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Call To Action: Balance Testing TvZ. - Page 51

Forum Index > SC2 General
1619 CommentsPost a Reply
Prev 1 49 50 51 52 53 81 Next
larse
Profile Blog Joined March 2012
1611 Posts
August 11 2012 00:58 GMT
#1001
I whine about zerg op all the time, but creep range from 10 to 8 may very well be an over-nerf. Just like the queen range from 3 to 5 is a over-buff.

Maybe the creep range should be 10 to 9, and the queen range should be 3 to 4. Just a perfect balance between the two.
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-08-11 01:09:42
August 11 2012 00:58 GMT
#1002
On August 11 2012 07:58 Fungal Growth wrote:
If the issue is late-game TvZ...then raven speed will be irrelevant. By the time it becomes feasable to construct a raven, the game is probrably already out of hand. 20 minutes into a game, the terran is probably 50 supply down and a faster raven zipping accross the map just won't make a difference. If Blizzard wants to balance TvZ late game...they have to address the thousand pound gorrilla in the room...inject larvae. It makes zerg too exponetial or boom/bust. Which creates boring games in which the terran wins off of a two based timing attack or the zerg wins in a game that goes past 18 minutes. Inject larvae needs to be slowed down.

In the late game...everybody has lots of money so the best ways to balance the game are with supply costs, unit build speed and for large maps, the movement speed of attacking units (not specialty units).



I've suggested this before but everyone on TL seems to be a Z player and think that it is perfectly fine that they can outproduce and out macro every race in the game by a country mile.


Larvae inject, mules, and warpgates are all dumb mechanics. They are "instant" gratification type of macro mechanics that induce volatile type of gameplay, and that is probably the worst type of gameplay you could utilize in a competitive game. It's boring, it's unskillful, and it's just silly to watch. Unfourtanately it's likely we have to live with them because Blizzard is likely never going to do a massive change on these macro mechanics that induce so many problems.
Chunhyang
Profile Joined December 2011
Bangladesh1389 Posts
August 11 2012 01:33 GMT
#1003
On August 11 2012 09:58 larse wrote:
I whine about zerg op all the time, but creep range from 10 to 8 may very well be an over-nerf. Just like the queen range from 3 to 5 is a over-buff.

Maybe the creep range should be 10 to 9, and the queen range should be 3 to 4. Just a perfect balance between the two.


Someone said that the developers made the queen range buff with HotS in mind, and as of a recent tournament, they told a top player that they're not changing it. So I guess that's set in stone until the expansion beta.
If you could reason with haters, there would be no haters. YGTMYFT
Chunhyang
Profile Joined December 2011
Bangladesh1389 Posts
August 11 2012 01:37 GMT
#1004
On August 11 2012 08:24 Qikz wrote:
Show nested quote +
On August 11 2012 06:38 Grumbels wrote:
I think it's a bit silly. Some people propose changes like seeker missile to 100 energy and 9 range to 'encourage use', but if that spell is too strong you can just safely trade energy for resources every time and win in every late game scenario. It'd be like snipe vs zergs again.

Seeker missile really isn't a fun spell. I think Blizzard wanted to have the cool micro trick of selecting the targeted unit and doing something with it, but usually you just run your army away or you stay and fight because your brood lords are too slow regardless. All that it ends up being is a super big explosive ability that can instantly kill all your units, so it's indeed quite like vortex, except that with the current low range it's more of a suicide mission. (which means you have to trade the ravens, ensuring some level of balance)

I don't like the raven in general. I already disliked the cloud of science vessels in late-game TvZ in BW, because it just seemed like there was little zerg could do against the constant irradiates on ultralisks and defilers. I don't want the raven to have the same fate, but it could end up like that if it's buffed too much. I think the science vessel is overall a cooler design, both in visuals and abilities. Irradiate and forces a reaction that's more interesting than "run units away", it just imo does too much damage and shouldn't one-shot ultras. Defensive Matrix and EMP fit well on the unit. PDD doesn't fit well on the raven, since the strength of a dark-swarm like ability really complements a race with melee units, not one with ranged units. In the latter case it's usually just overpowered, requiring a nerf to the ability. Auto turret is cool, but you never get enough ravens for it too matter and it's kid of a poor man's version of infested terran anyway.


You say that, yet that's what a hell of a lot of people are saying about the infestor.


hahaha, everything you hate is what people hate about infestors.
If you could reason with haters, there would be no haters. YGTMYFT
734pot
Profile Joined June 2012
Australia294 Posts
August 11 2012 06:01 GMT
#1005
On August 11 2012 09:58 superstartran wrote:
Larvae inject, mules, and warpgates are all dumb mechanics. They are "instant" gratification type of macro mechanics that induce volatile type of gameplay, and that is probably the worst type of gameplay you could utilize in a competitive game. It's boring, it's unskillful, and it's just silly to watch. Unfourtanately it's likely we have to live with them because Blizzard is likely never going to do a massive change on these macro mechanics that induce so many problems.


I don't see how you can say that larva injecting is skilless when its only really the top tier of zerg players that manage to keep the energy on their queens low. You can't just save up energy on your queens and dump it all later like you can with the other macro mechanics, its less forgiving in that way.
larse
Profile Blog Joined March 2012
1611 Posts
August 11 2012 06:34 GMT
#1006
I did a comparison. No enemy. 15 hatch ---> 4 queens ---> 4 queen spread creeps as fast as I can ----> I did a screenshot after 14 minutes

Here is the result:

This is the one we have now. Creep tumor range of 10.
[image loading]

This is the result after the creep nerf. Creep tumor range of 8.
[image loading]
Inquisitor1323
Profile Joined March 2012
370 Posts
August 11 2012 07:00 GMT
#1007
What is this? A buff for terran?? How is this even possible? I don't understand.
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
August 11 2012 08:21 GMT
#1008
Ok, I must say I'm glad blizzard is doing something / admitting the problem, but speed increase really does nothing special.

