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Call To Action: Balance Testing TvZ. - Page 22

Forum Index > SC2 General
1619 CommentsPost a Reply
Prev 1 20 21 22 23 24 81 Next
EwilGorn
Profile Joined April 2011
Malaysia7 Posts
August 09 2012 01:13 GMT
#421
This changes everything :O
Death to the Oppressors!!
y0su
Profile Blog Joined September 2011
Finland7871 Posts
August 09 2012 01:16 GMT
#422
I don't like the new arcade system (or w/e other bugs...) the only way I could find this map was in "vs AI" I then had to play a game (you can just go with no opponent) and bookmark the match after so I could use it in custom games.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
Last Edited: 2012-08-09 01:22:15
August 09 2012 01:18 GMT
#423
On August 09 2012 10:12 TheDwf wrote:
Show nested quote +
On August 09 2012 10:05 ZeromuS wrote:
On August 09 2012 10:01 forsooth wrote:
On August 09 2012 09:42 SugoZerg wrote:
They should try to reduce the area of scans, maybe terran will make some raven for detection.
With one scan, you can get ride of 2screens of creep tumors, it's too effective and there's no use for a raven at all... Even in TvP or TvT, terran rely on scans not on raven when it comes to detection.
Nerf tumors, Nerf scan and buff ravens so it will become usefull.

Nope. Terran mobile detection isn't comparable to that of Zerg and Protoss. Ravens lack the speed of overseers and aren't permacloaked like observers, and they're much more expensive than both. Like the science vessel, the role they play is a high tech spellcasting support unit that happens to detect rather than a dedicated detection unit like the aforementioned Z/P units. Scanning is Terran's primary means of detection and scouting just like it was in BW.


Agreed, however having it helps against creep, having it helps against a lot of stuff.

Honestly, its energy isn't used on a lot so 125 isn't horrible.

Having to wait 90 seconds (after energy upgrade, otherwise it's 135 seconds) to use the mediocre damage spell you want is horrible.

Edit for clarity—90 seconds after the Raven is complete.


Good point, However perhaps its due to the fact that ravens with 2 HSM each is too powerful?

Unlike fungal or storm however you dont need the HSM to survive key timings while teching. Often you will have a strong composition that can benefit from the Support of Ravens as opposed to a composition that relies on the ravens to deal damage.

I think if you could use ghosts to negate a lot of infestor energy then with fewer fungals to deny ravens if they pop in and do SOME damage to broods with AoE and then you chase or do additional damage with vikings or marines alongside Ghost snipe/dps to add some more damage ... Maybe that could work.

There won't be a single easy solution to broodlords instead you will need to do more than one thing to kill a large number of them.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Bagi
Profile Joined August 2010
Germany6799 Posts
August 09 2012 01:21 GMT
#424
On August 09 2012 10:18 ZeromuS wrote:
Show nested quote +
On August 09 2012 10:12 TheDwf wrote:
On August 09 2012 10:05 ZeromuS wrote:
On August 09 2012 10:01 forsooth wrote:
On August 09 2012 09:42 SugoZerg wrote:
They should try to reduce the area of scans, maybe terran will make some raven for detection.
With one scan, you can get ride of 2screens of creep tumors, it's too effective and there's no use for a raven at all... Even in TvP or TvT, terran rely on scans not on raven when it comes to detection.
Nerf tumors, Nerf scan and buff ravens so it will become usefull.

Nope. Terran mobile detection isn't comparable to that of Zerg and Protoss. Ravens lack the speed of overseers and aren't permacloaked like observers, and they're much more expensive than both. Like the science vessel, the role they play is a high tech spellcasting support unit that happens to detect rather than a dedicated detection unit like the aforementioned Z/P units. Scanning is Terran's primary means of detection and scouting just like it was in BW.


Agreed, however having it helps against creep, having it helps against a lot of stuff.

Honestly, its energy isn't used on a lot so 125 isn't horrible.

Having to wait 90 seconds (after energy upgrade, otherwise it's 135 seconds) to use the mediocre damage spell you want is horrible.

Edit for clarity—90 seconds after the Raven is complete.


Good point, However perhaps its due to the fact that ravens with 2 HSM each is too powerful?

This is the only reason I can think of why they think the spell should be 125 energy.

