ in various ways, and IIRC, the 8/8/8 build for terran kills a fair amount of openers from all 3 races if they don't play safely early. Matchups have requirements. Any terran build that doesn't include 5 marines by 5:50 is a gamble vs. toss. Any zerg build that doesn't include a spawning pool before 3rd hatch is a gamble. Builds can be greedy in different ways, but skimping on units is greedy. Protoss has restrictions like this too, as does zerg. It's not just terran. That's what it means to play a matchup: you need to plan accordingly for what your opponent might do. Protoss has to either all-in, open stargate, or risk being forced into a basetrade with a low probability of winning vs. zerg if he decides to make mutas at any point in time. Protoss needs to open templar first or go up to a stupid amount of colossus to not die to an scv pull: the fact that that scv pull exists kills the old 1 colossus into storm builds. Certain strategies and builds are greedy or risky: that will always be true. If you don't want to get stupid losses, don't do those builds. Otherwise, accept the fact that you will sometimes lose in that way. Lol. 8-8-8 has zero impact on Zerg or Protoss builds, and minimal consequences on Terran ones as CC first is already in jeopardy vs other proxies. SCVs pulls have nothing to do with "killing the old 1 Colossus into Storm builds," they're actually awful against such a build...
Show nested quote +On January 02 2014 20:33 ETisME wrote:On January 02 2014 19:47 Qwerty85 wrote:On January 02 2014 04:06 ETisME wrote: We were the ones to tell them stop with overpatching. Now it is no word no action patching attitude. Well I think they overpatched with the mine nerf and oracle buff. So someconsistency would be good. People complained about the frequency of patching, not the level of changes. Wait a few months for metagame to stable before patching etcetc Damage the game with a dumb unnecessary patch, then declare "time is needed". Sounds oddly familiar.
Of course there is stuff like that. In PvZ, if I'm doing a gate expand and my opponent does a ling rush, and I skipped my first zealot to get an earlier nexus, or delayed it until I scouted, bam, I can lose from that. If he's doing a burrowed roach rush build, and I did a gate expand and my robo is late, bam I lose. There are times in the game where you have to have something out by or you risk losing to specific things your opponent can do. Whether it be 5 marines by X time or an observer by Y time, you have requirements, and your builds have to meet them. Complaining about that is just silly. Hell, in PvP if you don't have a sentry out by 6:30 and you haven't been spamming chrono on your warp gate, an old fashioned 4 gate will usually just kill you. In WoL, there was stuff like proxy 2 rax killing you outright if you skipped your first zealot. Whoops, your zealot was late, you lose. Builds can be greedy. You might not think they're greedy, but if they outright die to a build your opponent might do, they're greedy. If your build can easily handle what your opponent did, then you deserved to lose because you botched the execution. That's all there is to it. This complaint about "oh noes, my opponent did a rush and I didn't quite have enough units out immediately so I lost, this is unfair" is just silly.
And the scv pulls are quite effective vs. the colossus into storm builds, as long as you make sure to hit the timing before storm finishes. I lost track of how many PvT losses were suffered in the GSL from scv losses hitting at the right timing when they were trying to do that build, and Protoss players just stopped doing it entirely. We started to see a lot more 5 colossus builds or just plain templar first builds because of it.
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^ I agree with white wing. Things are crappy, but the terran teenage drama queen levels have gotten to ridiculous heights lately.
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On January 03 2014 01:45 ffadicted wrote: Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle. IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness Nobody used EMP for that purpose when it had larger radius.
I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.
