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Call To Action: Balance Testing TvZ. - Page 28

Forum Index > SC2 General
1619 CommentsPost a Reply
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fuzzylogic44
Profile Joined December 2011
Canada2633 Posts
August 09 2012 06:10 GMT
#541
I don't know why Ravens aren't in use a lot since Terran are rarely gas starved. Hopefully this will trigger more experimentation.
Oaky
Profile Joined August 2012
United States95 Posts
August 09 2012 06:13 GMT
#542
I think, as a zerg, that the creep change will be very beneficial to the game because it will weed out the players who dont have the actualy multitasking to do the extra amount of creep spreading it will take to get the map covered like you can now, changes like these are helping change the game to be more like brood war in a sense that mechanics are #1 which is super nice.
SOOOOOOO MANY BANELINGS!
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2012-08-09 06:23:36
August 09 2012 06:21 GMT
#543
On August 09 2012 13:47 Debian wrote:

It's about the same speed as a medivac until the medivac gets going, even then it's only 10% slower. While that's nice I still don't think this is going to make Ravens any more practical unless for certain situations.

I'm not sure where you're getting 'about the same'. In the video it looks like they're either exactly the same speed or the acceleration of the raven could have been slightly slower if anything, but the maximum speed looked the same. What's more, they've stated the maximum speed is 2.5, which is the same as the medivac, so obviously they move at the same speed. :Þ
Liquipedia doesn't seem to list the acceleration, so now that I'm curious, I'll check for it in the editor.

Now that I've seen the Liquipedia page though, I have to mention that the healing stats are still out of whack.
I tested extensively in the past and found that medivacs healed at 8.5 hit points per second (give or take some decimal maybe), not 9 and whoever wrote that article didn't learn basic maths, because 9×1.384 certainly does not equal 13.5 hit points in real time speed. :O
I can't see the relevant data in the Editor though, except for the healing period being .111, which would suggest it heals 1hp every ninth of a second, so 9, which conflicts with the results of my long, careful tests on Ghosts. *Shrug* Well, even if it is 9, real time is 1.384×normal, not 1.5× so there's a mistake!

Well the editor does state that Medivac acceleration is already 2.25, so there, Blizzard is merely considering allow Ravens' acceleration and speed to match that of the Medivac.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
KuKri
Profile Joined February 2012
Germany168 Posts
Last Edited: 2012-08-09 06:26:34
August 09 2012 06:23 GMT
#544
Actually I'm just happy they didn't nerf Terran, because Taeja and Gumiho are so strong at the moment. And you know what happens when there are some Terrans performing decently, Blizzard will react in some allergic manner hahah j/k

But seriously I don't see these changes bring back any Terran competition in the EU weekly cups. Yesterday AGAIN ZvZ in the Pokerstrategy monthly finals... I'm getting sick of PvZ, ZvZ and PvP, as these matchups cover like 70% of all matchups in these small cups I feel like.

I'm hoping that the creep tumor nerf will enable the EU/NA terrans to shine again. Or maybe these guys just don't put enough effort into it and it's just not a matter of balance.

larse
Profile Blog Joined March 2012
1611 Posts
August 09 2012 06:23 GMT
#545
On August 09 2012 15:21 Fuchsteufelswild wrote:
Show nested quote +
On August 09 2012 13:47 Debian wrote:
http://www.youtube.com/watch?v=UD7xWBWSxh0
It's about the same speed as a medivac until the medivac gets going, even then it's only 10% slower. While that's nice I still don't think this is going to make Ravens any more practical unless for certain situations.

I'm not sure where you're getting 'about the same'. In the video it looks like they're either exactly the same speed or the acceleration of the raven could have been slightly slower if anything, but the maximum speed looked the same. What's more, they've stated the maximum speed is 2.5, which is the same as the medivac, so obviously they move at the same speed. :Þ
Liquipedia doesn't seem to list the acceleration, so now that I'm curious, I'll check for it in the editor.

