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Call to Action: Balance Testing (live custom map) - Page 79

Forum Index > SC2 General
2110 CommentsPost a Reply
Prev 1 77 78 79 80 81 106 Next
OPL3SA2
Profile Joined April 2011
United States378 Posts
May 04 2012 11:04 GMT
#1561
Buff for queen = one more way for zerg to arrive safely at the late game where win % is over 65% ZvT (beyond 19 minutes)
Get real
Playoffs? You're talking about playoffs?
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 04 2012 11:14 GMT
#1562
On May 04 2012 20:04 OPL3SA2 wrote:
Buff for queen = one more way for zerg to arrive safely at the late game where win % is over 65% ZvT (beyond 19 minutes)
Get real


Seriously? Can show the source please?
Well the past 2 years ZvT past statistics shown that T was always favor.
Only recently ZvT has shown that zerg have the slight edge against terran.
Play your best
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-05-04 11:20:18
May 04 2012 11:18 GMT
#1563
On May 04 2012 13:42 blade55555 wrote:
Show nested quote +
On May 04 2012 13:16 Jarree wrote:
On May 04 2012 13:06 Madkipz wrote:
On May 04 2012 12:16 Ballistixz wrote:
On May 04 2012 12:09 Madkipz wrote:
Queen, range or energy won't mean a damn thing against hellions because hellions can't kill spines, and queens take ages to kill hellions.



queens do fairly good dps against hellions. more then enough to push them back


Only if you don't want to loose one of your SIX hellions. my point still stands. The queen attacking one hellion is just a tiny tickling that while cause for worry does not constitute to preventing or denying hellion harassment regardless of range or energy.

So you need to build a rax, factory, reactor and 6 hellions to kill a 150 mineral queen that comes after spawning pool? Seems legit :D


Here's the difference. Can build a factory and reactors, and 4 hellions can roast a mineral line in seconds if they get in. Seems legit :D

If. It doesn't happen often, as you all drop that roach warren, spine, and 2 evos at your wall, with 2 queens and a macro hatch.... Yea it just doesn't happen... Although I played moman yesterday on ladder and the greedy boy made no spines...and I got 4 hellions in.... and roasted his entire natural =))))))))))


Seriously? Can show the source please?
Well the past 2 years ZvT past statistics shown that T was always favor.
Only recently ZvT has shown that zerg have the slight edge against terran.

Zergs ass rape late game against terran, are you serious?
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Notfragile
Profile Joined April 2011
Greece713 Posts
May 04 2012 11:24 GMT
#1564
On May 04 2012 20:04 OPL3SA2 wrote:
Buff for queen = one more way for zerg to arrive safely at the late game where win % is over 65% ZvT (beyond 19 minutes)
Get real


Therefore the solution is a Terran all-in before zerg can utilise it's lair tech (infestors or mutas).
Are you really suggesting that as a balance solution?

The change is really elegant. 50 energy was way too much creep or an instant transfuse that would pretty much nullify early game agression. But 2 more range just adds a little bit of extra dps, perhaps enough to let the zerg kill an scv building a bunker, or to finish off a marine, that could turn the tide of the battle.

And if you're complaining about TvZ late game, go watch a few of Polt's games. He scouts blords, makes vikings out of 1starport and loads up ALL of his units into medicavs that go kill every bloody base the zerg has. Not too much apm is needed to queue 3-4 drops. Stop whining and abuse the immobility of blords istead of trying to fight them head on.
"The art of war is of vital importance to the state" || MVP.Keen fan since the day he stole my heart with a double 2rax. http://i.imgur.com/A82cl.gif
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 04 2012 11:25 GMT
#1565
On May 04 2012 20:18 iAmJeffReY wrote:
Show nested quote +
On May 04 2012 13:42 blade55555 wrote:
On May 04 2012 13:16 Jarree wrote:
On May 04 2012 13:06 Madkipz wrote:
On May 04 2012 12:16 Ballistixz wrote:
On May 04 2012 12:09 Madkipz wrote:
Queen, range or energy won't mean a damn thing against hellions because hellions can't kill spines, and queens take ages to kill hellions.



queens do fairly good dps against hellions. more then enough to push them back


Only if you don't want to loose one of your SIX hellions. my point still stands. The queen attacking one hellion is just a tiny tickling that while cause for worry does not constitute to preventing or denying hellion harassment regardless of range or energy.

