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Call To Action: Balance Testing TvZ. - Page 55

Forum Index > SC2 General
1619 CommentsPost a Reply
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Thylacine
Profile Joined August 2011
Sweden882 Posts
August 12 2012 08:13 GMT
#1081
On August 12 2012 16:34 etofok wrote:
How about to include into Hi-sec auto-tracking (range for turrets upgrade) HSM?


Very good idea!!
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
734pot
Profile Joined June 2012
Australia294 Posts
August 12 2012 08:25 GMT
#1082
On August 12 2012 17:13 Thylacine wrote:
Show nested quote +
On August 12 2012 16:34 etofok wrote:
How about to include into Hi-sec auto-tracking (range for turrets upgrade) HSM?


Very good idea!!


Or perhaps replacing one of the other raven upgrades with a HSM upgrade
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 12 2012 08:45 GMT
#1083
On August 12 2012 09:58 Shiori wrote:
Show nested quote +
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.
21 is half the truth
Thylacine
Profile Joined August 2011
Sweden882 Posts
August 12 2012 09:44 GMT
#1084
On August 12 2012 17:25 734pot wrote:
Show nested quote +
On August 12 2012 17:13 Thylacine wrote:
On August 12 2012 16:34 etofok wrote:
How about to include into Hi-sec auto-tracking (range for turrets upgrade) HSM?


Very good idea!!


Or perhaps replacing one of the other raven upgrades with a HSM upgrade


You mean combining them into one upgrade?
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
August 12 2012 10:00 GMT
#1085
On August 12 2012 05:48 zmansman17 wrote:
Show nested quote +
On August 11 2012 23:29 sCCrooked wrote:
Some of these suggestions are beyond overpowered. Why don't we just skip all this BS and say what everyone is REALLY thinking... that the infestor is a pretty badly-designed unit that discourages micro (ff too) and Blizz should've just kept the freaking defiler which was very powerful and very key, but not OP or un-breakable by any means.

I'd rather have plague with a bigger AoE and super-strong Damage-over-Time than fungal personally (also plague lasts a helluva lot longer).


I agree here.

At the end of the day, the Infestor is just a poorly designed unit. Give Zerg more options to work with (Which HOTS might do), and eliminate this unit that denies any micro, can be repeatedly cast and has a huge AoE.

I would rather just see the Defiler remade in sc2. I don't understand why they feel the need to create separate units, which have elements of their predecessors, but are re-made into inferior versions.



You guys should maybe check the Starbow mod, no defiler there but it's a pretty good mix-up of BW and SC2, imho. As for the balance issue, so I don't go offtopic, I like the Raven buff but why not make the HSM radius bigger (even an upgrade instead of all the unnecessary never used shit would be cool). I hate how basic range upgrades are missing a lot from the game, which could make for a lot of interesting strategies and more varied build orders. Every time I go for stalkers I'm looking for the range upgrade ._.
The heart's eternal vow
WombaT
Profile Blog Joined May 2010
Northern Ireland27269 Posts
August 12 2012 10:04 GMT
#1086
On August 12 2012 19:00 PVJ wrote:
Show nested quote +
On August 12 2012 05:48 zmansman17 wrote:
On August 11 2012 23:29 sCCrooked wrote:
Some of these suggestions are beyond overpowered. Why don't we just skip all this BS and say what everyone is REALLY thinking... that the infestor is a pretty badly-designed unit that discourages micro (ff too) and Blizz should've just kept the freaking defiler which was very powerful and very key, but not OP or un-breakable by any means.

I'd rather have plague with a bigger AoE and super-strong Damage-over-Time than fungal personally (also plague lasts a helluva lot longer).


I agree here.

At the end of the day, the Infestor is just a poorly designed unit. Give Zerg more options to work with (Which HOTS might do), and eliminate this unit that denies any micro, can be repeatedly cast and has a huge AoE.

I would rather just see the Defiler remade in sc2. I don't understand why they feel the need to create separate units, which have elements of their predecessors, but are re-made into inferior versions.



You guys should maybe check the Starbow mod, no defiler there but it's a pretty good mix-up of BW and SC2, imho. As for the balance issue, so I don't go offtopic, I like the Raven buff but why not make the HSM radius bigger (even an upgrade instead of all the unnecessary never used shit would be cool). I hate how basic range upgrades are missing a lot from the game, which could make for a lot of interesting strategies and more varied build orders. Every time I go for stalkers I'm looking for the range upgrade ._.

There's just not enough variance in range either, across the board, or in the move speeds of the units. If there was there'd be more of an onus on good players to position well and gain incremental advantages over lazy A-movers who (as things stand) still get roughly equivalent results.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 12 2012 10:27 GMT
#1087
On August 12 2012 17:45 Schnullerbacke13 wrote:
Show nested quote +
On August 12 2012 09:58 Shiori wrote:
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.

