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Call to Action: Balance Testing (live custom map) - Page 41

Forum Index > SC2 General
2110 CommentsPost a Reply
Prev 1 39 40 41 42 43 106 Next
DifuntO
Profile Joined November 2011
Greece2376 Posts
May 03 2012 11:23 GMT
#801
Not sure about the queen starting energy,seems too high.
All I do is Stim.
ZyceR
Profile Joined April 2012
United States11 Posts
May 03 2012 11:24 GMT
#802
I don't feel like the observer buff was that drastic of an idea and i dont understand why the community is so against it. But hey whatever
NormandyBoy
Profile Joined May 2010
France200 Posts
May 03 2012 11:36 GMT
#803
Can't wait to see what Idra is going to whine about now...
Tsubbi
Profile Joined September 2010
Germany7997 Posts
May 03 2012 11:39 GMT
#804
i feel like people overreact to the queen change, this change is aimed at helping zvt early game and this is exactly where it comes into play as the 2 free creeptumors from the first two queens are gonna connect the main and natural and start creep in front of the natural to the ramp (on most maps), any further creep onto the map can still be delayed by hellions

i guess terran are used to having total mapcontrol, perfect scouting, denying creep spread and building 3 cc's safely every game by building 4-6 hellions, was about time something changes (as morrow once said, he feels guilty using hellions in tvz)
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 03 2012 11:40 GMT
#805
On May 03 2012 20:10 Zeetox wrote:
Am I the only one that finds it funny, that when TvZ late game was slightly broken, Blizz immediatly nerfed ghosts. But when late game TvP is clearly broken, they just act fools and pretend that everything is ok... It's annoying.

Now back to the thread:
Overlord - It's ok, not so necessary, but might be helpful. Especially with current PvZ metagame where Protoss can do thousands of variations of FFE.

Observer - No more cloak banshee opening unless you scout 4gate. Early and mid-game pushes far less efficient = Protoss can easier be safe and get to the late game where they roflstomp Terran or Zerg easily.

Queen Energy - TLO will win Code S next season According to TLPD Winrate Charts April, Zerg already has ~51% win ratio in TvZ internationally and 56% in Korea. Now it might jump even to 60%...





What? They took months to nerf Ghosts.
"Its easy, just trust your CPU".-Boxer on being good at games
aebriol
Profile Joined April 2010
Norway2066 Posts
May 03 2012 11:41 GMT
#806
Instead of queen energy, hatcheries should start with 1 creep tumor.
bkp
Profile Joined December 2010
Poland12 Posts
May 03 2012 11:43 GMT
#807
I will never understand the way Blizzard balance StarCraft 2 , its always like we think that unit is too weak , so we gonna make it too strong now . If they think 25 energy is too small , so give 30-35 not 50 , the best example was infestor upgrade , when 1 zerg unit kills and counter everything . I can see it now when at 8-10 minute i gonna have creep under my natural and hydra allin . Bad changes , as always .
QNdie
Profile Joined June 2011
Poland210 Posts
May 03 2012 11:44 GMT
#808
The queen buff makes protoss 1base impossible vZ. All a zerg has to do is make an additional queen or 2, get 2-3 spines and he is safe from anything a toss can throw at him, be it immortal/warp prism + 4gates or just a normal 4gate. Way to make PvZ even more monotonous... FFE every game yay!
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
May 03 2012 11:45 GMT
#809
they are all good changes i rly dont understand why ppl complain about 1 more creep tumor / queen , god damn is 1 creep tumor is not like u get 5 creep tumors at the begin of the game , you get 1 creep tumor and 1 inject when your queen pops , played a few games as zerg and is pretty balance vs helions is still hard to expand creep anyway
1/4 \pi \epsilon_0
Gorg
Profile Joined April 2011
Germany261 Posts
Last Edited: 2012-05-03 11:47:33
May 03 2012 11:45 GMT
#810
On May 03 2012 20:41 aebriol wrote:
Instead of queen energy, hatcheries should start with 1 creep tumor.


