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Designated Balance Discussion Thread - Page 980

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Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
May 05 2014 13:19 GMT
#19581
On May 05 2014 18:07 LSN wrote:
Show nested quote +
On May 05 2014 12:57 Mutineer wrote:
This year terans did not win a single major tournaments, in korea and overseas.


Last year, when terran was winning the majority of tournaments, this thread was not any different:

This thread was inhabited with 80% terrans that were blaming good stats of terran race on the uber-abilities of innovation and flash. However, nowadays it is very clear that innovation was just one of the guys in history of sc2 that were able to abuse certain mechanics/playstyles to his favour during a period of time where it was hard to deal with them like there were several before him and flash can't live up to his prior broodwar times of success, which surely also is a matter of sc2 being not that appealing and inspiring to him as broodwar was (imo, due to the lower general skill cap and due to too fast macro of all races).


Anyway, the terran bias in this thread is quite strong.

I don't even know what is the point about 2 rax or 2 off-rax execution in here. It is basically a matter of scouting and reaction of the opponent and not only a matter of microabilities of the executioner. The game is balanced around marines can't be controlled 100% perfectly, otherwise they required nerfing anyway (as other units as well). Therefore it is not relevant if marines can or cannot be microed perfectly.


Terran is a bit in a bad spot right now, I don't doubt, but the solution neither can be any 2 rax timings nor enabling bio in general to overpower their opponents with easy in many situations, as it was before e.g. queen patch or nexus overcharge.

The solution can only be to enforce/enable the terran race to mix a bigger variety of units into their composition of wanted army.

The SC2 state is alot better than it was 1 year ago, but still doesn't feel finnished. Emphasize of terran race is still too much on bio and the ways to deal with it for opponents. I think the thor has to go and be replaced with something more appropriate/dynamic.


I think the reason for the Terran bias is that T is the "hardest" or better said "frustrating" race to play. Lets say you are Protoss and open Dt every game. Between Bronce and High Master you will win 3 or 4 out of 10 games just randomly by choosing this build.
Terran in the current meta doesnt have this "random" wins and is lacking of consistent allins too.
In my opinion the Terran bias is not about balance, it is more about the feeling that the opponent doesn´t "earned" the win by playing better. Even on pro level you see T dropping all over the place and P turtling on 2 base just waiting for T to make a mistake and stomp him with 1 push.

Honestly i think Terran needs even a bigger rework then Protoss. Bio play is either too strong at the highest level or too "hard" for lowlvls, everything that synergies with bio is overpowered by default and every Mech buff will be hardcountert by ZvP balance, like history shows (roachbuff(s), Immortalbuff, Tempest). And removing every T upgrade from the game will not fix the problems.

Ideas might be:
- Move Marauder somehow to Mech.
- Rework Reaper away from scout only to some sort of mapcontrol unit.
- Rework Air, in times of speed oracle, speed mutas and super long range Tempest, the BC and Banshee look a bit outdated.

ETisME
Profile Blog Joined April 2011
12890 Posts
May 05 2014 13:38 GMT
#19582
On May 05 2014 20:39 TheDwf wrote:
Show nested quote +
On May 05 2014 20:37 ETisME wrote:
On May 05 2014 15:40 plogamer wrote:
On May 05 2014 15:12 ETisME wrote:
Parting immortal sentries all in is way better than rest of protoss.
I don't really get why people think 2 rax would be harder to perfect or whatever


Parting's soul train had some insane success rate even when scouted. Are you kidding?

Huh? When did I say it didnt?
I am saying parting is THE player to execute that strategy, far better than any other protoss.
Saying protoss all in doesn't have as high skill ceiling as 2 rax is silly when the skill ceiling allows parting to be one of his kind

For 7g robo, certainly. For some other all-ins, there is no such a thing because there are less tasks to perform.

and? It's not like 2 port banshee/mass bfhellion/cloak banshee required a lot of tasks either.
my point is that 2 rax isn't some amazing all in that has high skill ceiling, soultrain itself is the perfect example of that
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
B-rye88
Profile Joined October 2013
Canada168 Posts
May 05 2014 16:16 GMT
#19583
On May 05 2014 21:38 Mutineer wrote:
Assume there are = amount of players started to play every race.

