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Call to Action: Balance Testing (live custom map) - Page 47

Forum Index > SC2 General
2110 CommentsPost a Reply
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Gescom
Profile Joined February 2010
Canada3519 Posts
May 03 2012 14:25 GMT
#921
Early observer will kill DT rush in PvP, do they want that ? Seems like good ideas in general though.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Elp
Profile Joined September 2010
Netherlands86 Posts
May 03 2012 14:25 GMT
#922
The observer change sounds kind of random to me. It doesn't really help all that much in freeing up production slots, since 10 seconds is very little compared to the build time of Immortals/Colossi. Especially when you keep in mind that only a handful of Observers are built during a normal game.

However, those 10 seconds will be very helpful when you have a cloaked banshee / DT's in your base and no observer, they can kill a lot of workers in just 10 seconds.
This change makes not having detection more forgiving. I don't think that is the right way to go, it encourages reactionary behavior instead of being prepared for cloaked units.
Unnecessary change imo!
SC_Ghost
Profile Joined June 2011
United Kingdom64 Posts
May 03 2012 14:26 GMT
#923
On May 03 2012 23:21 LeLfe wrote:
Balance is way too sensitive to just "double" anything even queen's energy, that's way too big of a change


Or half anything...
Look what happened with the Ghost Snipe, right?
noax
Profile Joined October 2010
Canada150 Posts
May 03 2012 14:27 GMT
#924
Well so far it seems the only usefull change is about Overlords... the queen change seems to be ridiculous... and as a protoss player, the obs change too is ridiculous in my opinion... anyway that's my 2 cents
OmegaKnetus
Profile Blog Joined October 2010
Germany431 Posts
May 03 2012 14:28 GMT
#925
what a fuckin joke. The game is balanced below pro level, are you fuckin kidding me?
MAybe look at the fact that 90% of terran wins are 2 base allins instead of making zerg invincible.

Observer buff is totally out of place ,too. Wtf are these guys smoking
Tsubbi
Profile Joined September 2010
Germany7997 Posts
May 03 2012 14:32 GMT
#926
this is gonna help zerg with stability first and foremost, and being the most fragile race a buff that is long overdue

this doesnt get mentioned anymore because everyone got used to it, but zerg is underrepresented in the gsl since forever, the BEST season for zergs had 5 zergs in ro16, every other season there were 2-4 zergs in ro16

almost no new zerg can make it into the gsl because of how easy it is to lose to random stuff, even drg couldnt make the qualifier remeber? i could go on and on about why it's too easy to lose as zerg and why tvz especially is way too forgiving for t, last season had 1 zerg in ro8, this season there are 0

also this season only ONE zerg from code b managed to get to round 2 of code a, so it's not like anything is changing, zerg needs a substantial buff
SarcasmMonster
Profile Joined October 2011
3136 Posts
May 03 2012 14:36 GMT
#927
On May 03 2012 23:32 Tsubbi wrote:
this is gonna help zerg with stability first and foremost, and being the most fragile race a buff that is long overdue

this doesnt get mentioned anymore because everyone got used to it, but zerg is underrepresented in the gsl since forever, the BEST season for zergs had 5 zergs in ro16, every other season there were 2-4 zergs in ro16

almost no new zerg can make it into the gsl because of how easy it is to lose to random stuff, even drg couldnt make the qualifier remeber? i could go on and on about why it's too easy to lose as zerg and why tvz especially is way too forgiving for t, last season had 1 zerg in ro8, this season there are 0

also this season only ONE zerg from code b managed to get to round 2 of code a, so it's not like anything is changing, zerg needs a substantial buff


The qualifiers are tough for everyone. Even MMA couldn't make it when he was in top form. That's a rather weak argument.

