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Call to Action: Balance Testing (2012/11/20) - Page 45

Forum Index > SC2 General
1876 CommentsPost a Reply
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HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
November 21 2012 18:46 GMT
#881
On November 22 2012 03:45 DontNerfInfestors wrote:
-Warp prisim and sentry is not psionic.
-Fungal still uncloaks psionic units
-Neural parasite range increased to 8
- Raven is now psionic
- Ghost snipe changed to 45 (+5 vs psionic,-15 vs massive)

I like your username
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
November 21 2012 18:48 GMT
#882
i think they may use this map as its hard to get massive econs so they can look at 2 base viable strats (in response to someone early on) and how the changes may break the game. i cn remember when zerg just had no chance against a good 2raxer really wiothout putting themselves behind . . oh how the qq changes
poorcloud
Profile Joined April 2011
Singapore2748 Posts
Last Edited: 2012-11-21 18:50:17
November 21 2012 18:48 GMT
#883
This changes seem really good! Infestors will become more of a support unit rather then being the mass-and-win unit.
However, i will make it such that fungal dosen't hold on psionic units but still damage them.
Jinsho
Profile Joined March 2011
United Kingdom3101 Posts
Last Edited: 2012-11-21 18:50:19
November 21 2012 18:49 GMT
#884
On November 22 2012 03:48 poorcloud wrote:
This changes seem really good! Infestors will become more of a support unit rather then being the mass-and-win unit.
However, i will make it such that fungal dosen't hold on psionic units but still damage them. Can't imagine zerg controlling phoenixes without fungal


PHOENIX IS NOT A PSIONIC UNIT.

Read the OP please.


also keep in mind that sentry and warp prism are not psionic either, at least on the map.

Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-11-21 18:54:30
November 21 2012 18:50 GMT
#885
On November 22 2012 03:44 s3rp wrote:
Show nested quote +
On November 22 2012 03:39 Arco wrote:

Ravens aren't alive and therefore cannot be psychics.

Warp Prisms, despite not being alive, go through a "Psionic manufacturing process" and also use a Psionic Matrix to warp in troops.

Terrans don't have any such Psionic manufacturing abilities, their technology just isn't there yet.


Show nested quote +
On November 22 2012 03:40 Crawdad wrote:


Because it's a mechanical ship and all of its abilities involve physical weapons.

What makes less sense is that the Overseer is not psionic.



I'm not talking about so called story wise , i'm talking about balancing wise. If you're talking about story you might wanna explain why a shot with a sniper rifle doesn't even kill the smallest unit in the game. If you're making units immune to Fungal it probably shouldn't be determined by Psionic or not without some changes that's all i'm saying.

The game is partially balanced based on the story. Look at snipe, it hits every Zerg unit and only a few Protoss ones. No one crys imbalance about that.

It's how these games have always worked. Different but equal. WarCraft III had Holy Light which was a Heal spell if casted on non-Undead units but became a damage spell against Undead units. Same things in regards to Death Coil, it only did damage to non-Undead units and healed friendly Undead units.

Also, to those saying all casters must be Psionic: look at Dark Templars, Archons, and Warp Prisms. None of these are considered casters, yet are all tagged Psionic.
Crawdad
Profile Joined September 2012
614 Posts
Last Edited: 2012-11-21 18:58:16
November 21 2012 18:50 GMT
#886
On November 22 2012 03:44 s3rp wrote:
I'm not talking about so called story wise , i'm talking about balancing wise. If you're talking about story you might wanna explain why a shot with a sniper rifle doesn't even kill the smallest unit in the game. If you're making units immune to Fungal it probably shouldn't be determined by Psionic or not without some changes that's all i'm saying.


I fully admit that Sniper Round is bullshit and deserves to be changed or replaced.

EDIT: I also agree that some units may have to lose the psionic tag, namely the Sentry.
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
November 21 2012 18:52 GMT
#887
Why wouldn't they do a psionic resistance to fungal instead of total fungal-proof nerf? Say, psionic units can't be rooted, or damage is cut in half?
Clan: QQGC - wundertunge#1850
TL+ Member
zhurai
Profile Blog Joined September 2010
United States5660 Posts
November 21 2012 18:52 GMT
#888
I wonder if blizzard actually DOES look at this topic for input [since they said they do read teamliquid] (they should, but I don't think they'd read all 45+ pages) r_r
Twitter: @zhurai | Site: http://zhurai.com
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
November 21 2012 18:53 GMT
#889
On November 22 2012 03:50 Arco wrote:
Show nested quote +
On November 22 2012 03:44 s3rp wrote:
On November 22 2012 03:39 Arco wrote:

Ravens aren't alive and therefore cannot be psychics.