Now that I've seen the Liquipedia page though, I have to mention that the healing stats are still out of whack.
I tested extensively in the past and found that medivacs healed at 8.5 hit points per second (give or take some decimal maybe), not 9 and whoever wrote that article didn't learn basic maths, because 9×1.384 certainly does not equal 13.5 hit points in real time speed. :O
I can't see the relevant data in the Editor though, except for the healing period being .111, which would suggest it heals 1hp every ninth of a second, so 9, which conflicts with the results of my long, careful tests on Ghosts. *Shrug* Well, even if it is 9, real time is 1.384×normal, not 1.5× so there's a mistake!


That video includes two ravens with one is 2.25 and the other one is 2.5 speed. It is created in the editor.
KuKri
Profile Joined February 2012
Germany168 Posts
Last Edited: 2012-08-09 06:27:00
August 09 2012 06:26 GMT
#546
EDIT: double post, delete please.
Nethermind
Profile Joined April 2011
New Zealand445 Posts
August 09 2012 06:27 GMT
#547
I really like the vehicle in which Blizzard are utilising to trial these changes with the community. The changes seem to be justifiable as well.
Cylindrical
Profile Joined August 2012
United States7 Posts
August 09 2012 06:27 GMT
#548
On August 09 2012 12:16 Mackus wrote:
Show nested quote +
On August 09 2012 11:44 Cylindrical wrote:
Hooray.

1) Creep tumor build radius, vision radius, and creep spread radius decreased from 10 to 8.

At this time, this shouldnt change much. Moving the radius from 10 to 8 should just stop the spread after the tumors 30 second cooldown. (Using two tumors)

Meaning Progressing creep should not change, because the creep stops as soon as the cooldown is done.
Receding creep is less effective because there are more tumors everywhere.

However testing this early game should be interesting in ZvT AND ZvP.
Using that creep at the third to stop some Protoss harass seems to be iffy.

Also the other problem is how fast one can connect creep towards bases.

2) Raven movement acceleration increased from 2 to 2.25.
Raven movement speed increased from 2.25 to 2.5.

Why make terran more micro heavy.
Buffing the raven doesnt make it anymore useful.
It takes way to much time and resources to be able to use raven effectively in a nice macro ball.

Some Statistics

Infestor Cost + Time - 100/150 50 Seconds
50 Energy
With Pathogen + 30 Seconds Initially +150/150
75 Energy

Raven Cost + Time - 100/200 60 Seconds
50 energy
With Seeker Missle + 50 Seconds Initially +150/150
Still 50 Energy

This means that once an infestor pops out, with pathogen it can immideatly use fungal growth @ 75 energy
Effectively can be used for stuns and some damage.
Also know that fungal is an instant cast. (Ability's effect is placed as soon as spell is casted)

A raven however, after initially spawning, needs a whopping 133 seconds to even use one HSM.
~100 for a PDD


I can see where Blizzard is going that increasing speed may help micro ravens, but fungal still out ranges HSM, and the time it takes for one HSM to even grab is too high.
Even after one use, the time it take for yet another is about 100 seconds.

Comparing the auto turret to infested terrans is no day in the park either.

Overall ravens just need a buff in either their energy cost, or upgrades.
HSM costs too much energy and the upgrades for the raven are ridiculous.
Also Auto turrets do not gain upgrades from armory upgrades unlike broodlings or infested terrans.


Overall patch, Zerg gets punished for not working on cooldowns
Ravens are sitll bad.




Is this after the energy upgrade? Cos it's nothing different than timing your upgrades like Zergs do with Pathogen Glands and Toss did with Khydarin Amulet when it existed.

I have no argument against the damage or energy costs my major 'beef' with the Raven is the build time.