However, Zerg does seem a bit more fragile, and it seems like Blizz is aknowledging it.
MMA: The true King of Wings
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
May 03 2012 14:39 GMT
#928
On May 03 2012 23:32 Tsubbi wrote:
this is gonna help zerg with stability first and foremost, and being the most fragile race a buff that is long overdue

this doesnt get mentioned anymore because everyone got used to it, but zerg is underrepresented in the gsl since forever, the BEST season for zergs had 5 zergs in ro16, every other season there were 2-4 zergs in ro16

almost no new zerg can make it into the gsl because of how easy it is to lose to random stuff, even drg couldnt make the qualifier remeber? i could go on and on about why it's too easy to lose as zerg and why tvz especially is way too forgiving for t, last season had 1 zerg in ro8, this season there are 0

also this season only ONE zerg from code b managed to get to round 2 of code a, so it's not like anything is changing, zerg needs a substantial buff

That's a good point to bring up. Zerg has been extremely fragile since.....forever. I'd be really happy if they made their game play more solid and stable.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
May 03 2012 14:39 GMT
#929
On May 03 2012 23:28 OmegaKnetus wrote:
what a fuckin joke. The game is balanced below pro level, are you fuckin kidding me?
MAybe look at the fact that 90% of terran wins are 2 base allins instead of making zerg invincible.

Observer buff is totally out of place ,too. Wtf are these guys smoking


Even if those stats were true they'd be in no way indicative of zerg being OP. Lower level players will all in if they can because they are too bad or lazy to macro. Which is why they are low level players int he first place. Zerg low level players only try to macro because their progamer heroes do it all the time. But they do it badly obv. Because zerg all ins are more all in than anything a terran can do short of bringing a majority of his scvs.
Qgelfich
Profile Joined November 2011
Germany90 Posts
May 03 2012 14:40 GMT
#930
On May 03 2012 23:24 gCgCrypto wrote:
Show nested quote +
On May 03 2012 23:21 Qgelfich wrote:
On May 03 2012 23:07 -Dustin- wrote:
So far nothing to drastic except the Queens energy change. Personally I don't feel that needed a buff at all as the creep spread is really going to change what openings are effective vs Zerg now. Plus not to mention the transfuses on the Spine Crawler.

Mmh Overlord speed understandable, a little debatable in my opinion although as its already rare enough to be able to catch an Overlord flying around the map trying to get in to position. I believe that the Rax behind the wall at expo on Korhal Compound will no longer work. Which depresses me as I always get a smile on my face killing that Overlord with 1 Rax expo while their searching for proxy 2 Rax.

Observer buff... Well I don't see to much of a problem with it. Will be a pain in the ass when Robo-Blink allins happen.

On May 03 2012 23:05 gCgCrypto wrote:
Suggestion alternative to Queen change:

As far as i understood this change was to be made to improve Zergs early game defense and help spreading creep against hellions i would suggest the following:

--> Improve the Spine Crawler in one of 2 ways:
- Decrease Root Time
- Give slight damage improvements against Light (because this would MOSTLY only change early rush defense against things like Marine/Ling/Hellion allins)

--> Improve the Creep Tumor in one of 2 ways:
- Decrease Time it takes for a Tumor to get invisable
- Increase Speed of Creep Spreading from a Tumor

Well the Spine Crawler can't have decreased root time as then it would be near-impossible to beat a 6pool Spine rush ZvZ.

Damage increase well that just weakens basically all early game pushes, Zealots, Marines, Hellions, Lings, and SCVs. Plus another situation where the 6Pool+Spine all in is OP as all the Zerg can defend with is light units.


Also this would have a funny effect on ZvZ early Ling Bane, when u add 5 dmmg to spine it will oneshot incoming banes. Which is a HUGE buff to non baneling users, who already have an early econ lead.


Banes are not light are they? This would only affect Marines, Zerglings, Hellions and Zealots


Since Spine already has +vs armorded it would only get base damage increase, not vs light increase.. Max +5, otherwise it would be too much of a buff, and less is pointless, as it doesnt change anything.