So you need to build a rax, factory, reactor and 6 hellions to kill a 150 mineral queen that comes after spawning pool? Seems legit :D


Here's the difference. Can build a factory and reactors, and 4 hellions can roast a mineral line in seconds if they get in. Seems legit :D

If. It doesn't happen often, as you all drop that roach warren, spine, and 2 evos at your wall, with 2 queens and a macro hatch.... Yea it just doesn't happen... Although I played moman yesterday on ladder and the greedy boy made no spines...and I got 4 hellions in.... and roasted his entire natural =))))))))))

Show nested quote +

Seriously? Can show the source please?
Well the past 2 years ZvT past statistics shown that T was always favor.
Only recently ZvT has shown that zerg have the slight edge against terran.

Zergs ass rape late game against terran, are you serious?


I just want to know the source and i know zerg late game unit are strong but unbeatable.
Play your best
Jumonji
Profile Joined May 2011
France60 Posts
May 04 2012 11:25 GMT
#1566
Don't understand why buffing the only zerg unit that was well designed from the beginning? (and i'm a pure zerg) I agree with the overlord change: map are larger so overlord have to be faster it's simple logic, and maybe it will help the fact that scouting important building by sacking an overlord is avoided 1 meter before you can see anything. (This is not really a problem, kinda situational thing)
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
Last Edited: 2012-05-04 11:32:33
May 04 2012 11:31 GMT
#1567
Overlord speed increase is around 25% going from those numbers?

That will look pretty weird ^^ So early in the game anyway!
If you are not supporting K-Pop you are hurting E-Sports.
Big J
Profile Joined March 2011
Austria16289 Posts
May 04 2012 11:38 GMT
#1568
On May 04 2012 20:04 OPL3SA2 wrote:
Buff for queen = one more way for zerg to arrive safely at the late game where win % is over 65% ZvT (beyond 19 minutes)
Get real


learn reading graphs. The only stats we have for winrates per gamelenght are these:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=315604

They show Zerg peak at 57% somewhere around 25mins and it drops afterwards. If you make an average winrate for 20+mins, it should show a maximum of 54-55% for Zerg in that periode of time.
(I don't really like those charts, because they show only the specific NA situation and includes quite a ton of amateur and semipro games against pros - but it's the best we have if we want to argue based on data)
teamhozac
Profile Joined April 2012
404 Posts
May 04 2012 11:42 GMT
#1569
On May 04 2012 15:52 Wes-Palladini wrote:
Show nested quote +
On May 03 2012 09:01 Jumbled wrote:
On May 03 2012 08:57 Toppp wrote:
Pretty sad that they arent in touch with terrans current place.. I feel like they just took those complaints straight from the Battle.net forums.. 50 energy starting queen isn't taking into account late game creep spread which will be godlike and all queens will have a massive useless pileup of energy that will be spent mostly on pure creep tumors, which in return will have everyones creeps pread looking like seals..

In most games, creep spread actually tends to peak around the late midgame. Beyond that, P and T have enough detection and damage wandering around that it becomes hard for Zergs to push the creep out further unless they're really dominating.


Agree, adding more starting energy to get an earlier creep tumor is going to do very little for zerg in ZvT. The first 2 hellions will just kill it like usual.

Increasing overlord speed is a good idea or please just fix Korhal Compound. As it is right now Terran can get 2 marines out to kill the first overlord before it makes it safely behind the enemies natural.

I still think Thors are OP. Too easy for Terran to pump them off of 2 bases, A attack into any zerg composition and just stomp. Please reduce contaminate cost on overseers so at least zerg has a chance to delay thors from coming out. I cant remember the last time I even saw a pro use contaminate.


Thor OP? lol youve got to be kidding right?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 04 2012 11:44 GMT
#1570
On May 04 2012 20:42 teamhozac wrote:
Show nested quote +
On May 04 2012 15:52 Wes-Palladini wrote:
On May 03 2012 09:01 Jumbled wrote:
On May 03 2012 08:57 Toppp wrote:
Pretty sad that they arent in touch with terrans current place.. I feel like they just took those complaints straight from the Battle.net forums.. 50 energy starting queen isn't taking into account late game creep spread which will be godlike and all queens will have a massive useless pileup of energy that will be spent mostly on pure creep tumors, which in return will have everyones creeps pread looking like seals..

In most games, creep spread actually tends to peak around the late midgame. Beyond that, P and T have enough detection and damage wandering around that it becomes hard for Zergs to push the creep out further unless they're really dominating.