You can mine even more from one base as Zerg or Protoss! 12000 minerals from one base last time I checked.

With MULEs and SCVs you can mine up to ~2000 minerals per minute from a base (1Mule and 2 SCVs per patch equals 6.5 workers per patch so 52 workers per base with 40 mins/min).
Aunvilgod
Profile Joined December 2011
2653 Posts
August 12 2012 10:44 GMT
#1088
4 OC style is actually greedcheese. Taeja was helpless against Nesteas busts, he hardly had any units to defend. Nestea had their first game pretty much won.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-08-12 10:49:51
August 12 2012 10:49 GMT
#1089
On August 12 2012 17:45 Schnullerbacke13 wrote:
Show nested quote +
On August 12 2012 09:58 Shiori wrote:
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.

The problem is reaching this point safely on a map that isn't Metropolis or Atlantis Spaceship.

Most zergs will push the advantage when they get to hive tech. If all other things are equal but you've invested thousands of minerals into extra CC's, there's no way to hold the typical BL push for example.

It really was the failed early aggression that won Taeja those games, along with the maps that make greedy play so much easier to pull off.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
August 12 2012 10:58 GMT
#1090
I'd be happy with the following change: instead of the current 125energy/100dmg SM, I'd take a 100 energy/80 dmg SM. The ratio energy/dmg would be equal. Same for auto-turrets, 50 energy is a lot and we don't need them to last 180 seconds.
Terran & Potato Salad.
followZeRoX
Profile Joined March 2011
Serbia1451 Posts
August 12 2012 11:46 GMT
#1091
Mb auto turets will now own protoss. That strat is underused and now will be mb exploited as.it will be hard to catch ravens
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 12 2012 12:06 GMT
#1092
On August 12 2012 20:46 Nawe wrote:
Mb auto turets will now own protoss. That strat is underused and now will be mb exploited as.it will be hard to catch ravens

Mb PDD will now own marines. That strat is underused and now will be mb exploited as.it will be hard to catch ravens
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
August 12 2012 12:10 GMT
#1093
On August 12 2012 21:06 Thrombozyt wrote:
Show nested quote +
On August 12 2012 20:46 Nawe wrote:
Mb auto turets will now own protoss. That strat is underused and now will be mb exploited as.it will be hard to catch ravens

Mb PDD will now own marines. That strat is underused and now will be mb exploited as.it will be hard to catch ravens


PDD has no effect on marines.
Terran & Potato Salad.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 12 2012 12:21 GMT
#1094
On August 12 2012 19:49 Bagi wrote:
Show nested quote +
On August 12 2012 17:45 Schnullerbacke13 wrote:
On August 12 2012 09:58 Shiori wrote:
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.

The problem is reaching this point safely on a map that isn't Metropolis or Atlantis Spaceship.

Most zergs will push the advantage when they get to hive tech. If all other things are equal but you've invested thousands of minerals into extra CC's, there's no way to hold the typical BL push for example.

It really was the failed early aggression that won Taeja those games, along with the maps that make greedy play so much easier to pull off.


Well, ofc this is not easy, you have to do this reactively (scouting required ) same as a droning zerg. When the Zerg drones hard, you can build OC's, else better build army.
21 is half the truth
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2012-08-12 13:55:13
August 12 2012 13:45 GMT
#1095
Boah, never did the math ..

1 OC costs 400+150 (OC)
you save:
100 for a depot
200 for 4 scv (1 mule ~ 4 scv's)

resulting cost ~250 minerals.
if you turtle well early game, it should not be a problem to get 4 early OC's safely. with 10 OC's you have the mineral income roughly equal to a 3 base zerg with ~50 drones on minerals, while only requiring one mining base.

EDIT: subtract another ~35 as you also save the 4 supply that 4 SCV's would require, so net cost is 215
21 is half the truth
submarine
Profile Joined March 2012
Germany290 Posts
Last Edited: 2012-08-12 14:03:33
August 12 2012 13:50 GMT
#1096
On August 12 2012 21:21 Schnullerbacke13 wrote:
Show nested quote +
On August 12 2012 19:49 Bagi wrote:
On August 12 2012 17:45 Schnullerbacke13 wrote:
On August 12 2012 09:58 Shiori wrote:
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.

The problem is reaching this point safely on a map that isn't Metropolis or Atlantis Spaceship.

Most zergs will push the advantage when they get to hive tech. If all other things are equal but you've invested thousands of minerals into extra CC's, there's no way to hold the typical BL push for example.