It would affect 3 shoting instead of 4 shoting hellions, as well as killing zealots in 6 hits instead of 7. Zerglings and marines (without combat shield) would remain the same, marines with combat shield would be 2 hits instead of 3.

The only crucial sideeffect (as hellion kills are wanted, this would be the whole point of spine damage increase) would be onehit of banes, as they are very commonly used against spines in earlygame situations.

Basicly this would make the spines deal damage to all armor types the same, 30.
one-one-one
Profile Joined November 2011
Sweden551 Posts
May 03 2012 14:43 GMT
#931
Even though I think out of 3 changes is complete BS I have to say that I really like the concept of being able to test new ideas in custom games.

I don't mind the overlord change, but I really don't think it is needed either.
How often do you see GSL level zergs loose to 1-base terrans these days .... ?

The other changes I do find profoundly stupid:
Protoss can chronoboost their observers, so they already have the ability to get out a quick observer.
It also has the subtle effect that it saves protoss some nexus energy since you might not have to spend chronoboost on an observer if you plan your build well, which is a slight buff.
In fact, the chronoboost mechanic is interesting just because of this.
The problem of allocating chronoboost is a very important aspect of the protoss race.
Moreover, this is gonna deter banshee play in TvP and demotivate Terrans trying out other styles than MMM.

An extra +25 queen energy is also gonna have the side effect that zerg macro gets even more insane cos you can delay a third queen for 3 extra drones.
Also, lategame brood lord infestor queen play is gonna get even more ridiculous as more queen energy means more creep and transfuses.

I would also like to say that it would have been very nice if we had been given the opportunity to try out the ghost nerf in a similar way. That way maybe it could have been implemented in a less retarded way.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
May 03 2012 14:44 GMT
#932
On May 03 2012 23:40 Qgelfich wrote:
Show nested quote +
On May 03 2012 23:24 gCgCrypto wrote:
On May 03 2012 23:21 Qgelfich wrote:
On May 03 2012 23:07 -Dustin- wrote:
So far nothing to drastic except the Queens energy change. Personally I don't feel that needed a buff at all as the creep spread is really going to change what openings are effective vs Zerg now. Plus not to mention the transfuses on the Spine Crawler.

Mmh Overlord speed understandable, a little debatable in my opinion although as its already rare enough to be able to catch an Overlord flying around the map trying to get in to position. I believe that the Rax behind the wall at expo on Korhal Compound will no longer work. Which depresses me as I always get a smile on my face killing that Overlord with 1 Rax expo while their searching for proxy 2 Rax.

Observer buff... Well I don't see to much of a problem with it. Will be a pain in the ass when Robo-Blink allins happen.

On May 03 2012 23:05 gCgCrypto wrote:
Suggestion alternative to Queen change:

As far as i understood this change was to be made to improve Zergs early game defense and help spreading creep against hellions i would suggest the following:

--> Improve the Spine Crawler in one of 2 ways:
- Decrease Root Time
- Give slight damage improvements against Light (because this would MOSTLY only change early rush defense against things like Marine/Ling/Hellion allins)

--> Improve the Creep Tumor in one of 2 ways:
- Decrease Time it takes for a Tumor to get invisable
- Increase Speed of Creep Spreading from a Tumor

Well the Spine Crawler can't have decreased root time as then it would be near-impossible to beat a 6pool Spine rush ZvZ.

Damage increase well that just weakens basically all early game pushes, Zealots, Marines, Hellions, Lings, and SCVs. Plus another situation where the 6Pool+Spine all in is OP as all the Zerg can defend with is light units.


Also this would have a funny effect on ZvZ early Ling Bane, when u add 5 dmmg to spine it will oneshot incoming banes. Which is a HUGE buff to non baneling users, who already have an early econ lead.


Banes are not light are they? This would only affect Marines, Zerglings, Hellions and Zealots


Since Spine already has +vs armorded it would only get base damage increase, not vs light increase.. Max +5, otherwise it would be too much of a buff, and less is pointless, as it doesnt change anything.