Assume Win rate between players follow normal curve of distribution in every sample size.

Assume win rate stabilised on 50% for each sample.

Get Number of players in each race in a sample. (example, N of each race in GM liaque).

Calculate chance of win if race distribution 20 -40-40 for top 20-20-20.

I let you do the math.




You could also just, I don't know, go to aligulac.

Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 05 2014 16:24 GMT
#19584
On May 06 2014 01:16 B-rye88 wrote:
Show nested quote +
On May 05 2014 21:38 Mutineer wrote:
Assume there are = amount of players started to play every race.

Assume Win rate between players follow normal curve of distribution in every sample size.

Assume win rate stabilised on 50% for each sample.

Get Number of players in each race in a sample. (example, N of each race in GM liaque).

Calculate chance of win if race distribution 20 -40-40 for top 20-20-20.

I let you do the math.




You could also just, I don't know, go to aligulac.



He could also not spend half his argument telling people to assume data that he doesn't present and assume the phrase "I let you do the math" makes him look smart, which it doesn't.
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 05 2014 16:28 GMT
#19585
On May 05 2014 22:38 ETisME wrote:
Show nested quote +
On May 05 2014 20:39 TheDwf wrote:
On May 05 2014 20:37 ETisME wrote:
On May 05 2014 15:40 plogamer wrote:
On May 05 2014 15:12 ETisME wrote:
Parting immortal sentries all in is way better than rest of protoss.
I don't really get why people think 2 rax would be harder to perfect or whatever


Parting's soul train had some insane success rate even when scouted. Are you kidding?

Huh? When did I say it didnt?
I am saying parting is THE player to execute that strategy, far better than any other protoss.
Saying protoss all in doesn't have as high skill ceiling as 2 rax is silly when the skill ceiling allows parting to be one of his kind

For 7g robo, certainly. For some other all-ins, there is no such a thing because there are less tasks to perform.

and? It's not like 2 port banshee/mass bfhellion/cloak banshee required a lot of tasks either.
my point is that 2 rax isn't some amazing all in that has high skill ceiling, soultrain itself is the perfect example of that


And this is one of the many problems of anecdotal discussions.

"Dude, Koreans so good, 2rax so leet" responded by "dude, its just clicking on 2 marines, how hard can it be" responded by "foreigner noobs can't 2rax, 2rax so roxors" responded by "Soul Train so roxors"

And on and on ad nauseam.

Trying to discuss which all-in is harder to execute is like trying to discuss which grain of sand on the beach is a the smallest--its utterly pointless and fruitless even if you *do* find the answer.
Hark, what baseball through yonder window breaks?
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 05 2014 17:53 GMT
#19586
On May 05 2014 22:19 Micro_Jackson wrote:
Show nested quote +
On May 05 2014 18:07 LSN wrote:
On May 05 2014 12:57 Mutineer wrote:
This year terans did not win a single major tournaments, in korea and overseas.


Last year, when terran was winning the majority of tournaments, this thread was not any different:

This thread was inhabited with 80% terrans that were blaming good stats of terran race on the uber-abilities of innovation and flash. However, nowadays it is very clear that innovation was just one of the guys in history of sc2 that were able to abuse certain mechanics/playstyles to his favour during a period of time where it was hard to deal with them like there were several before him and flash can't live up to his prior broodwar times of success, which surely also is a matter of sc2 being not that appealing and inspiring to him as broodwar was (imo, due to the lower general skill cap and due to too fast macro of all races).


Anyway, the terran bias in this thread is quite strong.

I don't even know what is the point about 2 rax or 2 off-rax execution in here. It is basically a matter of scouting and reaction of the opponent and not only a matter of microabilities of the executioner. The game is balanced around marines can't be controlled 100% perfectly, otherwise they required nerfing anyway (as other units as well). Therefore it is not relevant if marines can or cannot be microed perfectly.


Terran is a bit in a bad spot right now, I don't doubt, but the solution neither can be any 2 rax timings nor enabling bio in general to overpower their opponents with easy in many situations, as it was before e.g. queen patch or nexus overcharge.