I really think they could still at least increase the range by 1-2, wouldn't be exactly gamebreaking since its still a pretty slow missile.
zala2023
Profile Joined April 2011
United States228 Posts
August 09 2012 01:21 GMT
#425
this so called raven buff might as well as not exist since i hoestly dont think it will do anything
how about give reduce HSM energy to 75 like all the other AOE spells
relax bro we got this
blawed
Profile Joined August 2012
11 Posts
August 09 2012 01:24 GMT
#426
On August 09 2012 09:03 Liquid`Jinro wrote:
This is a really nice and measured patch I think, I'm impressed. I would consider having creep recede faster instead of spread slower, but I'm sure they considered both options.

I like this a lot eitherway.

so you might come back now?

yay
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
August 09 2012 01:26 GMT
#427
On August 09 2012 10:21 zala2023 wrote:
this so called raven buff might as well as not exist since i hoestly dont think it will do anything
how about give reduce HSM energy to 75 like all the other AOE spells



You should consider how over-powered that would be.
Moderatorlickypiddy
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-08-09 01:27:10
August 09 2012 01:26 GMT
#428
There are some one points out that the creep change is in fact a buff !

I don't know whether it's true but he says like this:

"Actually it is a hidden buff for zerg: it'll take 1 less active tumor now to achieve the maximum spread rate in 1 direction. Nice going D. Kim, they'll never notice!"
mGGLearning
Profile Blog Joined July 2012
Australia26 Posts
August 09 2012 01:27 GMT
#429
As a Terran, these changes are getting me excited to play some TvZ! XD
Scrubwave
Profile Joined July 2010
Poland1786 Posts
August 09 2012 01:28 GMT
#430
--- Nuked ---
SugoZerg
Profile Joined June 2012
France2 Posts
August 09 2012 01:28 GMT
#431
On August 09 2012 10:01 forsooth wrote:
Show nested quote +
On August 09 2012 09:42 SugoZerg wrote:
They should try to reduce the area of scans, maybe terran will make some raven for detection.
With one scan, you can get ride of 2screens of creep tumors, it's too effective and there's no use for a raven at all... Even in TvP or TvT, terran rely on scans not on raven when it comes to detection.
Nerf tumors, Nerf scan and buff ravens so it will become usefull.

Nope. Terran mobile detection isn't comparable to that of Zerg and Protoss. Ravens lack the speed of overseers and aren't permacloaked like observers, and they're much more expensive than both. Like the science vessel, the role they play is a high tech spellcasting support unit that happens to detect rather than a dedicated detection unit like the aforementioned Z/P units. Scanning is Terran's primary means of detection and scouting just like it was in BW.


Well, I didn't mean to reduce the area to the radius of an EMP, just reduce it so the terran player has the feeling that a raven might be a better plan than scans sometimes.
Never see a terran random scanning near his army and killed an obs that not even on the screen they're looking at ? An innacurate scan should not get rewarded, and a little tweak of its range shouldn't hurt scouting or detecting banshee/dt rushes, but it would make terran player feel like raven would be better in mid/late game, making even more room for scoutingscans and mules. Anyway, i was just throwing of something on my mind, maybe i'm way off.
And definitively, a raven buff in addition to that (speed/cost/abilities, whatever...)
(I won't talk about any broodwar comparison, it's just too different from starcraft2.)
it's not over 'til it's over
TheDwf
Profile Joined November 2011
France19747 Posts
August 09 2012 01:28 GMT
#432
On August 09 2012 10:18 ZeromuS wrote:
Show nested quote +
On August 09 2012 10:12 TheDwf wrote:
On August 09 2012 10:05 ZeromuS wrote:
On August 09 2012 10:01 forsooth wrote:
On August 09 2012 09:42 SugoZerg wrote:
They should try to reduce the area of scans, maybe terran will make some raven for detection.
With one scan, you can get ride of 2screens of creep tumors, it's too effective and there's no use for a raven at all... Even in TvP or TvT, terran rely on scans not on raven when it comes to detection.
Nerf tumors, Nerf scan and buff ravens so it will become usefull.

Nope. Terran mobile detection isn't comparable to that of Zerg and Protoss. Ravens lack the speed of overseers and aren't permacloaked like observers, and they're much more expensive than both. Like the science vessel, the role they play is a high tech spellcasting support unit that happens to detect rather than a dedicated detection unit like the aforementioned Z/P units. Scanning is Terran's primary means of detection and scouting just like it was in BW.


