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Call to Action: Balance Testing (live custom map) - Page 44

Forum Index > SC2 General
2110 CommentsPost a Reply
Prev 1 42 43 44 45 46 106 Next
NeonFox
Profile Joined January 2011
2373 Posts
May 03 2012 13:11 GMT
#861
On May 03 2012 22:08 DrPhilOfdOOm wrote:
You can't put up polls like this, they will just be heavily biased. All T and P will ofc disagree without even considering the change because they dont want Z to get a buff. And ofc all Z will agree.
If Blizzard looks from this poll when judgeing whats best im blown away.


That's why the overlord change has a 84% approval, right? And I see a lot of zergs speaking against the queen change.
Alpino
Profile Joined June 2011
Brazil4390 Posts
May 03 2012 13:12 GMT
#862
On May 03 2012 21:59 Fuchsteufelswild wrote:
Well EMP has 10 range and is energy efficient if it hits one unit, you only need them to deal with the infestors (and they are cheaper on gas), Blizzard did intend that patch to help ghosts to be good for dealing with infestors, with both spine and EMP and it is the infestors that make the brood lords seem much scarier than they otherwise are.


If he already has a shitton of brood lords..breaking news, the moment your ghosts go emp and "spine" they die to welp..brood lords. You may get some emps and snipes off, but ghosts are expensive and take 40 seconds to make.
20/11/2015 - never forget EE's Ember
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
May 03 2012 13:13 GMT
#863
On May 03 2012 22:08 DrPhilOfdOOm wrote:
You can't put up polls like this, they will just be heavily biased. All T and P will ofc disagree without even considering the change because they dont want Z to get a buff. And ofc all Z will agree.
If Blizzard looks from this poll when judgeing whats best im blown away.


While i am currently mostly playing Terran, i played Zerg for over a year and in my heart i'm still Zerg, but no, i still think the changes are bad (except for the overlord one).

While there might be some people who are blatantly biased, most people want a balanced game not a game where one side is heavily favoured. If that means calling a bad buff to their race bad then yes, those people (for example me) will do so.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 03 2012 13:14 GMT
#864
Queen cost must be increased to 200 minerals. Because with 50 energy we can place 2 tumors, instant transfuse, 2 injections (to expand and to main base)
Big J
Profile Joined March 2011
Austria16289 Posts
May 03 2012 13:18 GMT
#865
The OL feels nice, makes OLs a lot safer and really encourages active play with OL positions, as you get something from it more quickly. Yet it somewhat makes the OL speed upgrade a little more useless, though I don't mind it that much. Lots of units are good without their upgrades.

The queen energy... Yeah, I would really love to keep that for transfuses, but the creep spreading with queens is just really good this way. I think they could alternatively make queens build a tiny little bit faster, if they want to make them a little stronger initially, without the sideeffect of mass creep. I don't think the 50energy should make it in.

Observer build time... I don't know, that's exactly their weakness and it is a nice strategic element. I'd rather have it that keeping them alive was a little easier, if you reacted fast enough - if there is really something that needs to be done.
Wrathsc2
Profile Joined March 2011
United States2025 Posts
May 03 2012 13:19 GMT
#866
queen change is too much
A marine walks into a bar and asks, "Wheres the counter?"
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 03 2012 13:20 GMT
#867
They should make the first queen a zerg produces start with 50 energy, but subsequent queens still get 25.

Azaryah
Profile Joined September 2010
United States55 Posts
May 03 2012 13:20 GMT
#868
The extra energy for a creep tumor at the beginning is the only thing, so far, that blizzard has thought about giving Zerg that would 100% stop pylon wall-ins. A drone can die, an invisible land blocker can't.

So, if they aren't going to implement the neutral depot, they should do this.
'Be water, my friend"
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
Last Edited: 2012-05-03 13:26:36
May 03 2012 13:22 GMT
#869
On May 03 2012 21:59 Fuchsteufelswild wrote:
Well EMP has 10 range and is energy efficient if it hits one unit, you only need them to deal with the infestors (and they are cheaper on gas), Blizzard did intend that patch to help ghosts to be good for dealing with infestors, with both spine and EMP and it is the infestors that make the brood lords seem much scarier than they otherwise are.


Just putting this out there: What exactly about the ghost nerf made them better against infestors? It still takes 2 snipes to kill them. It's mostly the fact that ghosts suddenly turned to shit against zerg that was so sudden, and kind of rewound the metagame to pre-JulyZerg vs MVP hive tech counters. Not saying I disagree with ghost nerf per se, just with the statement that they're any better against infestors. A smaller EMP radius won't do it. If you don't double snipe, they still do what they were going to do, which was the case before. Templar... same thing... double snipe. The change was basically a buff(?) to snipe vs Psi. to lessen the impact of the massive nerf to snipe vs Bio. and make people who can't do simple math (infestor with 90HP dies from the same amount of snipes as it did before) not realize its impact as much. What I will say, is ghosts are a little bit better against overseers and queens.

