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Call to Action: Balance Testing (live custom map) - Page 8

Forum Index > SC2 General
2110 CommentsPost a Reply
Prev 1 6 7 8 9 10 106 Next
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2012-05-03 01:15:02
May 03 2012 01:14 GMT
#141
On May 03 2012 10:12 Foogazi wrote:
if this queen change goes through imagine mass queen broodlord/ultra transfuses with super creep spread

Really? Have people lost all sense of logic and thought when they see this?
Chewbacca.
Profile Joined January 2011
United States3634 Posts
Last Edited: 2012-05-03 01:15:38
May 03 2012 01:14 GMT
#142
I pretty much agree with everyone else...
I like OL change, especially now that most maps are larger the increased speed allows a better early game scout.

Queen change seems like a little much, if anything just add 5-10 starting energy, this way you still have to make a choice to inject or spread, but if you choose to spread you wont have to wait quite as long for the inject.

I understand why they are doing the queen change...hellions can deny creep for a long time and having an extra tumor would really help, but just getting an extra queen kind of works well enough as it is.
-Switch-
Profile Joined August 2010
Canada506 Posts
May 03 2012 01:14 GMT
#143
lol now you instantly spread creep and have perfect macro. wow
-KarakStarcraft-
Profile Joined September 2010
United States258 Posts
May 03 2012 01:14 GMT
#144
On May 03 2012 10:12 Foogazi wrote:
if this queen change goes through imagine mass queen broodlord/ultra transfuses with super creep spread


It's 25 STARTING energy. They aren't doubling energy regen or cutting the cost. JUST 25 STARTING. You can't seem to understand this.
aksfjh
Profile Joined November 2010
United States4853 Posts
May 03 2012 01:16 GMT
#145
On May 03 2012 10:12 bakedace wrote:
Show nested quote +
On May 03 2012 10:06 scudst0rm wrote:
On May 03 2012 10:04 bakedace wrote:
Instead of giving the queen extra energy..

Maybe the overlord could drop creep without lair upgrade.

- This would allow faster creep spread, while not effecting larva count. It also has its cons.
- This may also give zergs more options for early game cheese with spines and proxy buildings.

We need more ideas instead of just saying we hate it!


This would also let you block FEs and even prevent T/P from walling in on close air positions.


An overlord could not block a Fast Expanding player. It's not even close... Terran and Protoss can block with pylon and engibay..

A fast thrid could be delayed in the current meta, but people would just make 1 marine or 1 stalker.

It's a little different with a pylon or engineering bay, since you kill the building and you can make an expansion. You kill the overlord and the creep is still there. We're not talking about a 14/15 expand. Also, like he said, it would probably be fast enough to prevent wall offs in close air positions, giving Z the ability to gamble an extremely quick win in some cases.
S_SienZ
Profile Joined September 2011
1878 Posts
May 03 2012 01:16 GMT
#146
On May 03 2012 10:14 Karak wrote:
Show nested quote +
On May 03 2012 10:12 Foogazi wrote:
if this queen change goes through imagine mass queen broodlord/ultra transfuses with super creep spread


It's 25 STARTING energy. They aren't doubling energy regen or cutting the cost. JUST 25 STARTING. You can't seem to understand this.

Which means getting Queens late game for the sole purpose for Transfuse will now work the moment they pop.

This is basically Khaydarin Amulet / Pathogen Glands for Queens.
Shiori
Profile Blog Joined July 2011
3815 Posts
May 03 2012 01:16 GMT
#147
On May 03 2012 10:14 Karak wrote:
Show nested quote +
On May 03 2012 10:12 Foogazi wrote:
if this queen change goes through imagine mass queen broodlord/ultra transfuses with super creep spread


It's 25 STARTING energy. They aren't doubling energy regen or cutting the cost. JUST 25 STARTING. You can't seem to understand this.