Warp Prisms, despite not being alive, go through a "Psionic manufacturing process" and also use a Psionic Matrix to warp in troops.

Terrans don't have any such Psionic manufacturing abilities, their technology just isn't there yet.


On November 22 2012 03:40 Crawdad wrote:


Because it's a mechanical ship and all of its abilities involve physical weapons.

What makes less sense is that the Overseer is not psionic.



I'm not talking about so called story wise , i'm talking about balancing wise. If you're talking about story you might wanna explain why a shot with a sniper rifle doesn't even kill the smallest unit in the game. If you're making units immune to Fungal it probably shouldn't be determined by Psionic or not without some changes that's all i'm saying.

The game is partially balanced based on the story. Look at snipe, it hits every Zerg unit and only a few Protoss ones. No one crys imbalance about that. It's how these games have always worked. Different but equal.

Also, to those saying all casters must be Psionic: look at Dark Templars, Archons, and Warp Prisms. None of these are considered casters, yet are all tagged Psionic.


From purely a lore/story/stylistic angle, Dark Templars are permanently cloaked - probably by psionic power and training. Archons are the merging of two bodies into one hyper-strong entity that is primarily psionic in nature, as the two minds join their powers to produce great psychic power to enhance their shields and increase damage. Warp prisms have been already addressed - pylons produce a psionic power field, and a warp prism is basically a mobile pylon with a few first class seats.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
zkeller51
Profile Joined September 2012
United States25 Posts
November 21 2012 18:54 GMT
#890
half the protoss army is immune to fungal now yet terran has one unit not affected that isnt even used in the match up :/
there has to be a better fix like the seeker missile though i see that being fun in TvT
Big J
Profile Joined March 2011
Austria16289 Posts
November 21 2012 18:54 GMT
#891
On November 22 2012 03:49 Jinsho wrote:
Show nested quote +
On November 22 2012 03:48 poorcloud wrote:
This changes seem really good! Infestors will become more of a support unit rather then being the mass-and-win unit.
However, i will make it such that fungal dosen't hold on psionic units but still damage them. Can't imagine zerg controlling phoenixes without fungal


PHOENIX IS NOT A PSIONIC UNIT.

Read the OP please.


also keep in mind that sentry and warp prism are not psionic either, at least on the map.


Are you talking about the test map? Because on EU they are psionic. First game I played (as Protoss), first fungal was some guy trying to catch my prism until I told him that those are psionic...
tMomiji
Profile Blog Joined July 2011
United States1115 Posts
Last Edited: 2012-11-21 18:59:37
November 21 2012 18:55 GMT
#892
...You hear that?

That's the Hallelujah Chorus playing in my head.

I always harbored dislike for Infestors but was reluctant to call them "imbalanced" just because of my personal experience. However with recent events as they have been (mass Infestors = win) I've had to jump on the bandwagon for calling for a nerf. Mass ANY unit shouldn't be an automatic win; I'm sorry guys...the whole situation was just getting out of hand - you have to admit this. XD

Besides, fungal can still target the Colossus, so I don't see the reason to cry. ^^; Colossi ARE imbalanced. ...I mean seriously have you really looked at how skinny their spindly little legs are? How do they stay upright? They look like they're ready to just FALL OVER any moment.

Imbalanced I say!
"I wonder if there is a league below copper? If so, I would like to inhabit it." -TotalBiscuit "In the event of a sudden change in cabin pressure, ROOF FLIES OFF!" -George Carlin <3 HerO <3 Kiwikaki <3 MKP
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
November 21 2012 18:56 GMT
#893
On November 22 2012 03:52 zhurai wrote:
I wonder if blizzard actually DOES look at this topic for input [since they said they do read teamliquid] (they should, but I don't think they'd read all 45+ pages) r_r


There's a job that some intern probably has... "Okay, Zippy, your job is going to be to comb the TL forums, then produce an executive summary on major complaints/comments regarding Blizzard and game balance. Keep it under a page, Rock has to finish his design interaction and pivot the landscape team towards better collapsible rock design."

Of course, there are probably Blizzard employees among us... lurking, rarely poking their heads out and never ever acknowledging they are a Blizzard programmer/designer/etc. I mean, some of them must enjoy watching the game as much as we do.