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On January 03 2014 00:19 Big J wrote:Show nested quote +On January 02 2014 20:53 TheDwf wrote:On January 02 2014 09:03 Big J wrote:On January 02 2014 06:14 TheDwf wrote:On January 02 2014 06:04 Bagi wrote:On January 02 2014 04:59 ZenithM wrote: I like how Terran's problem is its beautiful design :'( It's a good thing that top players are able to distinguish themselves from decent players, I wouldn't trade that off for a few % in winrates. It's hardly beautiful design when the race consists of massing their first combat units and a handful of other ones for support. One viable unit comp, no transitions, nothing but the same timing attack game after game. You might consider the race ideal if you thought this a game of mechanics and nothing else, but many of us would rather have more than that. The race needs to be much, much less reliant on the marine, no matter how much of a boner some people have for microing them. Thing is, mech issues in TvP/Z (more in TvP than in TvZ) are not only due to the fact mech is not very well built in SC2; it's also because the other side has so much hardcounter nonsense. Units like the Immortal, the Tempest, the Swarm host or the Viper are also, if not mostly, responsible for Terran being forced or "'strongly encouraged" to play bio. You can look at it as hardcounter nonsense, but you can also look at it as lack of Mech design/balancing. And with all respect, if amongst 5 Factory units and 4 Starport units you can't find proper ways to deal with stuff that isn't even existent in the ZvZ and TvZ bio metagame and situational in the PvZ metagame I tend to blame Mech for it and not the Blinding Cloud, even if I'd propose to change the cloud because it's the easy way and would allow for an interesting mechanic (Siege Mode) to shine. Similarily with Immortals and Archons. (don't consider SHs as dealbreakers for anything, especially after the last Mech buffs; and Tempests scenarios are way to exotic and unfigured when we assume a world in which Mech is not an autolose on the ground already). It's really much less the fault of the Archon that 1.5techpaths of Terran cannot break high HP opponents that aren't armored, nor the Immortals that nearly everything Mech is designed around high burst and basically nothing about constant fireing or reasonable AtG combat at a reasonable timing (like mutas or VRs). That's all on Mech and hardly on the other races for having such stuff. The "explosive damage" model rather than the "sustained" one is not a problem in TvT or TvZ, so why is it in TvP? Because Hardened Shields. The ability was reactively designed as a hardcounter, so of course it exploits the weaknesses of mech. By your logic, it's like saying Sieged Tanks are poorly designed because they can't move out of Blinding Clouds… Tempests are not an "exotic scenario" at all against mech, they're one of the staple answers and most people who tried mech TvP will tell you how little sense Tempests/Templars makes. Sorry, didn't see the answer until now... It's not just the hardended shields, there it is most prevalent because it is good against Tank, Thor, Hellbat and Seeker Missile. Hardened Shields has no effect on Seeker Missile since it's a spell. And it's not just Hardened Shields indeed, it's Hardened Shields and the massive damage output of Immortals vs Armored targets.
But there is far more to that, Mech struggles with every high HP unit to a good degree, because of the burst/splash mechanics of their units keeping dps low. It's extremly visible with Archons, Zealots and Ultras (especially on creep) as well, that Mech has trouble with everything that survives the first few shots. Thor dps is good. Apart from that it's 14dps for a single tank (~2marines), 9-15dps for a hellbat (~1-1.5 stimmed marines), 3-7dps for a hellion (0.5-1 marine). Apart from the Thor, all the units are not built to combat long, which is a weakness of Mech. And still the units you mention are not the biggest problems mech faces. Thors are good against all three of them, for instance. Even unsieged Tanks are decent/good against ultras as long as you have enough of them. The sturdiness of Zealots/Archons is only problematic because behind them usually lies a line of units laying waste to all Armored units in a matter of seconds. Ultralisks are mostly problematic when Vipers are on the field, otherwise mech can handle them.
Mech cannot deal with anything being strong vs tanks. Well, mech is based around the Tank, so of course the style will have troubles when its core unit is in difficulty. That's a bit tautological.
Again, who is to blame? The race that has options against tanks, or the Terran techtree that falls apart the moment the opponent uses those options? As I said earlier, SC2 mech has flaws: Hellions/Hellbats are too unidimensional, Mines are sadly often too impractical to use because of their supply cost and the fact they're a second unit with a "transformation" time before shooting, Tanks don't deal enough damage (Siege in particular isn't rewarded enough in some scenarii; against some compositions, you're even punished for being sieged), Thors are a failure on several plans, Vikings in their ground form are kind of meh for their cost.
But.
Despite all those weaknesses, it could decently work if some of the adverse options are toned down. The problem is not that those options exist, it's how extreme some of them are. The Viper, for instance—was there any need to have Blinding Cloud entirely disable Tanks? For the Immortal, was it needed to have extreme resistance and extreme damage?
On December 05 2013 23:07 TheDwf wrote: Why not directly change Hardened Shields? Instead of the current functioning [reduces all damage inflicted on the shields that is greater than 10 to 10], change to:
- Attacks dealing from 10 to 20 damage are still reduced to 10. - Attacks dealing more than 20 damage are halved instead of reduced to 10.
The impact in PvT and PvZ would be (assuming 0 shield upgrade for Immortals):
- Marauder: damage would be 10-13 instead of 10. Minor. - Hellbat: damage would be 10-12 instead of 10. Minor. - Unsieged Tanks: damage would be 12.5 - 17 instead of 10. - Sieged Tanks: damage would be 25 - 32.5 instead of 10. - Thors: damage would be 15x2 - 19.5-x2 instead of 10x2.
- Baneling: damage would be 10-13 instead of 10. Minor. - Roach: damage would be 10-11 instead of 10. Minor. - Ultralisks: damage would be 17.5 - 22 instead of 10. - Brood lords: damage would be 10-13 instead of 10. Minor. Without even tweaking mech itself, I am convinced this change would do more than what Blizzard has done so far for mech TvP. Suddenly you could focus Immortals beyond the Zealots/Archon walls without instantly wasting 80-85% (!) of your damage potential. You could have a chance to fight without Ghosts or lots of Banshees, which means you would not be forced to turtle for so long to get your Ghost/mech army, resulting in painful to watch games. As you said, Tempests would not appear as comfortably because Protoss could not wildly tech to them solely backed by the threat of Immortals crushing too easily an attempt at a midgame timing.