It would affect 3 shoting instead of 4 shoting hellions, as well as killing zealots in 6 hits instead of 7. Zerglings and marines (without combat shield) would remain the same, marines with combat shield would be 2 hits instead of 3.

The only crucial sideeffect (as hellion kills are wanted, this would be the whole point of spine damage increase) would be onehit of banes, as they are very commonly used against spines in earlygame situations.

Basicly this would make the spines deal damage to all armor types the same, 30.


Banes are neither light nor armored (units don't need to have either of these 2 labels), so giving spines a +5 to light wouldn't affect spine-vs-bane. It would be fairly silly though, because the spine would be the only unit/building with a bonus to both light and armored. It would basically do 30 damage except against the few units that have neither classification.
Such flammable little insects!
Qgelfich
Profile Joined November 2011
Germany90 Posts
May 03 2012 14:46 GMT
#933
On May 03 2012 23:44 Rannasha wrote:
Show nested quote +
On May 03 2012 23:40 Qgelfich wrote:
On May 03 2012 23:24 gCgCrypto wrote:
On May 03 2012 23:21 Qgelfich wrote:
On May 03 2012 23:07 -Dustin- wrote:
So far nothing to drastic except the Queens energy change. Personally I don't feel that needed a buff at all as the creep spread is really going to change what openings are effective vs Zerg now. Plus not to mention the transfuses on the Spine Crawler.

Mmh Overlord speed understandable, a little debatable in my opinion although as its already rare enough to be able to catch an Overlord flying around the map trying to get in to position. I believe that the Rax behind the wall at expo on Korhal Compound will no longer work. Which depresses me as I always get a smile on my face killing that Overlord with 1 Rax expo while their searching for proxy 2 Rax.

Observer buff... Well I don't see to much of a problem with it. Will be a pain in the ass when Robo-Blink allins happen.

On May 03 2012 23:05 gCgCrypto wrote:
Suggestion alternative to Queen change:

As far as i understood this change was to be made to improve Zergs early game defense and help spreading creep against hellions i would suggest the following:

--> Improve the Spine Crawler in one of 2 ways:
- Decrease Root Time
- Give slight damage improvements against Light (because this would MOSTLY only change early rush defense against things like Marine/Ling/Hellion allins)

--> Improve the Creep Tumor in one of 2 ways:
- Decrease Time it takes for a Tumor to get invisable
- Increase Speed of Creep Spreading from a Tumor

Well the Spine Crawler can't have decreased root time as then it would be near-impossible to beat a 6pool Spine rush ZvZ.

Damage increase well that just weakens basically all early game pushes, Zealots, Marines, Hellions, Lings, and SCVs. Plus another situation where the 6Pool+Spine all in is OP as all the Zerg can defend with is light units.


Also this would have a funny effect on ZvZ early Ling Bane, when u add 5 dmmg to spine it will oneshot incoming banes. Which is a HUGE buff to non baneling users, who already have an early econ lead.


Banes are not light are they? This would only affect Marines, Zerglings, Hellions and Zealots


Since Spine already has +vs armorded it would only get base damage increase, not vs light increase.. Max +5, otherwise it would be too much of a buff, and less is pointless, as it doesnt change anything.

It would affect 3 shoting instead of 4 shoting hellions, as well as killing zealots in 6 hits instead of 7. Zerglings and marines (without combat shield) would remain the same, marines with combat shield would be 2 hits instead of 3.

The only crucial sideeffect (as hellion kills are wanted, this would be the whole point of spine damage increase) would be onehit of banes, as they are very commonly used against spines in earlygame situations.

Basicly this would make the spines deal damage to all armor types the same, 30.


Banes are neither light nor armored (units don't need to have either of these 2 labels), so giving spines a +5 to light wouldn't affect spine-vs-bane. It would be fairly silly though, because the spine would be the only unit/building with a bonus to both light and armored. It would basically do 30 damage except against the few units that have neither classification.