That means you can literally just pump Queens and have readily available Transfuses (which is going to absolutely murder Stargate and Banshee openings)...
heliusx
Profile Blog Joined May 2012
United States2306 Posts
May 03 2012 01:17 GMT
#148
queens up to 50nrg what the hell? that's ridiculous. I believe they are fine at 25. Of course I dont play zergs very often.
dude bro.
theBOOCH
Profile Joined November 2010
United States832 Posts
May 03 2012 01:17 GMT
#149
Interesting. I especially don't think the 50 energy queen is too crazy. 4 queen openings vs terran will be interesting because that's a LOT more creep, but normal openings won't be drastically different. All this late game nonsense is ridiculous. It's 25 energy once, it's something like a 60 second advance on initial creep spread. The overseer change is good for several things (emergency banshee, dt defense), but I doubt it will make much of an overall difference, especially for scouting. Overlord speed is huge, any movement benefit is welcomed.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
Shiori
Profile Blog Joined July 2011
3815 Posts
May 03 2012 01:18 GMT
#150
On May 03 2012 10:17 theBOOCH wrote:
Interesting. I especially don't think the 50 energy queen is too crazy. 4 queen openings vs terran will be interesting because that's a LOT more creep, but normal openings won't be drastically different. All this late game nonsense is ridiculous. It's 25 energy once, it's something like a 60 second advance on initial creep spread. The overseer change is good for several things (emergency banshee, dt defense), but I doubt it will make much of an overall difference, especially for scouting. Overlord speed is huge, any movement benefit is welcomed.

It's also automatic defense against any air opening from any race.
-Debaser-
Profile Blog Joined December 2011
United States329 Posts
May 03 2012 01:19 GMT
#151
On May 03 2012 10:14 Karak wrote:
Show nested quote +
On May 03 2012 10:12 Foogazi wrote:
if this queen change goes through imagine mass queen broodlord/ultra transfuses with super creep spread


It's 25 STARTING energy. They aren't doubling energy regen or cutting the cost. JUST 25 STARTING. You can't seem to understand this.


what did i read wrong?
TL+ Member
Nabes
Profile Joined November 2010
Canada1800 Posts
May 03 2012 01:19 GMT
#152
I would prefer all hatcheries have 1 charge of a creep tumor, and can only be used if there is a queen on the field. This way queen energy doesnt get crazy.
khanofmongols
Profile Joined January 2011
542 Posts
May 03 2012 01:20 GMT
#153
I like the changes, but no help for terran lategame TvP?
aksfjh
Profile Joined November 2010
United States4853 Posts
May 03 2012 01:20 GMT
#154
On May 03 2012 10:18 Shiori wrote:
Show nested quote +
On May 03 2012 10:17 theBOOCH wrote:
Interesting. I especially don't think the 50 energy queen is too crazy. 4 queen openings vs terran will be interesting because that's a LOT more creep, but normal openings won't be drastically different. All this late game nonsense is ridiculous. It's 25 energy once, it's something like a 60 second advance on initial creep spread. The overseer change is good for several things (emergency banshee, dt defense), but I doubt it will make much of an overall difference, especially for scouting. Overlord speed is huge, any movement benefit is welcomed.

It's also automatic defense against any air opening from any race.

Don't forget that it now auto-wins against that Slayers hellion elevator, since planned creepspread was the counter. Now Z just has to make 2 queens to get the creep coverage and not be stupid about it.
onPHYRE
Profile Joined October 2010
Bulgaria908 Posts
May 03 2012 01:21 GMT
#155
I like the overlord change, and I am interested in seeing the Queen buff's effect. I feel like it will be less than people are saying, but more than blizzard will have initially intended.
Livin' this life like it was written.
AKomrade
Profile Blog Joined March 2010
United States582 Posts
Last Edited: 2012-05-03 01:24:54
May 03 2012 01:21 GMT
#156
One community demanded change (with the obligatory time delay of one year+) combined with one that makes absolutely no sense and another that patches problems fixed previously. Typical David Kim.

Faster obs time means the window for any banshee harrass will be gone by the time it hits simply because of the way the common builds go. It'll be game ending in TA first instead of robo first builds still. If they change this, the immortal range and upgrade speed changes should be reverted. Good to take care of the 1/1/1 (something they should've done a year ago), but without taking any of the other changes away (remove Stim nerf, barracks nerf or remove ups time/immortal range) far FAR too powerful. There won't BE a midgame in TvP quickly after this.

Queen change is totally unneeded. Creep spread SHOULD be a challenge since the buff (presumed) to overlords will probably be enough to get that scouting needed post expand and help vs certain early marine pressures and its value later in the game is far too valuable to simply hand to Zerg. Any pressure designed to make Zerg sacrifice drone production before or as the third comes up will be stopped simply by scouting and making queens to transfuse each other, while using minimal actual larva to defend, leaving nearly no damage actually dealt and Terran in a much weaker position that they really can't afford to be in.