The solution can only be to enforce/enable the terran race to mix a bigger variety of units into their composition of wanted army.

The SC2 state is alot better than it was 1 year ago, but still doesn't feel finnished. Emphasize of terran race is still too much on bio and the ways to deal with it for opponents. I think the thor has to go and be replaced with something more appropriate/dynamic.


I think the reason for the Terran bias is that T is the "hardest" or better said "frustrating" race to play. Lets say you are Protoss and open Dt every game. Between Bronce and High Master you will win 3 or 4 out of 10 games just randomly by choosing this build.
Terran in the current meta doesnt have this "random" wins and is lacking of consistent allins too.
In my opinion the Terran bias is not about balance, it is more about the feeling that the opponent doesn´t "earned" the win by playing better. Even on pro level you see T dropping all over the place and P turtling on 2 base just waiting for T to make a mistake and stomp him with 1 push.

Honestly i think Terran needs even a bigger rework then Protoss. Bio play is either too strong at the highest level or too "hard" for lowlvls, everything that synergies with bio is overpowered by default and every Mech buff will be hardcountert by ZvP balance, like history shows (roachbuff(s), Immortalbuff, Tempest). And removing every T upgrade from the game will not fix the problems.

Ideas might be:
- Move Marauder somehow to Mech.
- Rework Reaper away from scout only to some sort of mapcontrol unit.
- Rework Air, in times of speed oracle, speed mutas and super long range Tempest, the BC and Banshee look a bit outdated.


just look at ruff, he's grandmaster and he's as dumb as a brick, terrans stuck in diamond whining that terran is much harder to play are just being delusional
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
May 05 2014 17:57 GMT
#19587
There's nothing wrong with a bit of reliance on intuition sometimes. With 2 rax it's pretty clear the difference in execution between average Terrans and its most feared practitioners, Parting's fame at executing the Soul Train attests to there being a great variance in ability to execute.

It's a bit off-piste anyway, but there is my half a dollar. Now to catch up on all the Lonestar VoDs!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
May 05 2014 18:24 GMT
#19588
On May 06 2014 02:53 ROOTFayth wrote:
Show nested quote +
On May 05 2014 22:19 Micro_Jackson wrote:
On May 05 2014 18:07 LSN wrote:
On May 05 2014 12:57 Mutineer wrote:
This year terans did not win a single major tournaments, in korea and overseas.


Last year, when terran was winning the majority of tournaments, this thread was not any different:

This thread was inhabited with 80% terrans that were blaming good stats of terran race on the uber-abilities of innovation and flash. However, nowadays it is very clear that innovation was just one of the guys in history of sc2 that were able to abuse certain mechanics/playstyles to his favour during a period of time where it was hard to deal with them like there were several before him and flash can't live up to his prior broodwar times of success, which surely also is a matter of sc2 being not that appealing and inspiring to him as broodwar was (imo, due to the lower general skill cap and due to too fast macro of all races).


Anyway, the terran bias in this thread is quite strong.

I don't even know what is the point about 2 rax or 2 off-rax execution in here. It is basically a matter of scouting and reaction of the opponent and not only a matter of microabilities of the executioner. The game is balanced around marines can't be controlled 100% perfectly, otherwise they required nerfing anyway (as other units as well). Therefore it is not relevant if marines can or cannot be microed perfectly.


Terran is a bit in a bad spot right now, I don't doubt, but the solution neither can be any 2 rax timings nor enabling bio in general to overpower their opponents with easy in many situations, as it was before e.g. queen patch or nexus overcharge.

The solution can only be to enforce/enable the terran race to mix a bigger variety of units into their composition of wanted army.

The SC2 state is alot better than it was 1 year ago, but still doesn't feel finnished. Emphasize of terran race is still too much on bio and the ways to deal with it for opponents. I think the thor has to go and be replaced with something more appropriate/dynamic.