Why?

1. Infestor on creep is still faster than the raven
2. Fungal has 9 range vs. 6 on the SM
3. Fungal hits instantly and stops micro, SM can be avoided.
4. Fungal roots but also stops raven from using its spells.

So how is that for a risk/reward factor? It seems to me that infestor will just hard counter raven usage.

So if you try to use raven offensively, as long as zerg manages to get a fungal, and he should since you have a faster unit which also has +3 range over the raven, raven can't do anything. It will just get killed by fungals/inf. terrans.


Something of the following should be implemented


1. SM outranges fungal or at least has same range
2. Fungal doesn't root air units
3. Fungal doesn't stop abilities like SM from being used.

Even then, 125 energy is too high, but since we are making small steps at least do a small step that actually makes sense first.
Granter
Profile Joined June 2011
Sweden64 Posts
August 11 2012 08:24 GMT
#1009
raven is still a pretty bad unit in terms of minerals....... But i dont think they should reduce mineral cost, rather improve the units abilitys.
If something can be achieved easily, it probably isnt worth it
Mahavishnu
Profile Joined August 2010
Canada396 Posts
August 11 2012 12:12 GMT
#1010
How can an air unit with be frozen in the air? Anyways..
everything is gravity
parkin
Profile Blog Joined July 2007
1080 Posts
August 11 2012 12:17 GMT
#1011
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units
mostly harmless
SaberNodoka
Profile Joined June 2011
151 Posts
August 11 2012 12:42 GMT
#1012
On August 11 2012 21:17 parkin wrote:
Show nested quote +
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units


Except for muta since Zergs also counter argue that ZvZ will be muta heaven without it.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 11 2012 12:48 GMT
#1013
On August 11 2012 21:42 SaberNodoka wrote:
Show nested quote +
On August 11 2012 21:17 parkin wrote:
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units


Except for muta since Zergs also counter argue that ZvZ will be muta heaven without it.


So make mechanical air units immune?
Frex
Profile Joined March 2012
Finland888 Posts
August 11 2012 13:02 GMT
#1014
On August 11 2012 21:17 parkin wrote:
Show nested quote +
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units


It should be fair enough if it would slow them down a little. The truth is that you have to be careful if you consider nerfing zergs anti-air since it's weakest of all races.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-08-11 13:50:55
August 11 2012 13:45 GMT
#1015
On August 11 2012 09:58 larse wrote:
I whine about zerg op all the time, but creep range from 10 to 8 may very well be an over-nerf. Just like the queen range from 3 to 5 is a over-buff.

Maybe the creep range should be 10 to 9, and the queen range should be 3 to 4. Just a perfect balance between the two.


I hope you are kidding. They should nerf the creep much much more. Take a look at your own test and note what a minor change it is...

Assirra
Profile Joined August 2010
Belgium4169 Posts
August 11 2012 13:46 GMT
#1016
On August 11 2012 21:17 parkin wrote:
Show nested quote +
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units

Yea, lets nerf the anti air of the race that already got the weakest of all by far.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 11 2012 13:50 GMT
#1017
On August 11 2012 22:46 Assirra wrote:
Show nested quote +
On August 11 2012 21:17 parkin wrote:
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units

Yea, lets nerf the anti air of the race that already got the weakest of all by far.


It shouldn't be as bad when it comes down to HoTS due to the way hydras are getting a huge movement buff. Also spores and corrupters are pretty damned good at anti air.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 11 2012 13:56 GMT
#1018
On August 11 2012 22:50 Qikz wrote:
Show nested quote +
On August 11 2012 22:46 Assirra wrote:
On August 11 2012 21:17 parkin wrote:
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units

Yea, lets nerf the anti air of the race that already got the weakest of all by far.


It shouldn't be as bad when it comes down to HoTS due to the way hydras are getting a huge movement buff. Also spores and corrupters are pretty damned good at anti air.


You know how it feels when you make a bunch of vikings and the zerg techswitches to ultra's? How useless those vikings feel?

Imagine that you can not land them.
I love.
TheDwf
Profile Joined November 2011
France19747 Posts
August 11 2012 13:56 GMT
#1019
On August 11 2012 22:46 Assirra wrote:
Show nested quote +
On August 11 2012 21:17 parkin wrote:
On August 11 2012 21:12 Mahavishnu wrote:
How can an air unit with be frozen in the air? Anyways..

Eaxctly, fungal shouldnt apply to air units

Yea, lets nerf the anti air of the race that already got the weakest of all by far.

Queens, Corruptors and Infestors = having the weakest anti-air by far? Biased Zergs are so hilarious.
kodas
Profile Blog Joined January 2011
United States418 Posts
Last Edited: 2012-08-11 14:03:58
August 11 2012 14:02 GMT
#1020
On August 11 2012 15:34 larse wrote:
I did a comparison. No enemy. 15 hatch ---> 4 queens ---> 4 queen spread creeps as fast as I can ----> I did a screenshot after 14 minutes

Here is the result:

This is the one we have now. Creep tumor range of 10.
+ Show Spoiler +
[image loading]

This is the result after the creep nerf. Creep tumor range of 8.
[image loading]

That's a bit misleading, the first screenshot has about 6 seconds on the 2nd, makes the gap look bigger..
Get paper, fuck bitches, smoke trees, mass thors.
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