Overlord speed boost totally needed. Only took fucking two years to do anything about it. Come to think of it, didn't the bunker change come out this time last year?
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
Kraznaya
Profile Blog Joined August 2010
United States3711 Posts
May 03 2012 01:22 GMT
#157
Cool, they're going to test things on a blatantly imbalanced for T map so the winrates aren't reflective of maps that consist half of tournament and ladder pools like Daybreak and Metropolis. T will just get even more helpless on those maps...
do you have enough resolve, hero of justice?
tWR
Profile Blog Joined March 2011
Canada138 Posts
May 03 2012 01:22 GMT
#158
Feel like this means that a zerg player must go mass queens all game, that extra energy means easier transfuses and more creep spread.

Turning attention the observer build time... is this too forgiving if protoss fails to scout a 1-1-1?
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-05-03 01:27:19
May 03 2012 01:22 GMT
#159
Decent improvements, and that's coming from someone who is extremely pessimistic about blizzard balancing.

Seriously guys Zerg early game sucks balls, obviously they should do something to fix it. The extra energy in the beginning just allows you to get creep + inject on the first queen that spawns, after that there is not much difference. FFS its not like the queen actually has extra energy overall.

And early observer shouldn't be a problem, banshees shouldn't be guaranteed to have 5 kills right off the bat (there's even a joke in korea that a banshee automatically starts with 10 kills), you should be forced to make it work and it should be a decision which should be based on the opponents build, not just going, ok I'm going banshees because it always pays itself off anyway.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
templar rage
Profile Joined September 2010
United States2509 Posts
May 03 2012 01:24 GMT
#160
On May 03 2012 10:05 aksfjh wrote:
Show nested quote +
On May 03 2012 09:58 Karak wrote:
On May 03 2012 09:51 Toppp wrote:
On May 03 2012 09:26 TheRabidDeer wrote:
On May 03 2012 09:24 Toppp wrote:
On May 03 2012 09:15 TheRabidDeer wrote:
On May 03 2012 09:14 Toppp wrote:
not to mention that a queen popping out with a transfuse and TWO injects is fucking ridiculous.. if it passes zerg will be unstoppable.

Erm, 50 energy is 1 transfuse OR two injects. You also cant inject the same thing twice which nullifies its ability to inject twice.


I know.. i meant a queen will pop out with both a transfuse and/or 2 injects..

I know the queen change will never be passed.. but the fact that they even consider adding 50 energy queens makes me worry...

No, it means a queen will pop out with a transfuse OR 2 injects. and/or implies they can do both, which costs 100 energy.


You get my point, you just refuse to accept the fact that 50 starting energy is INSANE. You don't realize the significance of this change because you probably play at a low level.


I don't play at a low level. Well, unless you consider masters NA a low level, which some do I suppose.

50 starting energy is a good change that will have a substantial effect, but it's not INSANE AND OMFG WILL BREAK THE GAME. It will just stop Z from having to cower in fear from every all-in possible and not spread any creep in early game ZvT. Will make taking 3rds easier. Ts have so many low-risk pressure builds that can kill a Z (and don't really put the T behind if they fail) + hellions are so effective at denying creep that this will significantly help that. Ts can still scan and kill the early creep tumors... it's just Zs won't have to cripple their early injects by spreading it.

But T still has to cripple their economy to kill creep with a scan. The only thing low pressure that can outright win a game for T is if the Z is caught completely flatfooted, which is how the game works. T is also succeptable to low pressure moves from Z, like econ baneling busts, but they don't feel the need to do that since stacking econ will likely win a game outright.


If using a scan to kill creep early crippled your economy, do you really think it would be so commonplace? And no, Terrans aren't really susceptible to "low pressure moves" from a Zerg. In fact, I'd argue that there is no such thing. Compared to a Terran, Zergs have to commit substantially more to any form of early aggression (at least any that has a chance of accomplishing something), usually to the point where you're all-in or almost all-in. Zergs pretty much have to choose between putting on early pressure, or working on an economy, at least if you want to do either on them correctly. It's just the way Zerg works.
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