I think the reason for the Terran bias is that T is the "hardest" or better said "frustrating" race to play. Lets say you are Protoss and open Dt every game. Between Bronce and High Master you will win 3 or 4 out of 10 games just randomly by choosing this build.
Terran in the current meta doesnt have this "random" wins and is lacking of consistent allins too.
In my opinion the Terran bias is not about balance, it is more about the feeling that the opponent doesn´t "earned" the win by playing better. Even on pro level you see T dropping all over the place and P turtling on 2 base just waiting for T to make a mistake and stomp him with 1 push.

Honestly i think Terran needs even a bigger rework then Protoss. Bio play is either too strong at the highest level or too "hard" for lowlvls, everything that synergies with bio is overpowered by default and every Mech buff will be hardcountert by ZvP balance, like history shows (roachbuff(s), Immortalbuff, Tempest). And removing every T upgrade from the game will not fix the problems.

Ideas might be:
- Move Marauder somehow to Mech.
- Rework Reaper away from scout only to some sort of mapcontrol unit.
- Rework Air, in times of speed oracle, speed mutas and super long range Tempest, the BC and Banshee look a bit outdated.


just look at ruff, he's grandmaster and he's as dumb as a brick, terrans stuck in diamond whining that terran is much harder to play are just being delusional



You are diamond too, and extremely biased too. And Ruff isn't stupid? wtf. Not because he doesn't have a standard way of play, that it makes him dumb.
jojamon
Profile Joined December 2012
133 Posts
May 05 2014 22:40 GMT
#19589
I'm a Terran player, and I think that Terran is the strongest race in the mid-game, but is the weakest by far in the late game. Our tier 3 units are useless en masse (BCs, Thors). Ravens are really good, but there's no situation where you can easily mass up a bunch of Ravens if your opponent knows what they're doing. Our early game is hampered by the fact that we don't have any aggressive openings that can catch the opponent off-guard and do a significant amount of damage anymore.

Z can do an aggressive ling/bane +/- roach, P can open DTs, Oracles, Blink stalkers, VRs, 6gate, immortal bust, amongst many others that if not super prepared for, Terran will just die.

I suggest a few minor changes that can make a difference.
1) Make BCs attacks ignore armor (so now they're not totally worthless against Corruptors)
2) Increase MSC build time to 40secs. This will slightly delay the zealot/stalker/MSC poke so Terran can be a little bit safer in the early game.
3) Decrease Reactor build time to 45secs
4) Remove Vikings "armored" profile. This will make landed vikings not die in like 2 shots to immortals, make them not as weak against marauders in TvT, and also not as terrible vs VRs and Stalkers.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-05-05 23:01:10
May 05 2014 23:00 GMT
#19590
On May 06 2014 07:40 jojamon wrote:
I'm a Terran player, and I think that Terran is the strongest race in the mid-game, but is the weakest by far in the late game. Our tier 3 units are useless en masse (BCs, Thors). Ravens are really good, but there's no situation where you can easily mass up a bunch of Ravens if your opponent knows what they're doing. Our early game is hampered by the fact that we don't have any aggressive openings that can catch the opponent off-guard and do a significant amount of damage anymore.

Z can do an aggressive ling/bane +/- roach, P can open DTs, Oracles, Blink stalkers, VRs, 6gate, immortal bust, amongst many others that if not super prepared for, Terran will just die.

I suggest a few minor changes that can make a difference.
1) Make BCs attacks ignore armor (so now they're not totally worthless against Corruptors)
2) Increase MSC build time to 40secs. This will slightly delay the zealot/stalker/MSC poke so Terran can be a little bit safer in the early game.
3) Decrease Reactor build time to 45secs
4) Remove Vikings "armored" profile. This will make landed vikings not die in like 2 shots to immortals, make them not as weak against marauders in TvT, and also not as terrible vs VRs and Stalkers.


1) But pretty OP vs a lot of other things... basically TvT would turn into more of a mech fest because your 3/3 Battlecruisers also ignore the Bio player's armor.

2) I think this is a nonissue on the current map pool (much larger maps) Also the Reaper would arrive before Protoss can get any ranged unit out to deal with it.

3) How much will this really help late game (which you claim to be the problem)?