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United States7483 Posts
On January 03 2014 02:08 Bagi wrote:Show nested quote +On January 03 2014 01:45 ffadicted wrote: Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle. IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness Nobody used EMP for that purpose when it had larger radius. I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.
It was nerfed in the first place because EMP was doing too much damage against Protoss. Back at the old radius, a single EMP was often doing 1000+ damage at instant speed that could not be avoided, dodged, or really micro'd against at all.
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On January 03 2014 01:54 ffadicted wrote: ^ I agree with white wing. Things are crappy, but the terran teenage drama queen levels have gotten to ridiculous heights lately.
Agreed, although it's been pretty bad ever since they stopped winning everything (back in the GomTvT days).
On January 03 2014 01:45 ffadicted wrote: Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle. IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness
As a Protoss player, I wouldn't mind seeing Terran's EMP radius get a little larger as long as range is decreased. It would be nice to have the high templar (the slower, non-cloaked spellcaster) be able to get their first shots off on the ghost, rather than the way it's always been (ghosts getting first dibs on shooting off spells first, often immediately nullifying the high templar).
The ghost resource cost is really not bad though. Maybe lowering the mineral cost a tiny bit and raising the gas cost would be better for Terrans, but it's currently not awful.
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United States7483 Posts
On January 03 2014 02:10 TheDwf wrote:Show nested quote +On January 03 2014 00:19 Big J wrote:On January 02 2014 20:53 TheDwf wrote:On January 02 2014 09:03 Big J wrote:On January 02 2014 06:14 TheDwf wrote:On January 02 2014 06:04 Bagi wrote:On January 02 2014 04:59 ZenithM wrote: I like how Terran's problem is its beautiful design :'( It's a good thing that top players are able to distinguish themselves from decent players, I wouldn't trade that off for a few % in winrates. It's hardly beautiful design when the race consists of massing their first combat units and a handful of other ones for support. One viable unit comp, no transitions, nothing but the same timing attack game after game. You might consider the race ideal if you thought this a game of mechanics and nothing else, but many of us would rather have more than that. The race needs to be much, much less reliant on the marine, no matter how much of a boner some people have for microing them. Thing is, mech issues in TvP/Z (more in TvP than in TvZ) are not only due to the fact mech is not very well built in SC2; it's also because the other side has so much hardcounter nonsense. Units like the Immortal, the Tempest, the Swarm host or the Viper are also, if not mostly, responsible for Terran being forced or "'strongly encouraged" to play bio. You can look at it as hardcounter nonsense, but you can also look at it as lack of Mech design/balancing. And with all respect, if amongst 5 Factory units and 4 Starport units you can't find proper ways to deal with stuff that isn't even existent in the ZvZ and TvZ bio metagame and situational in the PvZ metagame I tend to blame Mech for it and not the Blinding Cloud, even if I'd propose to change the cloud because it's the easy way and would allow for an interesting mechanic (Siege Mode) to shine. Similarily with Immortals and Archons. (don't consider SHs as dealbreakers for anything, especially after the last Mech buffs; and Tempests scenarios are way to exotic and unfigured when we assume a world in which Mech is not an autolose on the ground already). It's really much less the fault of the Archon that 1.5techpaths of Terran cannot break high HP opponents that aren't armored, nor the Immortals that nearly everything Mech is designed around high burst and basically nothing about constant fireing or reasonable AtG combat at a reasonable timing (like mutas or VRs). That's all on Mech and hardly on the other races for having such stuff. The "explosive damage" model rather than the "sustained" one is not a problem in TvT or TvZ, so why is it in TvP? Because Hardened Shields. The ability was reactively designed as a hardcounter, so of course it exploits the weaknesses of mech. By your logic, it's like saying Sieged Tanks are poorly designed because they can't move out of Blinding Clouds… Tempests are not an "exotic scenario" at all against mech, they're one of the staple answers and most people who tried mech TvP will tell you how little sense Tempests/Templars makes. Sorry, didn't see the answer until now... It's not just the hardended shields, there it is most prevalent because it is good against Tank, Thor, Hellbat and Seeker Missile. Hardened Shields has no effect on Seeker Missile since it's a spell. And it's not just Hardened Shields indeed, it's Hardened Shields and the massive damage output of Immortals vs Armored targets. Show nested quote +But there is far more to that, Mech struggles with every high HP unit to a good degree, because of the burst/splash mechanics of their units keeping dps low. It's extremly visible with Archons, Zealots and Ultras (especially on creep) as well, that Mech has trouble with everything that survives the first few shots. Thor dps is good. Apart from that it's 14dps for a single tank (~2marines), 9-15dps for