On

Well last time I checked ravens didn't have a energy upgrde? Correct me if I'm wrong.
But still 20 seconds extra in pro level is a whole ton of a problem. And the fact after that 20 seconds they still need to wait another 100 seconds for the first raven. Even after those ravens are useless units due to having no harass abilities and. Are seemingly a pure support unit. The infestor has great infested terrans for only 25 energy each which is a fungal plus 5 invests. And the ht can get one or two storms and then bam archon which is a great unit. The raven? Uhm HSM. Then uhm.. Maybe one auto turret which is taken out instantly cause there's only one. Then what.... Wait while it's taking up supply.
XiWi
Profile Joined August 2012
11 Posts
Last Edited: 2012-08-09 06:29:34
August 09 2012 06:29 GMT
#549
I can see it happening now. Terran pre-spreading ravens to minimize fungals going in for seekers and pdds to kill BL comp, what I don't see is if it is super lategame what will you do with ~15 ravens and vikings taking supply when the ultra switch is coming
chuDr3t4
Profile Joined April 2010
Russian Federation484 Posts
Last Edited: 2012-08-09 06:33:51
August 09 2012 06:29 GMT
#550
On August 09 2012 15:21 Fuchsteufelswild wrote:
I'm not sure where you're getting 'about the same'. In the video it looks like they're either exactly the same speed or the acceleration of the raven could have been slightly slower if anything, but the maximum speed looked the same. What's more, they've stated the maximum speed is 2.5, which is the same as the medivac, so obviously they move at the same speed. :Þ
Liquipedia doesn't seem to list the acceleration, so now that I'm curious, I'll check for it in the editor.

Now that I've seen the Liquipedia page though, I have to mention that the healing stats are still out of whack.
I tested extensively in the past and found that medivacs healed at 8.5 hit points per second (give or take some decimal maybe), not 9 and whoever wrote that article didn't learn basic maths, because 9×1.384 certainly does not equal 13.5 hit points in real time speed. :O
I can't see the relevant data in the Editor though, except for the healing period being .111, which would suggest it heals 1hp every ninth of a second, so 9, which conflicts with the results of my long, careful tests on Ghosts. *Shrug* Well, even if it is 9, real time is 1.384×normal, not 1.5× so there's a mistake!

Well the editor does state that Medivac acceleration is already 2.25, so there, Blizzard is merely considering allow Ravens' acceleration and speed to match that of the Medivac.

What if I told you...
you can edit it yourself.
I live in Russia. I wear the fufaika, valenoks and the shapka-ushanka with the red star. I drink vodka straight from the samovar, and my riding bear plays on the balalaika.
bellsNkeys
Profile Joined November 2011
United States52 Posts
August 09 2012 06:33 GMT
#551
On August 09 2012 12:08 Whitewing wrote:
Show nested quote +
On August 09 2012 10:08 bellsNkeys wrote:
On August 09 2012 08:56 Whitewing wrote:
On August 09 2012 07:52 bellsNkeys wrote:
On August 09 2012 06:21 Whitewing wrote:
On August 09 2012 06:18 ragz_gt wrote:
On August 09 2012 06:12 Whitewing wrote:
On August 09 2012 06:08 ragz_gt wrote:
On August 09 2012 06:03 Whitewing wrote:
On August 09 2012 05:58 ragz_gt wrote:
[quote]

+3 Ghost DSP is 1/3 (2/3 against light) of +3 marine on a per supply bases, it's beyond bad. Terran army win will almost time against Zerg with no infestors, yes, but when you swap out 20 marine for 10 ghost (that's without considering resource/build cost), it's not on the same page.


*rolls eyes* Are you seriously arguing that trading 20 marines for 10 ghosts to take out all of your opponents infestors is a bad deal for you, especially since, if you don't take out those infestors, they'll just kill your 20 marines easily anyway.


No, I'm saying:

Against a infestorless (especially roach based) army, ghost is pretty useless.
Zerg can tech switch alot faster than Terran can.
If Terran makes too many ghost compare to infestor, Zerg can just max out on roach and GG.
Zerg don't have a problem of "making too many infestor", so they can arbitrary shift the infestor/ghost balance.
This is compounded because Zerg can make 20 infestors at once, Terran can't make 20 ghost at once.

It's like Colosus / Viking balance, except if P have 10 Robo bay built already.