4) That wouldn't really make sense from a lore point of view but more importantly it would significantly reduce the damage that Stalkers do to Vikings which I don't think would be fair
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 05 2014 23:18 GMT
#19591
On May 06 2014 07:40 jojamon wrote:
I suggest a few minor changes that can make a difference.
1) Make BCs attacks ignore armor (so now they're not totally worthless against Corruptors)
2) Increase MSC build time to 40secs. This will slightly delay the zealot/stalker/MSC poke so Terran can be a little bit safer in the early game.
3) Decrease Reactor build time to 45secs
4) Remove Vikings "armored" profile. This will make landed vikings not die in like 2 shots to immortals, make them not as weak against marauders in TvT, and also not as terrible vs VRs and Stalkers.


1.) That's actually really cool. Its a very passive way to up DPS without changing the design of the unit. I'm not sure if its the right solution, but I like the creativity.

2.) I'm not a fan of nerfing a race to improve the timings of another. For example, if the problem is that terrans needs more time to be safe in the early game, it'd be better to speed up Terran's ability to be safe in the early game instead of slowing down protoss aggression (since I'm not sure what it would do to PvZ and PvP)

3.) I'm actually a big fan of a change like this in application to comment #2, where you speed up terran a bit to allow it to better respond to protoss aggression without buffing bunkers/marines so as to not encourage bunker rushes.

4.) In addition, I've always been a big proponent for transforming the Viking's "Assault Mode" attack from a single to a double-firing strike. So instead of 12x1 it will be 6x2 allowing Vikings to get +2 damage per upgrade without improving their damage vs +3 armor.
Hark, what baseball through yonder window breaks?
Mutineer
Profile Joined March 2013
New Zealand179 Posts
May 06 2014 00:14 GMT
#19592
On May 06 2014 01:24 Thieving Magpie wrote:
Show nested quote +
On May 06 2014 01:16 B-rye88 wrote:
On May 05 2014 21:38 Mutineer wrote:
Assume there are = amount of players started to play every race.

Assume Win rate between players follow normal curve of distribution in every sample size.

Assume win rate stabilised on 50% for each sample.

Get Number of players in each race in a sample. (example, N of each race in GM liaque).

Calculate chance of win if race distribution 20 -40-40 for top 20-20-20.

I let you do the math.




You could also just, I don't know, go to aligulac.



He could also not spend half his argument telling people to assume data that he doesn't present and assume the phrase "I let you do the math" makes him look smart, which it doesn't.


Please, go to school, I will not spend time writing equilibriums for you.

Uberduder
Profile Joined May 2013
United States13 Posts
Last Edited: 2014-05-06 00:48:06
May 06 2014 00:46 GMT
#19593
I was thinking, since zvz is the matchup with swarmhosts that can get the most bogged down and take the longest, an interesting way to deal with that problem would be to make it so vipers could abduct and uproot zerg static defense. I think that would make the viper more interesting, solve the problem of swarmhost zvz, without affecting the other matchups. I think it would really help deal with the gridlock. Thoughts?
If the brain were so simple we could understand it, we would be so simple we couldn't.
DarkPlasmaBall
Profile Blog Joined March 2010
United States46522 Posts
May 06 2014 01:43 GMT
#19594
On May 06 2014 09:14 Mutineer wrote:
Show nested quote +
On May 06 2014 01:24 Thieving Magpie wrote:
On May 06 2014 01:16 B-rye88 wrote:
On May 05 2014 21:38 Mutineer wrote:
Assume there are = amount of players started to play every race.

Assume Win rate between players follow normal curve of distribution in every sample size.

Assume win rate stabilised on 50% for each sample.

Get Number of players in each race in a sample. (example, N of each race in GM liaque).

Calculate chance of win if race distribution 20 -40-40 for top 20-20-20.

I let you do the math.




You could also just, I don't know, go to aligulac.



He could also not spend half his argument telling people to assume data that he doesn't present and assume the phrase "I let you do the math" makes him look smart, which it doesn't.


Please, go to school, I will not spend time writing equilibriums for you.



So not only are you fabricating numbers and formulas without actual data to support your biased "conclusions", but you're dismissing those who are calling you out for not providing any relevant sources? Cool.