Agree, adding more starting energy to get an earlier creep tumor is going to do very little for zerg in ZvT. The first 2 hellions will just kill it like usual.

Increasing overlord speed is a good idea or please just fix Korhal Compound. As it is right now Terran can get 2 marines out to kill the first overlord before it makes it safely behind the enemies natural.

I still think Thors are OP. Too easy for Terran to pump them off of 2 bases, A attack into any zerg composition and just stomp. Please reduce contaminate cost on overseers so at least zerg has a chance to delay thors from coming out. I cant remember the last time I even saw a pro use contaminate.


Thor OP? lol youve got to be kidding right?

He forgot zergs can make roaches against terran.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Jumonji
Profile Joined May 2011
France60 Posts
May 04 2012 11:51 GMT
#1571
Wait for Hots (battle)hellion tank thor gonna be so balance
Decendos
Profile Joined August 2011
Germany1341 Posts
May 04 2012 11:52 GMT
#1572
On May 04 2012 20:38 Big J wrote:
Show nested quote +
On May 04 2012 20:04 OPL3SA2 wrote:
Buff for queen = one more way for zerg to arrive safely at the late game where win % is over 65% ZvT (beyond 19 minutes)
Get real


learn reading graphs. The only stats we have for winrates per gamelenght are these:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=315604

They show Zerg peak at 57% somewhere around 25mins and it drops afterwards. If you make an average winrate for 20+mins, it should show a maximum of 54-55% for Zerg in that periode of time.
(I don't really like those charts, because they show only the specific NA situation and includes quite a ton of amateur and semipro games against pros - but it's the best we have if we want to argue based on data)


plus these stats include a lot of games where zergs already "won" in the midgame but cant finish off the terran player since you cant attack in a tank/PF/depots wall without ultras or BLs. so these stats include lot of games where zerg basically won 5-8 minutes before in the midgame and just has to wait for BLs to attack.
SEA KarMa
Profile Joined October 2010
Australia452 Posts
May 04 2012 12:33 GMT
#1573
sigh, they buff the observer again. seriously, its permanently cloaked, what more do you want? a scan will kill it, but its your fault for placing the observer on top of their army... and finally blizzard has acknowledged that there 'might' be a TvP problem.
"terrible, terrible damage". terrible, terrible design.
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
May 04 2012 12:54 GMT
#1574
they also acknowledged that broodlord - infestor 'might be a little too strong'. and we know how that turned out.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
teamhozac
Profile Joined April 2012
404 Posts
Last Edited: 2012-05-04 13:07:48
May 04 2012 13:07 GMT
#1575
On May 04 2012 21:54 GrandSmurf wrote:
they also acknowledged that broodlord - infestor 'might be a little too strong'. and we know how that turned out.


They nerfed snipe and made BL/infestor even stronger? :D
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
May 04 2012 13:09 GMT
#1576
On May 04 2012 22:07 teamhozac wrote:
Show nested quote +
On May 04 2012 21:54 GrandSmurf wrote:
they also acknowledged that broodlord - infestor 'might be a little too strong'. and we know how that turned out.


They nerfed snipe and made BL/infestor even stronger? :D


bingo
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
May 04 2012 13:19 GMT
#1577
Crap, with higher ovie speeds, my fast pools will be scouted earlier in ZvZ close pos...
treekiller
Profile Joined July 2010
United States236 Posts
Last Edited: 2012-05-04 13:26:55
May 04 2012 13:23 GMT
#1578
Who is doing this? I dont understand if its Blizzard or some community member.

EDIT:nvm I realize its Blizzard
All good things must come to an end. Therefore, SC2 will last forever
Antithesis
Profile Joined August 2010
Germany1256 Posts
May 04 2012 13:29 GMT
#1579
Whoa, didn't expect these changes, look nice and reasonable. Gonna test them later.
Mutation complete.
Br3ezy
Profile Blog Joined September 2010
United States720 Posts
May 04 2012 13:43 GMT
#1580
i dont really understand in TvZ, if zerg has trouble scouting early game, but terran's early game is considered to be the strongest...doesnt that sort of contradict each other that they are trying to give zerg easier scouting game against the strongest part of tvz play? Wouldn't that like be lowering the mana cost for snipe on ghosts to be able to counter zerg's late game arsenel of broodlords ultralisks and infestors?
Check out my guide to mechanics http://www.teamliquid.net/forum/viewmessage.php?topic_id=319876
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