That was exactly my point ^.^
PsyChoRo
Profile Joined October 2010
Romania85 Posts
May 03 2012 14:48 GMT
#934
If having queens pop out with 50 energy from the start might seem too much, maybe researching +25 starting energy at Lair seems pretty fair. I mean most casters have an upgrade for starting energy, why not the queen as well ?
kcdc
Profile Blog Joined April 2010
United States2311 Posts
May 03 2012 14:51 GMT
#935
Really Blizzard? Zerg is the one with weak early game scouting? You know there's a race with no early flying, cliff-walking or even fast units, right?
Baum
Profile Blog Joined April 2010
Germany1010 Posts
May 03 2012 14:52 GMT
#936
On May 03 2012 23:26 SC_Ghost wrote:
Show nested quote +
On May 03 2012 23:21 LeLfe wrote:
Balance is way too sensitive to just "double" anything even queen's energy, that's way too big of a change


Or half anything...
Look what happened with the Ghost Snipe, right?


Which a lot of people still agree was way overboard and lead to Ghosts hardly being used in TvZ anymore.

I want to be with those who share secret things or else alone.
Imbu
Profile Blog Joined May 2009
United States903 Posts
May 03 2012 14:53 GMT
#937
On May 03 2012 23:48 PsyChoRo wrote:
If having queens pop out with 50 energy from the start might seem too much, maybe researching +25 starting energy at Lair seems pretty fair. I mean most casters have an upgrade for starting energy, why not the queen as well ?


By the time that Lair Tech hits, the Zerg is generally already in a much more stable condition. Similarly, by the time that most zergs get lair tech, their queens already a buildup of energy.
@DreamingBird
ntssauce
Profile Joined February 2011
Germany750 Posts
May 03 2012 14:55 GMT
#938
I'll repeat cause i think it's much better than speed:

Hello , i have a suggestion regarding the overlord movement speed. wouldn't it be better that they just get more HP ? in the early game they get deeper into the base , but can't just move arround the map faster and position everywhere and even spread creep under your orbitals or creep highway. even it's not a lot , every second counts!
MMA and Alive you are the best! | Goodbye ST_Sound ~
OmegaKnetus
Profile Blog Joined October 2010
Germany431 Posts
May 03 2012 14:59 GMT
#939
On May 03 2012 23:39 StarBrift wrote:
Show nested quote +
On May 03 2012 23:28 OmegaKnetus wrote:
what a fuckin joke. The game is balanced below pro level, are you fuckin kidding me?
MAybe look at the fact that 90% of terran wins are 2 base allins instead of making zerg invincible.

Observer buff is totally out of place ,too. Wtf are these guys smoking


Even if those stats were true they'd be in no way indicative of zerg being OP. Lower level players will all in if they can because they are too bad or lazy to macro. Which is why they are low level players int he first place. Zerg low level players only try to macro because their progamer heroes do it all the time. But they do it badly obv. Because zerg all ins are more all in than anything a terran can do short of bringing a majority of his scvs.


what? A zerg can roach bane allin you and drone behind it, because the maps are huge now. Besides I don't think zerg is op, but these changes may very well tip the balance into their favour.

And I'm not talking about bronze scrubs, but about at least high masters
one-one-one
Profile Joined November 2011
Sweden551 Posts
May 03 2012 14:59 GMT
#940
On May 03 2012 23:51 kcdc wrote:
Really Blizzard? Zerg is the one with weak early game scouting? You know there's a race with no early flying, cliff-walking or even fast units, right?


You troll.

Protoss has the stalker, which is a fast unit.
In PvT you can pretty much always find out if the terran is taking an expansion by poking the front.
If you don't feel safe, put down a robo and chronoboost your observer.
No one forces you to play super greedy builds that skips out early observers.

http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
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