a hellbat (~1-1.5 stimmed marines), 3-7dps for a hellion (0.5-1 marine). Apart from the Thor, all the units are not built to combat long, which is a weakness of Mech. And still the units you mention are not the biggest problems mech faces. Thors are good against all three of them, for instance. Even unsieged Tanks are decent/good against ultras as long as you have enough of them. The sturdiness of Zealots/Archons is only problematic because behind them usually lies a line of units laying waste to all Armored units in a matter of seconds. Ultralisks are mostly problematic when Vipers are on the field, otherwise mech can handle them. Well, mech is based around the Tank, so of course the style will have troubles when its core unit is in difficulty. That's a bit tautological. Show nested quote +Again, who is to blame? The race that has options against tanks, or the Terran techtree that falls apart the moment the opponent uses those options? As I said earlier, SC2 mech has flaws: Hellions/Hellbats are too unidimensional, Mines are sadly often too impractical to use because of their supply cost and the fact they're a second unit with a "transformation" time before shooting, Tanks don't deal enough damage (Siege in particular isn't rewarded enough in some scenarii; against some compositions, you're even punished for being sieged), Thors are a failure on several plans, Vikings in their ground form are kind of meh for their cost. But. Despite all those weaknesses, it could decently work if some of the adverse options are toned down. The problem is not that those options exist, it's how extreme some of them are. The Viper, for instance—was there any need to have Blinding Cloud entirely disable Tanks? For the Immortal, was it needed to have extreme resistance and extreme damage? Show nested quote +On December 05 2013 23:07 TheDwf wrote: Why not directly change Hardened Shields? Instead of the current functioning [reduces all damage inflicted on the shields that is greater than 10 to 10], change to:
- Attacks dealing from 10 to 20 damage are still reduced to 10. - Attacks dealing more than 20 damage are halved instead of reduced to 10.
The impact in PvT and PvZ would be (assuming 0 shield upgrade for Immortals):
- Marauder: damage would be 10-13 instead of 10. Minor. - Hellbat: damage would be 10-12 instead of 10. Minor. - Unsieged Tanks: damage would be 12.5 - 17 instead of 10. - Sieged Tanks: damage would be 25 - 32.5 instead of 10. - Thors: damage would be 15x2 - 19.5-x2 instead of 10x2.
- Baneling: damage would be 10-13 instead of 10. Minor. - Roach: damage would be 10-11 instead of 10. Minor. - Ultralisks: damage would be 17.5 - 22 instead of 10. - Brood lords: damage would be 10-13 instead of 10. Minor. Without even tweaking mech itself, I am convinced this change would do more than what Blizzard has done so far for mech TvP. Suddenly you could focus Immortals beyond the Zealots/Archon walls without instantly wasting 80-85% (!) of your damage potential. You could have a chance to fight without Ghosts or lots of Banshees, which means you would not be forced to turtle for so long to get your Ghost/mech army, resulting in painful to watch games. As you said, Tempests would not appear as comfortably because Protoss could not wildly tech to them solely backed by the threat of Immortals crushing too easily an attempt at a midgame timing.
I will agree with your comments on blinding cloud, if it instead reduced the range of the unit by say, 6, to a minimum of 1, tanks wouldn't be entirely useless when sieged but would still be substantially hampered to make blinding cloud worth it.
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Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle. IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness
Thats just the point the Price plays a HUGE part into the effectiveness..... For Instance having a Zergling cost 200 minerals but kept the same stats would mean making lings would not be effective at all and zerg would suffer tremendously because of it....
The simple fact comes into Cost vses Utility of Trade.... it's hard to measure a utility of Trade with the situation of a ghost but! its not hard to see now that 200/100 is really not worth making something that can die to 50 Energy instantly..... when it takes 400/200 to instantly kill a Temp LOL That's if the Temp doesn't do the Juke move and just kill all 3 ghosts....
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United States7483 Posts
On January 03 2014 02:16 Pirfiktshon wrote:Show nested quote +Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle. IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness Thats just the point the Price plays a HUGE part into the effectiveness..... For Instance having a Zergling cost 200 minerals but kept the same stats would mean making lings would not be effective at all and zerg would suffer tremendously because of it.... The simple fact comes into Cost vses Utility of Trade.... it's hard to measure a utility of Trade with the situation of a ghost but! its not hard to see now that 200/100 is really not worth making something that can die to 50 Energy instantly..... when it takes 400/200 to instantly kill a Temp LOL That's if the Temp doesn't do the Juke move and just kill all 3 ghosts....
What? You can just snipe it twice from outside it's range: snipe has range 10, feedback has range 9, and the ghost is the faster of the two units. If you're losing these micro wars, it's user error on your part.
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