I HOPE, anyways. Blizzard isn't quite on the CCP level of "our employees love to play our game" but I can always dream, right? RIGHT?
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2012-11-21 19:06:00
November 21 2012 19:01 GMT
#894
On November 22 2012 03:46 Shiori wrote:
Show nested quote +
On November 22 2012 03:43 m0ck wrote:
On November 22 2012 03:39 Shiori wrote:
On November 22 2012 03:35 MrFraische wrote:
On November 22 2012 02:27 HaXXspetten wrote:
On November 22 2012 02:24 ZanXala wrote:
LOL@ fungal not being able to hit sentries and warp prisms: If this change is actually coming we're not gonna see zergs beating korean protoss, like at all...

...build spores and have a dozen lings hanging around the edge of your main? overlords spotting way in advance?


And to everybody who argues that "the other races have managed against warp prisms without fungal":

For Z, protecting the main might still be doable, although considering how unit production works for zerg as opposed to warping in units from a prism, that can still be extremely hard (which it ALREADY IS, even on the pro level). Also, turrets and cannons don't cost a scv/probe to make.

Protecting expansion hatcheries will be a lot more difficult, because you can't invest in a lot in static defense on an expand that's far away from your base.. Honestly, I don't understand how anybody could think that not being able to catch the speed prism in any way won't be a problem. It basically gives the protoss unlimited harrassing opportunities (which it pretty much ALREADY does, but even worse). The reason terrans can deal with this at the far away expansions is the PF, which zerg has nothing remotely close to...

Our current harassment does absolutely nothing to a competent Zerg. This change will force Zerg to choose between slow pushing and defending the harassment rather than doing both at once. Harassment is supposed to be powerful in the lategame, especially against BL/Infestor, because the composition has no other weakness. What exactly are we supposed to do if we can't harass? Nothing wins in a direct engagement, and we have no way of getting a composition fast enough without delaying the Zerg with a tonne of harass. If 2 Infestors nullify all WP harassment, then we're never going to get to that point. If I invest 30 supply in harassment, it's unfair that a 2 supply unit should be able to defend it.

Who do you consider a competent zerg? Leenock? Hero managed to do quite a bit of damage to him with WP harass..


It's not damage in any real sense. Sure, we can snipe certain tech structures, maybe even a hatch or two, but the harassment is soon mopped up and the actual army untouched. Zerg never needs to weaken their main force to deal with WP harass. With this change, Zerg will actually have to pull back units/static defense to deal with WP harassment, which means that the main Protoss army, which has already given up supply for harassment, goes up against a Zerg army which is giving up supply to defend harassment. It also gives the Protoss time to build up an air-centric composition, which is currently impossible given the ability of Zergs to brush off harassment without detracting from their main force.

I don't really see the difference in how zergs will have to handle the ground-force assault (except if the drop-harass includes sentries, but they are gas and micro-intensive - biggest advantage of zealot-drop is that they need no attention, but no zerg ground-army w/o infestors is cost effective against them unless being microed or overwhelming in number). The main difference is that there is zero risk for the WP, which will be great for scouting and can fly anywhere at any time and demand constant attention from the zerg.

I mean, how would you like to face an unstoppable flying nydus-worm? ^^
DavoS
Profile Blog Joined October 2012
United States4605 Posts
November 21 2012 19:02 GMT
#895
Chop neural, make interceptors immune to fungal. Keep the raven change, me gusta
"KDA is actually the most useless stat in the game" Aui_2000
Garoodah
Profile Joined January 2012
United States56 Posts
November 21 2012 19:02 GMT
#896
I think the seeker missle upgrade is a good idea still, but it should have greatly reduced research time and maybe cost(not sure of current values for those). Early game ravens seem too good against lings.

Fungal doesnt seem like it works any differently, except now protoss can feedback more infestors. I like this change in ZvT though, ghosts become a much more viable option. I still think infested terrans are the big issue with infestors, not so much fungal.
"Oh man we've got GG-lords"
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2012-11-21 19:03:36
November 21 2012 19:03 GMT
#897
Any zerg up for trying this map with me? I only get trolls/terran/protoss -_-
Preferrably around diamond level so I don't lose too horribly, lol.

I'm on EU server, DarkLordOlli.478
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 19:06 GMT
#898
On November 22 2012 04:02 Garoodah wrote:
Early game ravens seem too good against lings.

Missiles can't even connect with Speedlings as long as they go away...
Shiori
Profile Blog Joined July 2011
3815 Posts
November 21 2012 19:06 GMT
#899
On November 22 2012 04:01 m0ck wrote:
Show nested quote +
On November 22 2012 03:46 Shiori wrote:
On November 22 2012 03:43 m0ck wrote:
On November 22 2012 03:39 Shiori wrote:
On November 22 2012 03:35 MrFraische wrote:
On November 22 2012 02:27 HaXXspetten wrote:
On November 22 2012 02:24 ZanXala wrote:
LOL@ fungal not being able to hit sentries and warp prisms: If this change is actually coming we're not gonna see zergs beating korean protoss, like at all...

