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Call to Action: Balance Testing (live custom map) - Page 51

Forum Index > SC2 General
2110 CommentsPost a Reply
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DuraLot
Profile Joined January 2012
Norway32 Posts
May 03 2012 16:37 GMT
#1001
Hm, the queen energy will make zergs be able to drone more in the beginning because of the extra energy thus the need for 1 less queen a cycle later.
Leth0
Profile Joined February 2012
856 Posts
May 03 2012 16:39 GMT
#1002
On May 04 2012 01:37 Shiori wrote:
Show nested quote +
On May 04 2012 01:32 SirPsychoMantis wrote:
On May 04 2012 01:08 Shiori wrote:
For the last time: the problem with the Queen energy buff has less to do with the amount of Creep Tumors (although this will be a huge problem at pro level play where players are on top of their spread) and more to do with the fact that you get free Transfuses upon being built, which makes Stargate and Banshee openers horrible.


I agree with the stargate openers, those transfuses will be really good at repelling them. (I hate playing against stargate openers, so hopefully the change goes through )

But, I severely disagree with the tumors. At the pro level, every terran is on top of killing creep early game. The extra few tumors you get will be grouped up around the front of your base, so worst case scenario the terran has to use an extra scan to clear out the creep.

So because you hate playing against Stargate openers, even though they're completely balanced, they should be removed from the game just so that Zerg can spread Creep earlier against a strategy whose sole purpose is to deny Creep by taking map control.

Wow. You don't sound biased at all.


He didn't say that anywhere in his post. To be frank you sound really childish by putting words into his post and then sarcastically telling him that he's not biased.
one-one-one
Profile Joined November 2011
Sweden551 Posts
May 03 2012 16:41 GMT
#1003
On May 04 2012 01:37 DuraLot wrote:
Hm, the queen energy will make zergs be able to drone more in the beginning because of the extra energy thus the need for 1 less queen a cycle later.


Yeah, I pointed this out as well.

It is potentially game breaking.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Shiori
Profile Blog Joined July 2011
3815 Posts
May 03 2012 16:42 GMT
#1004
On May 04 2012 01:39 Leth0 wrote:
Show nested quote +
On May 04 2012 01:37 Shiori wrote:
On May 04 2012 01:32 SirPsychoMantis wrote:
On May 04 2012 01:08 Shiori wrote:
For the last time: the problem with the Queen energy buff has less to do with the amount of Creep Tumors (although this will be a huge problem at pro level play where players are on top of their spread) and more to do with the fact that you get free Transfuses upon being built, which makes Stargate and Banshee openers horrible.


I agree with the stargate openers, those transfuses will be really good at repelling them. (I hate playing against stargate openers, so hopefully the change goes through )

But, I severely disagree with the tumors. At the pro level, every terran is on top of killing creep early game. The extra few tumors you get will be grouped up around the front of your base, so worst case scenario the terran has to use an extra scan to clear out the creep.

So because you hate playing against Stargate openers, even though they're completely balanced, they should be removed from the game just so that Zerg can spread Creep earlier against a strategy whose sole purpose is to deny Creep by taking map control.

Wow. You don't sound biased at all.


He didn't say that anywhere in his post. To be frank you sound really childish by putting words into his post and then sarcastically telling him that he's not biased.