On May 06 2014 09:46 Uberduder wrote:
I was thinking, since zvz is the matchup with swarmhosts that can get the most bogged down and take the longest, an interesting way to deal with that problem would be to make it so vipers could abduct and uproot zerg static defense. I think that would make the viper more interesting, solve the problem of swarmhost zvz, without affecting the other matchups. I think it would really help deal with the gridlock. Thoughts?


That would be pretty interesting, as the viper's abduct has +2 range over the spore crawler (9 vs. 7).

I think you'd need quite a few vipers to effectively do that though, right?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 06 2014 02:22 GMT
#19595
On May 06 2014 09:14 Mutineer wrote:
Show nested quote +
On May 06 2014 01:24 Thieving Magpie wrote:
On May 06 2014 01:16 B-rye88 wrote:
On May 05 2014 21:38 Mutineer wrote:
Assume there are = amount of players started to play every race.

Assume Win rate between players follow normal curve of distribution in every sample size.

Assume win rate stabilised on 50% for each sample.

Get Number of players in each race in a sample. (example, N of each race in GM liaque).

Calculate chance of win if race distribution 20 -40-40 for top 20-20-20.

I let you do the math.




You could also just, I don't know, go to aligulac.



He could also not spend half his argument telling people to assume data that he doesn't present and assume the phrase "I let you do the math" makes him look smart, which it doesn't.


Please, go to school, I will not spend time writing equilibriums for you.



Half your sentences start with "assume" and the other half of your sentences is telling the reader that the math works without you showing us anything.

I'm not asking for formulas here, you're the one who believe that those formulas prove something--I'm willing to let you prove it to me. Get rid of the assumptions, get rid of the hypothetical examples, if you have evidence proving your case then show me the evidence proving your case.
Hark, what baseball through yonder window breaks?
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
May 06 2014 02:34 GMT
#19596
On May 06 2014 09:46 Uberduder wrote:
I was thinking, since zvz is the matchup with swarmhosts that can get the most bogged down and take the longest, an interesting way to deal with that problem would be to make it so vipers could abduct and uproot zerg static defense. I think that would make the viper more interesting, solve the problem of swarmhost zvz, without affecting the other matchups. I think it would really help deal with the gridlock. Thoughts?

That's actually a pretty cool idea, I'd totally be down for that being implemented
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
BurningRanger
Profile Joined January 2012
Germany303 Posts
May 06 2014 12:07 GMT
#19597
On May 06 2014 07:40 jojamon wrote:I suggest a few minor changes that can make a difference.
1) Make BCs attacks ignore armor (so now they're not totally worthless against Corruptors)
2) Increase MSC build time to 40secs. This will slightly delay the zealot/stalker/MSC poke so Terran can be a little bit safer in the early game.
3) Decrease Reactor build time to 45secs
4) Remove Vikings "armored" profile. This will make landed vikings not die in like 2 shots to immortals, make them not as weak against marauders in TvT, and also not as terrible vs VRs and Stalkers.

I think you see the right problems, but your ideas are not hitting them that well imo.

1) Yes the BC is totally underused/worthless in all matchups and this shouldn't be. Your idea of its damage ignoring armor is kind of strange though. If you want to buff the lategame damage, just implement a BC-only damage upgrade to the Fusion Core (quite similar to the Ultralisk-only armor upgrade).
I'd rather see Yamato changed a bit maybe. Tone down the energy usage so it can be fired more often, but also decrease the damage. Overall Yamato should have more damage per energy though. This would also promote micro a little.

2) I'd rather see the MSC built in a Stargate or have another requirement or so. Another idea would be to make Photon Overcharge an upgrade that has to be researched. any of those would weaken the early pressure a Protoss can do or make them more all-in'ish. The Protoss player has to choose to be more aggressive or more safe, not both at the same time.

3) I guess you want to speed up Terran's production a bit. It's just way too slow and inflexible in the lategame though. In early- and midgame it's fine imo.
Here I'd like a lategame upgrade (after Fusion Core?) that allows TLs and Reactors to be upgraded to Tech-Reactors (like the one from WoL campaign).