...build spores and have a dozen lings hanging around the edge of your main? overlords spotting way in advance?


And to everybody who argues that "the other races have managed against warp prisms without fungal":

For Z, protecting the main might still be doable, although considering how unit production works for zerg as opposed to warping in units from a prism, that can still be extremely hard (which it ALREADY IS, even on the pro level). Also, turrets and cannons don't cost a scv/probe to make.

Protecting expansion hatcheries will be a lot more difficult, because you can't invest in a lot in static defense on an expand that's far away from your base.. Honestly, I don't understand how anybody could think that not being able to catch the speed prism in any way won't be a problem. It basically gives the protoss unlimited harrassing opportunities (which it pretty much ALREADY does, but even worse). The reason terrans can deal with this at the far away expansions is the PF, which zerg has nothing remotely close to...

Our current harassment does absolutely nothing to a competent Zerg. This change will force Zerg to choose between slow pushing and defending the harassment rather than doing both at once. Harassment is supposed to be powerful in the lategame, especially against BL/Infestor, because the composition has no other weakness. What exactly are we supposed to do if we can't harass? Nothing wins in a direct engagement, and we have no way of getting a composition fast enough without delaying the Zerg with a tonne of harass. If 2 Infestors nullify all WP harassment, then we're never going to get to that point. If I invest 30 supply in harassment, it's unfair that a 2 supply unit should be able to defend it.

Who do you consider a competent zerg? Leenock? Hero managed to do quite a bit of damage to him with WP harass..


It's not damage in any real sense. Sure, we can snipe certain tech structures, maybe even a hatch or two, but the harassment is soon mopped up and the actual army untouched. Zerg never needs to weaken their main force to deal with WP harass. With this change, Zerg will actually have to pull back units/static defense to deal with WP harassment, which means that the main Protoss army, which has already given up supply for harassment, goes up against a Zerg army which is giving up supply to defend harassment. It also gives the Protoss time to build up an air-centric composition, which is currently impossible given the ability of Zergs to brush off harassment without detracting from their main force.

I don't really see the difference in how zergs will have to handle the ground-force assault (except if the drop-harass includes sentries, but they are gas and micro-intensive - biggest advantage of zealot-drop is that they need no attention, but no zerg ground-army w/o infestors is cost effective against them unless being microed or overwhelming in number). The main difference is that there is zero risk for the WP, which will be great for scouting and can fly anywhere at any time and demand constant attention from the zerg.

I mean, how would you like to face an unstoppable flying nydus-worm? ^^

I already face something way worse: a late-game composition which is stronger than my lategame composition and hits earlier. At least with easier harassment, players with good multitasking will be rewarded with delaying the Zerg's push, since a couple of Infestors won't be enough to shut down all harassment.
s3rp
Profile Joined May 2011
Germany3192 Posts
November 21 2012 19:07 GMT
#900
On November 22 2012 03:50 Arco wrote:
Show nested quote +
On November 22 2012 03:44 s3rp wrote:
On November 22 2012 03:39 Arco wrote:

Ravens aren't alive and therefore cannot be psychics.

Warp Prisms, despite not being alive, go through a "Psionic manufacturing process" and also use a Psionic Matrix to warp in troops.

Terrans don't have any such Psionic manufacturing abilities, their technology just isn't there yet.


On November 22 2012 03:40 Crawdad wrote:


Because it's a mechanical ship and all of its abilities involve physical weapons.

What makes less sense is that the Overseer is not psionic.



I'm not talking about so called story wise , i'm talking about balancing wise. If you're talking about story you might wanna explain why a shot with a sniper rifle doesn't even kill the smallest unit in the game. If you're making units immune to Fungal it probably shouldn't be determined by Psionic or not without some changes that's all i'm saying.

The game is partially balanced based on the story. Look at snipe, it hits every Zerg unit and only a few Protoss ones. No one crys imbalance about that.

It's how these games have always worked. Different but equal. WarCraft III had Holy Light which was a Heal spell if casted on non-Undead units but became a damage spell against Undead units. Same things in regards to Death Coil, it only did damage to non-Undead units and healed friendly Undead units.

Also, to those saying all casters must be Psionic: look at Dark Templars, Archons, and Warp Prisms. None of these are considered casters, yet are all tagged Psionic.


Making the Raven psionic would not break the lore . Same with maybe not having 6 immune Toss units. Btw Snipe hitting every Zerg unit became irrelevant the second it only worked on psionic without beeing a joke.
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