Okay, you try a max roach army against a marine/marauder/medivac/tank composition with 10-20 ghosts mixed in and see how that goes for you, especially since you have no roach attack upgrades. Hell, even give the terran supply tied up in some vikings, you'll get rolled hilariously easily. You're just making things up at this point, have you ever actually seen a high level zerg player switch to mass roach in the late game?


Not pure roach, just the infestor supply worth of roach (or ultra, BL, or anything not infestor). Have you tried to engage a maxed out zerg army without infestor when you have a dozen ghost? It's literally like 1/3 of your supply just disappeared before engaging.


Roaches aren't even a consideration, they're just BAD. And you're just making shit up at this point, I'm not discussing this with you anymore. Until you can figure out that 12 ghosts (24 supply) is not 1/3 of your army supply (if your army is a whopping 72 supply total, you've got other problems besides composition), trying to discuss anything with you is a waste of time.


It kind of annoys me that ever since Zerg players found out the infestor was an amazing unit, all of a sudden everything else is bad. And when Terran found out that mass ghost late game TvZ was good it gets nerfed to hell. Correct me if I'm wrong, but last I checked Zerg players have won numerous tournaments and GSLs with muta/ling/bling in ZvT and there have been no significant Terran buff nor Zerg nerfs that affect the muta/ling/bling composition.

My main issue with ghosts is that they're more situational whereas Z and P can blindly make infestors and sentries/HTs and it will always help them. The good thing is that Blizzard at least tried to give the Raven that role as well, but failed pretty hard at it.


Terran players have gotten much better at defeating and defending muta/ling/bling play, and again, that's not an end-game composition, it's a mid-game strategy. If you're stuck in ling/bling/muta while terran is on a late game economy/tech level with good upgrades, you just lose. Infestors are straight up superior against terran in the mid-game for the most part, and are essential late game, because without them in your composition, you just straight up lose to terran end-game.

Ghosts are designed to fit into the race. They are a purely support unit designed to negate essential units from other races so that the rest of the superior terran force can crush an enemy missing a required unit. The units fill different roles: Infestors are a lockdown/damage dealing/harass unit, high templar are a damage dealing/ weak caster negator, and ghosts are an excellent caster negater/harass unit.


I agree that Terran players have adapted against muta/ling/bling play, but same argument applies that pure marine-tank is a mid-game composition as well. I'd have to disagree that HTs are weak caster negators. Feedback is very powerful but toss would obviously rather use storms. Doesn't make them necessarily weak against casters.

And I don't buy that ghosts are just for support and were created purposely to negate other spellcasters. There was nobody saying that until the snipe nerf was applied. It was more of an excuse to make the nerf acceptable, but imo is pure bullshit.


... Um, right, you don't stick with pure marine tank for lategame TvZ, you add in marauders, ravens, vikings and ghosts, and often some thors too. Not sure how that is relevant. Feedback is pretty decent, but it's shorter range than ghost abilities and as a single target spell, will never be as good at shutting down casters as an EMP. The problem that makes them bad at it, is that they are pretty much the slowest unit in the game, which makes controlling against enemy casters pretty damn hard. Doable, but hard.

And yeah, just look at what the unit does, ghosts are anti-caster units. Use them that way. Terran wins if the enemy doesn't have casters and you you play well, so make the unit that takes away their casters.


It's relevant because you're saying muta/ling/bling is not an end-game composition and I'm saying pure marine-tank isn't either. Both races transition out of that stage so I don't see what exactly the debate is? You make it sound as if that's a good enough excuse to be forced into making infestors. Plus it's not like we never see muta/ling play anymore so it's obviously still viable. I think that's a fair enough argument.
DodgySmalls
Profile Joined June 2012
Canada158 Posts
August 09 2012 06:39 GMT
#552
I feel the game is balanced fairly well, but as a protoss I'm not really sure what TvZ feels like to play. All I can say is that honestly it looks a bit qqish for terrans to continue complaining at this point, but again I don't play TvZ so I can't say I wouldn't feel the same way.