4) The idea is not that bad. I'd just do it for the Assault mode only. In Fighter mode it's fine as it is. In Assault Mode it could transform from Armored into Light for example (a Hellion/Hellbat transforms from Mechanical to Bio and back, so Light to Armored shouldn't be a problem).
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 06 2014 12:12 GMT
#19598
On May 06 2014 21:07 BurningRanger wrote:
Show nested quote +
On May 06 2014 07:40 jojamon wrote:I suggest a few minor changes that can make a difference.
1) Make BCs attacks ignore armor (so now they're not totally worthless against Corruptors)
2) Increase MSC build time to 40secs. This will slightly delay the zealot/stalker/MSC poke so Terran can be a little bit safer in the early game.
3) Decrease Reactor build time to 45secs
4) Remove Vikings "armored" profile. This will make landed vikings not die in like 2 shots to immortals, make them not as weak against marauders in TvT, and also not as terrible vs VRs and Stalkers.

I think you see the right problems, but your ideas are not hitting them that well imo.

1) Yes the BC is totally underused/worthless in all matchups and this shouldn't be. Your idea of its damage ignoring armor is kind of strange though. If you want to buff the lategame damage, just implement a BC-only damage upgrade to the Fusion Core (quite similar to the Ultralisk-only armor upgrade).
I'd rather see Yamato changed a bit maybe. Tone down the energy usage so it can be fired more often, but also decrease the damage. Overall Yamato should have more damage per energy though. This would also promote micro a little.

2) I'd rather see the MSC built in a Stargate or have another requirement or so. Another idea would be to make Photon Overcharge an upgrade that has to be researched. any of those would weaken the early pressure a Protoss can do or make them more all-in'ish. The Protoss player has to choose to be more aggressive or more safe, not both at the same time.

3) I guess you want to speed up Terran's production a bit. It's just way too slow and inflexible in the lategame though. In early- and midgame it's fine imo.
Here I'd like a lategame upgrade (after Fusion Core?) that allows TLs and Reactors to be upgraded to Tech-Reactors (like the one from WoL campaign).

4) The idea is not that bad. I'd just do it for the Assault mode only. In Fighter mode it's fine as it is. In Assault Mode it could transform from Armored into Light for example (a Hellion/Hellbat transforms from Mechanical to Bio and back, so Light to Armored shouldn't be a problem).

Problem with your 1. solution is that BC's, if you get them up, receive a spell that deals 300 damage that an Opponent can't micro against. The overkill is an interesting aspect to it.
2. Possibly, but every change to MSC sadly messes with PvP in a bad way.
3. Nope, that'd be so OP, All of a sudden, Terran would get super powerful lategame armies out nearly as fast as Zerg/Protoss can. I'd rather find a solution for the speed of getting those massive armies.
4. Possible solution, I would like to test their old attack damage back, from before the nerf

Lastly, up Sieged Tank damage and lower attack speed pl0x
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 06 2014 12:13 GMT
#19599
On May 06 2014 08:18 Thieving Magpie wrote:
Show nested quote +
On May 06 2014 07:40 jojamon wrote:
I suggest a few minor changes that can make a difference.
1) Make BCs attacks ignore armor (so now they're not totally worthless against Corruptors)
2) Increase MSC build time to 40secs. This will slightly delay the zealot/stalker/MSC poke so Terran can be a little bit safer in the early game.
3) Decrease Reactor build time to 45secs
4) Remove Vikings "armored" profile. This will make landed vikings not die in like 2 shots to immortals, make them not as weak against marauders in TvT, and also not as terrible vs VRs and Stalkers.


4.) In addition, I've always been a big proponent for transforming the Viking's "Assault Mode" attack from a single to a double-firing strike. So instead of 12x1 it will be 6x2 allowing Vikings to get +2 damage per upgrade without improving their damage vs +3 armor.

That's a nerf because Terran Mech attack is nearly always behind opponents armor.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2014-05-06 12:18:16
May 06 2014 12:17 GMT
#19600
The problem with Battlecruisers, if there is one, only lies in TvP. In TvT and TvZ they do see some use in lategame, it just happens that the situations in which you can build them rarely occur. In TvP Tempests deal way too much damage against them, so the very rare WoL option of a Battlecruiser transition by lategame is dead.
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