Agreed, however having it helps against creep, having it helps against a lot of stuff.

Honestly, its energy isn't used on a lot so 125 isn't horrible.

Having to wait 90 seconds (after energy upgrade, otherwise it's 135 seconds) to use the mediocre damage spell you want is horrible.

Edit for clarity—90 seconds after the Raven is complete.


Good point, However perhaps its due to the fact that ravens with 2 HSM each is too powerful?

Well, there's nothing wrong with Ravens being able to use only one HSM (I assume this is because we have to choose between 2 PDDs and one Missile when the Raven has full energy), or having to wait 90 seconds... if it's worth it. Currently I don't think it's the case.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
August 09 2012 01:28 GMT
#433
On August 09 2012 10:26 larse wrote:
There are some one points out that the creep change is in fact a buff !

I don't know whether it's true but he says like this:

"Actually it is a hidden buff for zerg: it'll take 1 less active tumor now to achieve the maximum spread rate in 1 direction. Nice going D. Kim, they'll never notice!"


But that maximum spread read is smaller.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
August 09 2012 01:29 GMT
#434
On August 09 2012 10:21 Bagi wrote:
Show nested quote +
On August 09 2012 10:18 ZeromuS wrote:
On August 09 2012 10:12 TheDwf wrote:
On August 09 2012 10:05 ZeromuS wrote:
On August 09 2012 10:01 forsooth wrote:
On August 09 2012 09:42 SugoZerg wrote:
They should try to reduce the area of scans, maybe terran will make some raven for detection.
With one scan, you can get ride of 2screens of creep tumors, it's too effective and there's no use for a raven at all... Even in TvP or TvT, terran rely on scans not on raven when it comes to detection.
Nerf tumors, Nerf scan and buff ravens so it will become usefull.

Nope. Terran mobile detection isn't comparable to that of Zerg and Protoss. Ravens lack the speed of overseers and aren't permacloaked like observers, and they're much more expensive than both. Like the science vessel, the role they play is a high tech spellcasting support unit that happens to detect rather than a dedicated detection unit like the aforementioned Z/P units. Scanning is Terran's primary means of detection and scouting just like it was in BW.


Agreed, however having it helps against creep, having it helps against a lot of stuff.

Honestly, its energy isn't used on a lot so 125 isn't horrible.

Having to wait 90 seconds (after energy upgrade, otherwise it's 135 seconds) to use the mediocre damage spell you want is horrible.

Edit for clarity—90 seconds after the Raven is complete.


Good point, However perhaps its due to the fact that ravens with 2 HSM each is too powerful?

This is the only reason I can think of why they think the spell should be 125 energy.

I really think they could still at least increase the range by 1-2, wouldn't be exactly gamebreaking since its still a pretty slow missile.


Good point, higher range would definitely give the zerg more time to escape or split his units, but at the same time you wouldn't have to kamikaze your raven. A "real" buff should be range+speed then ... ?
Terran & Potato Salad.
Eps
Profile Joined April 2011
Canada240 Posts
August 09 2012 01:30 GMT
#435
On August 09 2012 10:21 Bagi wrote:
Show nested quote +
On August 09 2012 10:18 ZeromuS wrote:
On August 09 2012 10:12 TheDwf wrote:
On August 09 2012 10:05 ZeromuS wrote:
On August 09 2012 10:01 forsooth wrote:
On August 09 2012 09:42 SugoZerg wrote:
They should try to reduce the area of scans, maybe terran will make some raven for detection.
With one scan, you can get ride of 2screens of creep tumors, it's too effective and there's no use for a raven at all... Even in TvP or TvT, terran rely on scans not on raven when it comes to detection.
Nerf tumors, Nerf scan and buff ravens so it will become usefull.

Nope. Terran mobile detection isn't comparable to that of Zerg and Protoss. Ravens lack the speed of overseers and aren't permacloaked like observers, and they're much more expensive than both. Like the science vessel, the role they play is a high tech spellcasting support unit that happens to detect rather than a dedicated detection unit like the aforementioned Z/P units. Scanning is Terran's primary means of detection and scouting just like it was in BW.