It's an implication of the fact that Queens will spawn with Transfuse. It simply won't be economical to open Stargate anymore.
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
May 03 2012 16:44 GMT
#1005
Hmm, as a Zerg player I'd love all these changes, but don't see the Queen one going in as is. Would be no reason to ever open air vs Zerg and could hold off quite a lot of early pressue with just Queens and creep, whilst keeping all the larva for Drones. Whilst it's the kind of change that'd help a lowly Gold like myself without causing much inbalance I can see it really messing up openings higher up the system.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Gfire
Profile Joined March 2011
United States1699 Posts
May 03 2012 16:44 GMT
#1006
Combined with easier scouting, fast air play does seem like it would be pretty useless vs Zerg now. Maybe they need to nerf the Queen's anti-air damage to make up for it?
all's fair in love and melodies
Grendel
Profile Joined November 2010
Belgium126 Posts
May 03 2012 16:46 GMT
#1007
I'm all +1 for overlord speed moved to Spawning Pool/Hatchery tech and not having the extra energy on queens and the extra movespeed on overlords. The increase is quite marginal anyway.
][Primarch][
Profile Joined February 2012
Sweden302 Posts
May 03 2012 16:49 GMT
#1008
Terran strong early game? you mean when they behind 3 bunkers until medivacs pop out so that the extreme power of protoss early game wont actually just roll straight over you? And then they can stroll around the map for 2-3 minutes before protoss have AOE damage. Herp Derp Blizzard. Protoss not doing good? They do fantastic at every level.
Huge fan of Empire Kas, The Destroyer of Worlds, The Machine, The Second Terminator, The Supreme Robot!
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 03 2012 16:52 GMT
#1009
50 energy queen or the return of the queen rush ? Atleast zerg won't need spore crawlers anymore if they keep that. For the speed change, i always thought overlords are already hard to get if you want to hide something. But atleast you won't be annoyed anymore that a overlord will get into safety with red health, since they will be yellow still. Blizzard shouldn't allow zergs to be even more greedy without defenses.
Observer build time is unimportant really, will make cloaked units weaker at the start and at the end it will change nothing as you still want a second robo.
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2012-05-03 16:55:01
May 03 2012 16:53 GMT
#1010

Deleted so as not to be part of the problem.

Mashmed
Profile Joined September 2010
Sweden198 Posts
May 03 2012 16:55 GMT
#1011
On May 04 2012 01:52 FeyFey wrote:
50 energy queen or the return of the queen rush ? Atleast zerg won't need spore crawlers anymore if they keep that. For the speed change, i always thought overlords are already hard to get if you want to hide something. But atleast you won't be annoyed anymore that a overlord will get into safety with red health, since they will be yellow still. Blizzard shouldn't allow zergs to be even more greedy without defenses.
Observer build time is unimportant really, will make cloaked units weaker at the start and at the end it will change nothing as you still want a second robo.

If an overlord has ever scouted anything from you and gotten away what did you use to attack it? A hallucinated voidray?
Gosh Digglydarnit
MNdakota
Profile Joined March 2012
United States512 Posts
May 03 2012 16:57 GMT
#1012
Queen change is little bit over the top, yes I agree. But I do like the Overlord speed change.

But of course, all of this isn't final so it's bond to change.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
creamyy
Profile Joined October 2010
United States46 Posts
May 03 2012 16:58 GMT
#1013
Mmmm, Seems like terrans best window for victory in TvP is around 9 - 15 minute mark. Usually before the 9 minute mark is a strong all in by protoss or terran and after the 15 minute mark it get extremely hard to deal with warp in and storm/colossui tech switches.
Ambition is never content, even on the summit of greatness.
KiLLJoy216
Profile Joined December 2010
United States71 Posts
May 03 2012 16:59 GMT
#1014
On May 04 2012 01:24 one-one-one wrote:
Show nested quote +
On May 04 2012 00:59 aintthatfunny wrote:
On May 04 2012 00:28 one-one-one wrote:
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.




No you can't. He can make a bunker on top of his ramp with inbase CC, forcing you to make a fast robo, skip sentries in favor of stalker incase of hellion rine pushes etc. cut probes AND make 4/5 gateways.


No, how come people just spit out things that are wrong.


If he has inbase CC he will soon lift it out. If you scout a bunker you will have enough map control to be able to poke his natural a bit later.
If he is 1 baseing you can usually find out what he is up to with a fast robo.
There are some quick hellion drops and stuff, but keep in mind that he might as well proxy stuff.
Starcraft is a game of incomplete information. You are not going to see exactly what your opponent is doing every game, you will have to rely on game sense which is gained by playing a lot of games where you don't have the mindset: "if my opponent does x I HAVE to do x and y and z", because it is most likely not true.

As a constructive tip I recomend you to go watch some BW vods with english commentary and you will sometimes see players with insanely good game sense managing to figure out and counter proxy- and cheese-builds.

There are also some Day[9] dailies I would recommend.