EDIT: Sorry, on topic, I think queens don't need the extra energy. Spreading creep to connect main with nat is easy enough. July is an example of someone who simply didn't spread creep to someone who simply figured out he needs to do it. That, IMO, is a bigger hurdle to creep-spread than queen starting energy. Players just haven't been doing it right. A zerg with the determination to do it can honestly contaminate the entire map with creep before they max out. That's more than fine.
twitch.tv/duttroach
skrjabin
Profile Joined September 2011
United States46 Posts
May 03 2012 13:26 GMT
#870
Just throwing in my thoughts as a Z player.

The ovie speed change is great. I can't see how this will break anything, and will greatly assist the early game scouting.

The extra queen energy could be too much? Why don't they do something along the lines of "The first queen from each hatchery has 50 energy, then all subsequent queens have the normal 25." However, that is a less elegant solution, so I'm sure that won't happen.

The obs speed, well, I think is ok, but don't have a very strong opinion either way.
"Something elitist" -Nerd hiding behind computer
Sajaki
Profile Joined June 2011
Canada1135 Posts
May 03 2012 13:26 GMT
#871
On May 03 2012 22:22 dUTtrOACh wrote:
The change was basically a buff(?) to snipe vs Psi. to lessen the impact of the massive nerf to snipe vs Bio. and make people who can't do simple math (infestor with 90HP dies from the same amount of snipes as it did before) not realize its impact as much. What I will say, is ghosts are a little bit better against overseers and queens.


Um... 45 damage snipe took 3 shots to kill an infestor pre-patch because of passive zerg regeneration (treated like 91 hp).
Inno pls...
Felvo
Profile Joined April 2011
United States124 Posts
May 03 2012 13:27 GMT
#872
I think that a lot of people will say that the new energy on the queen will make creep spread too much but in ZvT the terrans should already be active with their hellions to stop the creep from spreading much, maybe through one scan, while in ZvP protosses don't seem to have much trouble with a clean up of creep with observers. I'm interested to see how it turns out.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
Last Edited: 2012-05-03 13:31:07
May 03 2012 13:29 GMT
#873
On May 03 2012 22:20 theqat wrote:
They should make the first queen a zerg produces start with 50 energy, but subsequent queens still get 25.



the idea should be scrapped completely before implementing something like this. any idea that proposes to give certain units special treatment in very specific scenarios, such as giving only the first queen +25 energy, makes the game feel gimmicky. every unit should behave the same throughout the game ideally (obviously excluding upgrades that change behavior, such as ling speed, etc). in BW there are no special behaviors for units to accommodate for situations arising from poor game balance or design. that type of game design is something that feels like it belongs in Command & Conquer, which just doesn't feel as well-made
Khonsou
Profile Joined September 2011
Dominican Republic275 Posts
May 03 2012 13:33 GMT
#874
Queen change is way to strong.
Overlord speed change seems a good idea.
Still think the snipe change from previous patch was a bad idea as it were implemented.
A French living under the sun
Naphal
Profile Joined December 2010
Germany2099 Posts
May 03 2012 13:33 GMT
#875
i like the overlord one, should give zerg a bit more security without turning sauronmode on.
i don't like the rest for reasons repeatedly posted here.
Baio
Profile Joined March 2012
112 Posts
Last Edited: 2012-05-03 13:34:28
May 03 2012 13:33 GMT
#876
I'm a zerg player and there is no reason to give zerg instant free creep. This is going to change zvz A LOT. The only point where I like this is team games which shouldn't be the indicator for balance anyway. Instead of a free transfuse at a start which helps very well against banshee rush there should be a way for zerg to regenerate building hp....

And where are the terran buffs? Terran has lost a lot of fuctionality as of late.
Qgelfich
Profile Joined November 2011
Germany90 Posts
May 03 2012 13:35 GMT
#877
Even for me as Zerg i feel like 50 energy is way too much. A way to get additional creep seems like a nice idea, but this is way overkill.... Obs and Overlordbuff seem nice and balanced tho.
35-40 starting energy or smthing would be nice for queens, but i dont feel like its super needed.
Also if this comes true its giving me headache for ZvP, this already is a dumbfuck of a matchup already where noone can really attack eachother, exept from stephano timing...
Zerg EU masters here.
gh0un
Profile Joined March 2011
601 Posts
May 03 2012 13:36 GMT
#878
I am playing zerg and i believe the overlord speed buff is long overdue.
Also the queen buff enables zerg a lot more options early game, which is something zerg desperately needs.
Not being able to place spines at important positions is limiting zerg heavily in the early game (on certain maps).
The extra creep spread or the extra transfure allows for better DEFENSE not offense, which is something this game needs.

I know that protoss and terrans will whine that this limits their options in the early game against zerg, but honestly, this game has way too many early game timings that i dont see how limiting early game options is a bad thing.
Mattacate
Profile Joined September 2011
59 Posts
May 03 2012 13:37 GMT
#879
Queen change is out of the blue and silly. Liking the overlord speed increase.
Don't really see a point in reducing observer construction time when toss can just chrono it.
Killcani
Profile Joined October 2010
Sweden448 Posts
May 03 2012 13:37 GMT
#880
The people saying 25 extra energy is not much are so clueless this will basically mean the creep spread will be 2-4x times faster in the early game. Haha yeah good change t.t.
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