It really was the failed early aggression that won Taeja those games, along with the maps that make greedy play so much easier to pull off.


Well, ofc this is not easy, you have to do this reactively (scouting required ) same as a droning zerg. When the Zerg drones hard, you can build OC's, else better build army.


You have to understand that an orbital takes far longer to pay for itself compared to a round of drones. Terran is not designed to play reactive on that level. Terran can't build an army in 2 production cycles like zerg does. To have a certain army at a certain time you have to build the necessary infrastructure far ahead in time. If zerg builds a fast 3rd he can choose to use it to produce an army with it. An OC does not offer that kind of flexibility.

Edit:
On August 12 2012 22:45 Schnullerbacke13 wrote:
Boah, never did the math ..

1 OC costs 400+150 (OC)
you save:
100 for a depot
200 for 4 scv (1 mule ~ 4 scv's)

resulting cost ~250 minerals.
if you turtle well early game, it should not be a problem to get 4 early OC's safely. with 10 OC's you have the mineral income roughly equal to a 3 base zerg with ~50 drones on minerals, while only requiring one mining base.

It just is not that easy. You have to think about when you have to invest a certain sum. Sure, an CC does add 11 supply, but it takes 100 seconds to build and costs 400 minerals. Any 4 OC build will have very few units at certain points in time, and zerg can build a very big army in a very short time. 3 OC builds often die to roach bane aggression, guess what happens to 4 OC builds?
zmansman17
Profile Joined March 2011
United States2567 Posts
August 12 2012 13:50 GMT
#1097
On August 12 2012 09:58 Shiori wrote:
Show nested quote +
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I love how so many Zergs point to Taeja and say "Do that." That's like saying: "Play perfectly and register an average of 300 apm".
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
zmansman17
Profile Joined March 2011
United States2567 Posts
August 12 2012 13:52 GMT
#1098
On August 12 2012 10:00 convention wrote:
Show nested quote +
On August 12 2012 09:16 Mavvie wrote:
On August 12 2012 05:52 zmansman17 wrote:
On August 12 2012 05:46 Msr wrote:
On August 12 2012 05:44 zmansman17 wrote:
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.


How does Zerg have the weakest anti-air. I'd like to see this statement justified.



By far the worst aa, the hydra isn't even a unit. Corrupters are decent, just other races have better aa


Thanks for taking the time to give a well thought out response...

You do realize that this game is not simple enough to even list off AA units and what they counter, which you barely did.

A counter to carriers may be just a shit ton of zerglings, which run passed and eliminate the Protoss player. You can't just make a simple enumerable list of units, although even if you did do that, I think the Zerg has Excellent AA. I think the idea of AA requires a more holistic understanding of the game conceptually.

Considering queens, the transfuse ability, the best late game scouting (vastly spread creep, changelings, overseers), Zerg can really just produce whichever unit is needed to counter the opposing player. And all of these counters are produced from the same building (no added infrastructure is needed aside from 1 of the tech buildings). For these reasons, Zerg, in my opinion, has Excellent AA.

Mutas cost 100/100 and have less DPS than a marine
Corruptors cost 150/100 have equal DPS of a marine, and if they're attacking massive they do the same DPS of a marine with stim
Queens cost 150 mins and are countered by ghosts (emp + snipe are huge) and tanks are good. Same with HSM.
Hydras: lol
Spores: Barely mobile, cheap + amazing AA though
Infestors: The only reason that we can survive against lategame air.

Just my thoughts!

You need to think of these units in the context of the game. Sure mutas cost more than a marine and have less dps. They are still good AA because they are fast. Their dps doesnt matter at all, just that they snipe a few medivacs, harass mineral lines, and pick off stray marines without taking damage. That makes mutas more scary than marines.

Corruptors do cost a lot, but they have armor (-2 damage per armor against vikings!), lots of HP, and still have good dps, on top of that they can be morphed to BLs in the late game, so you never really "overproduce" them.

Queens are strong defensive AA with transfuse. Ghosts don't really counter them well when you think of the situation where queens are fighting. They sit behind infestors and BLs and transfuse the corruptors. The ghosts do not get close enough to emp or snipe.

Spores are not barely mobile. They are mobile and used defensively. They stop any banshee harass and can frequently take out medivacs if the terran doesnt realize it is there when units are dropped.

Infestors are not the only reason you survive to lategame. They are just the free ticket there. Other units can be used for AA, just the infestor is better in every regard. Infestors are not only your best AA, they are also one of your best anti-ground units as well. On top of that, they are really strong harassing units as well. You can't just talk about the bad points of your units and say they are bad. The corruptor is the best example of this again. Corruptors only need to fight vikings, and with a natural armor point, they tear through vikings. DPS of it might look bad if you take that in a vacuum, but corruptors are good.