The first one is about "pinning your opponent on a build"
http://blip.tv/file/5219824

The second one is about eliminating assumptions
http://blip.tv/day9tv/day-9-daily-400-p1-special-episode-eliminating-assumptions-5888689

I'll just state the most obvious flaw in your statement. Protoss can't figure out if the Terran went CC until he moves it out, by which time they will be really ahead because we will have to put down our Nexus while theirs is alreacy completed. And we can't go Nexus first because Terran could be doing some cheese or aggressive build.
- Never argue with an idiot. People observing may have a hard time differentiating who the idiot is.
Inex
Profile Joined October 2010
Bulgaria443 Posts
May 03 2012 17:00 GMT
#1015
On May 04 2012 01:49 ][Primarch][ wrote:
Terran strong early game? you mean when they behind 3 bunkers until medivacs pop out so that the extreme power of protoss early game wont actually just roll straight over you? And then they can stroll around the map for 2-3 minutes before protoss have AOE damage. Herp Derp Blizzard. Protoss not doing good? They do fantastic at every level.


Good thing we have experts like on these forums, to share their ''deep'' knowledge about the game. Go back the battle.net forums, please.

Overlord change is good, queen change is bad. Observer change is not a big deal, but might affect DT openings in PvP, making them less viable, that is. Personally I don't like it.

User was warned for this post
mrjpark
Profile Joined March 2011
United States276 Posts
May 03 2012 17:00 GMT
#1016
On May 04 2012 01:44 Gfire wrote:
Combined with easier scouting, fast air play does seem like it would be pretty useless vs Zerg now. Maybe they need to nerf the Queen's anti-air damage to make up for it?


Dear god, please no. They already do 0 damage against ground, their decent attack against air is what keeps us sane. I feel most people have agreed that having queens start with about 35-40 energy would be a sensible compromise. You delay either the creep tumor or the larva inject for your first 25 energy and you don't start out with a transfuse.
gaymon
Profile Blog Joined April 2011
Germany1023 Posts
May 03 2012 17:00 GMT
#1017
Well a stalker deals 8.7 dps against an overlord so its totally possible to get a good scout off until the protoss has 3-4 stalkers (which happens pretty late when one is going for FFE)
MNdakota
Profile Joined March 2012
United States512 Posts
May 03 2012 17:02 GMT
#1018
On May 04 2012 02:00 mrjpark wrote:
Show nested quote +
On May 04 2012 01:44 Gfire wrote:
Combined with easier scouting, fast air play does seem like it would be pretty useless vs Zerg now. Maybe they need to nerf the Queen's anti-air damage to make up for it?


Dear god, please no. They already do 0 damage against ground, their decent attack against air is what keeps us sane. I feel most people have agreed that having queens start with about 35-40 energy would be a sensible compromise. You delay either the creep tumor or the larva inject for your first 25 energy and you don't start out with a transfuse.


But, but 35 or 40 energy is such a weird number! It has to be a multiple of 25!
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
][Primarch][
Profile Joined February 2012
Sweden302 Posts
May 03 2012 17:03 GMT
#1019
On May 04 2012 02:00 Inex wrote:
Show nested quote +
On May 04 2012 01:49 ][Primarch][ wrote:
Terran strong early game? you mean when they behind 3 bunkers until medivacs pop out so that the extreme power of protoss early game wont actually just roll straight over you? And then they can stroll around the map for 2-3 minutes before protoss have AOE damage. Herp Derp Blizzard. Protoss not doing good? They do fantastic at every level.


Good thing we have experts like on these forums, to share their ''deep'' knowledge about the game. Go back the battle.net forums, please.

Overlord change is good, queen change is bad. Observer change is not a big deal, but might affect DT openings in PvP, making them less viable, that is. Personally I don't like it.


Well aren't you one condescending bastard. You are trash and hold no power over where I should go.

User was warned for this post
Huge fan of Empire Kas, The Destroyer of Worlds, The Machine, The Second Terminator, The Supreme Robot!
Mr Showtime
Profile Joined April 2011
United States1353 Posts
May 03 2012 17:05 GMT
#1020
This is the kind of balance testing I like to see. I hate when the get in the mindset of directly fixing something that's imbalanced. For example, if hellions are a little too good early TvZ, the solution doesn't have to be "nerf hellions." There are other ways to fix the issues that actually do fix them. Direct nerfs usually result in other problems. (i.e. the Ghost in TvZ. Once too good, now useless)
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