starting with one from the beginning of the game would be way too strong. either exclude the starting hatch for that idea, or make it require a spawning pool to cast it from either a hatch or a spawning pool.

they are all good changes i rly dont understand why ppl complain about 1 more creep tumor / queen , god damn is 1 creep tumor is not like u get 5 creep tumors at the begin of the game , you get 1 creep tumor and 1 inject when your queen pops , played a few games as zerg and is pretty balance vs helions is still hard to expand creep anyway


problem would be the instant transfuse you would get which would make any banshee/voidray openers way too weak.
nOondn
Profile Joined March 2011
564 Posts
Last Edited: 2012-05-03 11:51:58
May 03 2012 11:48 GMT
#811
On May 03 2012 20:39 Tsubbi wrote:
i feel like people overreact to the queen change, this change is aimed at helping zvt early game and this is exactly where it comes into play as the 2 free creeptumors from the first two queens are gonna connect the main and natural and start creep in front of the natural to the ramp (on most maps), any further creep onto the map can still be delayed by hellions

i guess terran are used to having total mapcontrol, perfect scouting, denying creep spread and building 3 cc's safely every game by building 4-6 hellions, was about time something changes (as morrow once said, he feels guilty using hellions in tvz)

Becuase now zerg don't need to make "dicision" anymore becuase you can do both "inject" and "Creep spread" at the same time , so it cuase game mechanic broken while the other race need to have dicision making in the early game.
Mid Master Terran @ kr server fighting !!!
shadowy
Profile Blog Joined August 2010
Bulgaria305 Posts
May 03 2012 11:51 GMT
#812
Huh... I like all of them... but I am sincerely afraid if Z at the top level will have too much creep (being Z myself). Shall see...
[Fear the leather Gracket!] // ¯\_(ツ)_/¯ // Liquid'Hero hwaiting!
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
May 03 2012 11:54 GMT
#813
Something like: all hatcheries get one creep tumour as soon as there is a spawning pool. Something like that?
I love.
Filter
Profile Blog Joined November 2010
Canada620 Posts
May 03 2012 11:56 GMT
#814
The best Terran players in the world get beat 6-0, another one all ins his way through the round

TvP's fine, balanced.

User was warned for this post
Live hard, live free.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 03 2012 11:56 GMT
#815
On May 03 2012 20:10 Zeetox wrote:
Am I the only one that finds it funny, that when TvZ late game was slightly broken, Blizz immediatly nerfed ghosts. But when late game TvP is clearly broken, they just act fools and pretend that everything is ok... It's annoying.

Now back to the thread:
Overlord - It's ok, not so necessary, but might be helpful. Especially with current PvZ metagame where Protoss can do thousands of variations of FFE.

Observer - No more cloak banshee opening unless you scout 4gate. Early and mid-game pushes far less efficient = Protoss can easier be safe and get to the late game where they roflstomp Terran or Zerg easily.

Queen Energy - TLO will win Code S next season According to TLPD Winrate Charts April, Zerg already has ~51% win ratio in TvZ internationally and 56% in Korea. Now it might jump even to 60%...





LOL If i recall properly, the past 2 years ZvT is always favored for terran only recently Zerg is getting a slight edge against
Terran.
Play your best
Baum
Profile Blog Joined April 2010
Germany1010 Posts
May 03 2012 11:57 GMT
#816
I hardly ever see Zergs try to overlord scout. Stephano never does it and yet he still holds every all in just fine because he know it is enough to see the gas timings and check the front to be able to tell what is going on. I don't think Zerg needs better scouting if anything they need more microability for some of their units to increase the skill ceiling. The Queen energy buff is also a bad idea Zerg can hold off any pressure just fine especially on the top level why make it even easier. I feel like Zerg is balanced around the fact that they are volatile early on because if they weren't their macro would just go overboard every game. These changes seem small but they would have a huge effect not just on pro levels.