Agreed, however having it helps against creep, having it helps against a lot of stuff.

Honestly, its energy isn't used on a lot so 125 isn't horrible.

Having to wait 90 seconds (after energy upgrade, otherwise it's 135 seconds) to use the mediocre damage spell you want is horrible.

Edit for clarity—90 seconds after the Raven is complete.


Good point, However perhaps its due to the fact that ravens with 2 HSM each is too powerful?

This is the only reason I can think of why they think the spell should be 125 energy.

I really think they could still at least increase the range by 1-2, wouldn't be exactly gamebreaking since its still a pretty slow missile.


Then why not lower the SM Energy cost to 100, implement a 30-50 second Cooldown. This prevents it from being cast twice by 1 Raven in a battle. And let's face it, waiting for 200 energy takes a long time. They're a very expensive unit, and should have some sort of guranteed Spell-Utility, and not just an expensive Detector.

Ravens have the longest build time as is already compared to the other 2 Casters. HT's can be warped-in. Infestors can be built in as high amounts as Resource/Larva limits it to.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
August 09 2012 01:30 GMT
#436
On August 09 2012 10:28 Scrubwave wrote:
Show nested quote +
On August 09 2012 10:26 NovemberstOrm wrote:
On August 09 2012 10:21 zala2023 wrote:
this so called raven buff might as well as not exist since i hoestly dont think it will do anything
how about give reduce HSM energy to 75 like all the other AOE spells



You should consider how over-powered that would be.

Compared to blanket storms and chain fungals? Not at all.


Those spells don't compound damage. 2 storms in the same place dont do more damage than one storm.

3 fungals cast at the same time dont do more damage than one fungal.

I believe that multiple HSM do more damage than one HSM.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Myrddraal
Profile Joined December 2010
Australia937 Posts
Last Edited: 2012-08-09 01:33:24
August 09 2012 01:31 GMT
#437
A lot of people seem to be focused a lot on the Raven's HSM spell and how long it takes to get, but I think Raven's should primarily be used to clean up creep without having to waste so many minerals on scans (obviously mostly in late game since I realise Ravens are a pain to get) and for using PDD in Viking vs Corrupter wars. Then HSM should be an afterthought, ie "I'll get this upgrade and if the situation comes where I can HSM his Corrupters/Broods I'll go for it, if not I'll use the energy for PDD".
[stranded]: http://www.indiedb.com/games/stranded
Scrubwave
Profile Joined July 2010
Poland1786 Posts
Last Edited: 2012-08-09 01:41:57
August 09 2012 01:35 GMT
#438
--- Nuked ---
Warpath
Profile Joined April 2010
Canada1242 Posts
August 09 2012 01:38 GMT
#439
Is Antiga Shipyard really the right map to test a predominantly TvZ focused change?
Eps
Profile Joined April 2011
Canada240 Posts
Last Edited: 2012-08-09 01:40:08
August 09 2012 01:39 GMT
#440
On August 09 2012 10:30 ZeromuS wrote:
Show nested quote +
On August 09 2012 10:28 Scrubwave wrote:
On August 09 2012 10:26 NovemberstOrm wrote:
On August 09 2012 10:21 zala2023 wrote:
this so called raven buff might as well as not exist since i hoestly dont think it will do anything
how about give reduce HSM energy to 75 like all the other AOE spells



You should consider how over-powered that would be.

Compared to blanket storms and chain fungals? Not at all.


Those spells don't compound damage. 2 storms in the same place dont do more damage than one storm.

3 fungals cast at the same time dont do more damage than one fungal.

I believe that multiple HSM do more damage than one HSM.


To my understanding, each Storm dropped deals an instant 10-20 damage, while the rest of it is proc-ed over time. I may be off on this.
You do have somewhat of a point when you're discussing Storms.

However, FG shouldn't be looked at as purely a Damage Spell. It negates Micro, and also reveals Cloaked Units. It has tremendous utility outside of just damage.

SM however is a pure damage spell, and thus should be more effective at it's role than FG.
Simarily FG and Storms can be casted at 9 Range. SM is gimped at a range of 6. If the spell is that severely handi-capped already, it should offer a high Reward when it does hit. Especially since it costs much more Energy than the other 2 spells. Not to mention that SM can be dodged.
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