Well written post that addresses the poor arguments of the post before it.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 12 2012 14:01 GMT
#1099
On August 12 2012 22:50 submarine wrote:
Show nested quote +
On August 12 2012 21:21 Schnullerbacke13 wrote:
On August 12 2012 19:49 Bagi wrote:
On August 12 2012 17:45 Schnullerbacke13 wrote:
On August 12 2012 09:58 Shiori wrote:
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.

The problem is reaching this point safely on a map that isn't Metropolis or Atlantis Spaceship.

Most zergs will push the advantage when they get to hive tech. If all other things are equal but you've invested thousands of minerals into extra CC's, there's no way to hold the typical BL push for example.

It really was the failed early aggression that won Taeja those games, along with the maps that make greedy play so much easier to pull off.


Well, ofc this is not easy, you have to do this reactively (scouting required ) same as a droning zerg. When the Zerg drones hard, you can build OC's, else better build army.


You have to understand that an orbital takes far longer to pay for itself compared to a round of drones. Terran is not designed to play reactive on that level. Terran can't build an army in 2 production cycles like zerg does. To have a certain army at a certain time you have to build the necessary infrastructure far ahead in time. If zerg builds a fast 3rd he can choose to use it to produce an army with it. An OC does not offer that kind of flexibility.


I understand that, however OC's a re still good . The time for ROI (return on investment) of drones is about 1,5 to 2 minutes (build time 17s + walk to minerals line [depends] + 75 seconds of mining).

Roi of Macro Orbital: it takes les than one mule to mine the net cost of 215. so 100s for macro cc+35s for orbital+~75s = 210s for ROI. that's significantly longer. However long term OC's seem of enormous value to me ..
21 is half the truth
submarine
Profile Joined March 2012
Germany290 Posts
August 12 2012 14:12 GMT
#1100
On August 12 2012 23:01 Schnullerbacke13 wrote:
Show nested quote +
On August 12 2012 22:50 submarine wrote:
On August 12 2012 21:21 Schnullerbacke13 wrote:
On August 12 2012 19:49 Bagi wrote:
On August 12 2012 17:45 Schnullerbacke13 wrote:
On August 12 2012 09:58 Shiori wrote:
On August 12 2012 09:21 Schnullerbacke13 wrote:
watch teaja closely, terrans lategame strength is .. mules = unlimited macro. no zerg nerf required, just adjust your strategy. its not like teaja has insane micro, his main strength is macro+strategy

Oh shut up. None of the games Taeja has played against Zerg have been anywhere near standard. Most of them have been the Zerg failing at metagaming him or Baneling Busting. If you try to 4CC on ladder you're going to get smashed.


I still think Teaja's OC-heavy style is key. You don't go 22-3 just by being a superior player. Teaja outmacros with OC's + mules, so he can fight zerg late game with a macro advantage. Mules are insane, as you do not have oversaturation. You can mine 4000 minerals from one base if you have enough OC's, so you have to cover only few bases and don't lose supply to scv's.

The problem is reaching this point safely on a map that isn't Metropolis or Atlantis Spaceship.

Most zergs will push the advantage when they get to hive tech. If all other things are equal but you've invested thousands of minerals into extra CC's, there's no way to hold the typical BL push for example.

It really was the failed early aggression that won Taeja those games, along with the maps that make greedy play so much easier to pull off.


Well, ofc this is not easy, you have to do this reactively (scouting required ) same as a droning zerg. When the Zerg drones hard, you can build OC's, else better build army.


You have to understand that an orbital takes far longer to pay for itself compared to a round of drones. Terran is not designed to play reactive on that level. Terran can't build an army in 2 production cycles like zerg does. To have a certain army at a certain time you have to build the necessary infrastructure far ahead in time. If zerg builds a fast 3rd he can choose to use it to produce an army with it. An OC does not offer that kind of flexibility.


I understand that, however OC's a re still good . The time for ROI (return on investment) of drones is about 1,5 to 2 minutes (build time 17s + walk to minerals line [depends] + 75 seconds of mining).

Roi of Macro Orbital: it takes les than one mule to mine the net cost of 215. so 100s for macro cc+35s for orbital+~75s = 210s for ROI. that's significantly longer. However long term OC's seem of enormous value to me ..


How did you manage to land on 215 minerals? Thats some serious magic math^^. Please just stop this hardcore theory crafting and at least try those builds in a build order tester. Yes, mules and OCs are great but they have limits and cost a lot of minerals. You can not just build OCs instead of scvs. That does not work.
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