These are some positive changes either way in my opinion as they are extremely subtle. For a long time I've felt terrans have neglected the raven for no apparent reason even though it's a fantastic unit, maybe this will increase their usage almost to the degree of the warp prism buff oh so long ago.

I have a feeling some of the raven's spells may later need a nerf, but since no terrans ever use this unit TvP (except when cheesing) it's hard to say.

Great job by blizzard on this one imo.
Please remove nyx assassin
Cylindrical
Profile Joined August 2012
United States7 Posts
August 09 2012 06:40 GMT
#553
Also another concern is hots. Hydralisk play seems to be more viable I. The future. Hydralisk. Speed > raven speed..
pmp10
Profile Joined April 2012
3389 Posts
Last Edited: 2012-08-09 06:52:15
August 09 2012 06:50 GMT
#554
On August 09 2012 15:27 Cylindrical wrote:
Well last time I checked ravens didn't have a energy upgrde? Correct me if I'm wrong.

Corvid reactor = +25 starting raven energy. Allows a seeker missile after less than 2 minutes.
emc
Profile Joined September 2010
United States3088 Posts
August 09 2012 06:52 GMT
#555
I saw this coming
YourAdHere
Profile Joined May 2011
United States216 Posts
August 09 2012 06:53 GMT
#556
Ehh why are they balance testing TvZ on the most Terran favored widely used map?
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 09 2012 06:54 GMT
#557
On August 09 2012 15:53 YourAdHere wrote:
Ehh why are they balance testing TvZ on the most Terran favored widely used map?


Antiga is a good map where zergs get insane creep spread so they want to test on that map to see creep spread difference is my assumption. It's not like these changes are that big and need thorough testing as it sounds like they are going through no matter what and a week of testing isn't that long.
When I think of something else, something will go here
Cylindrical
Profile Joined August 2012
United States7 Posts
August 09 2012 06:55 GMT
#558
On August 09 2012 15:50 pmp10 wrote:
Show nested quote +
On August 09 2012 15:27 Cylindrical wrote:
Well last time I checked ravens didn't have a energy upgrde? Correct me if I'm wrong.

Corvid reactor = +25 starting raven energy. Allows a seeker missile after less than 2 minutes.
It doesn't increase maximum capacity tho so you can't launch 2 missiles with 1 raven.



Thanks. Ok well initially that makes it a useless unit for about 100 seconds and then after useless until one auto turret or
A whopping 4 minutes until useful again. While again taking up supply and giving time to the opponent
Atoissen
Profile Joined July 2011
Norway1737 Posts
August 09 2012 07:06 GMT
#559
I very much agree with Blizz that its really minor changes that are needed, interested to see how this plays out.
“Strength lies not in defense but in attack.”
Absentia
Profile Joined March 2011
United Kingdom973 Posts
August 09 2012 07:09 GMT
#560
An increase to creep's recede time would have been much better than the change they're going ahead with. It's uncomplicated and doesn't risk messing up creeping up/down ramps. My personal problems with creep occur in mid game pushes where you can clear out creep for an engagement at 14:00, for example, only to have it immediately replaced once you turn around. This creep nerf damages early game creep spreading which doesn't seem necessary, (since that'll inevitably make terran mid game timings much harder to hold off).

Raven change is a start but I doubt the change itself will be significant in the matchup. HSM is probably best reserved for broodlords and dealing with broodlords isn't even the problem. It gets difficult for terran when broodlords are accompanied by infestor/corrupter, (with the possibility of an ultra switch incoming should that army composition fail). Of course HSM is good against broodlords but it should never do significant damage against spread corrupters, (to avoid Thor splash) or infestors, (which can obviously fungal the raven). Furthermore, both are capable of sniping ravens before they can do damage.

However, if ravens are actually good in higher numbers, (and are just underutilised) then maybe the patch will be significant in inspiring people to use it. No doubt that is, at least in part, Blizzard's logic.
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