The observer change also bugs me because right now tvp is balanced around terran having a very strong mid game which isn't even really true in some situations because of protoss getting faster thirds.

In general I very much agree with a general buff to scouting but then I want more solid defensive options and better scouting abilties for terran as well because right now we are the aggressors in every matchup and we very much depend on being able to surprise our opponents because otherwise preparing will be easy and terran forced into a passiv game will inevitably lose in the late game more often than not. So from my perspective these changes only go in the right direction if they go hand in hand with a general change of the dynamic of tvz and tvp.
I want to be with those who share secret things or else alone.
ThomasHobbes
Profile Joined October 2010
United States197 Posts
May 03 2012 12:00 GMT
#817
On May 03 2012 20:48 nOondn wrote:
Show nested quote +
On May 03 2012 20:39 Tsubbi wrote:
i feel like people overreact to the queen change, this change is aimed at helping zvt early game and this is exactly where it comes into play as the 2 free creeptumors from the first two queens are gonna connect the main and natural and start creep in front of the natural to the ramp (on most maps), any further creep onto the map can still be delayed by hellions

i guess terran are used to having total mapcontrol, perfect scouting, denying creep spread and building 3 cc's safely every game by building 4-6 hellions, was about time something changes (as morrow once said, he feels guilty using hellions in tvz)

Becuase now zerg don't need to make "dicision" anymore becuase you can do both "inject" and "Creep spread" at the same time , so it cuase game mechanic broken while the other race need to have dicision making in the early game.


Sort of like how salvage lets the Terran have immediate defense without regard for long term cost or necessity.

Let me know, I'm willing to scrap these changes for Blizzard to scrap salvage.
"The life of man, solitary, poor, nasty, brutish, and short."
Baum
Profile Blog Joined April 2010
Germany1010 Posts
May 03 2012 12:03 GMT
#818
On May 03 2012 21:00 ThomasHobbes wrote:
Show nested quote +
On May 03 2012 20:48 nOondn wrote:
On May 03 2012 20:39 Tsubbi wrote:
i feel like people overreact to the queen change, this change is aimed at helping zvt early game and this is exactly where it comes into play as the 2 free creeptumors from the first two queens are gonna connect the main and natural and start creep in front of the natural to the ramp (on most maps), any further creep onto the map can still be delayed by hellions

i guess terran are used to having total mapcontrol, perfect scouting, denying creep spread and building 3 cc's safely every game by building 4-6 hellions, was about time something changes (as morrow once said, he feels guilty using hellions in tvz)

Becuase now zerg don't need to make "dicision" anymore becuase you can do both "inject" and "Creep spread" at the same time , so it cuase game mechanic broken while the other race need to have dicision making in the early game.


Sort of like how salvage lets the Terran have immediate defense without regard for long term cost or necessity.

Let me know, I'm willing to scrap these changes for Blizzard to scrap salvage.


Building bunkers is an opportunity cost. If you build a bunker you still have to delay something else for 120 minerals. Sure you can salvage them later on but terran has to spend a lot of money and time in infrastructure anyways. Also bunkers don't fight on their own and can't be moved so they get more and more useless as the game goes on compared to spinecrawlers which can be moved throughout the game. So this comparison is just dumb.
I want to be with those who share secret things or else alone.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
May 03 2012 12:04 GMT
#819
I see these changes as a help for zerg and protoss players to get even MORE SAFE to the lategame. We all know how "good" the terran lategame is...
Laurens
Profile Joined September 2010
Belgium4558 Posts
May 03 2012 12:05 GMT
#820
I agree with David Kim.

Today's GSL games showed that terran has an obvious advantage in the early-mid game vs protoss. This needs to be addressed urgently. I suggest nerfs to the terran bio units, perhaps make stim less effective or remove combat shields.
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