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Call to Action: Balance Testing (2012/11/20) - Page 57

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 55 56 57 58 59 94 Next
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
November 22 2012 02:30 GMT
#1121
On November 22 2012 11:27 m4ttch wrote:
Yeah, one warp prism as a drop ship
can easily drop over 20+ supplies anywhere in your natural (which equals 4+ medivacs) and
can move as fast a mutas and
is immune to fungal!

I'm so happy for toss.


If the zerg is stronger in a straight up attack, then protoss needs to be able to harass zergs effectively. I don't see enough going on, since zerg can just burn minerals into mass spine/spore at their bases.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
genius_man16
Profile Joined February 2011
United States749 Posts
November 22 2012 03:07 GMT
#1122
On November 22 2012 11:10 orBitual wrote:
Show nested quote +
On November 22 2012 10:07 genius_man16 wrote:
On November 21 2012 14:39 Raid wrote:
On November 21 2012 14:37 Lumi wrote:
Sad that Terran needs reminders in the form of buffs to get them to use already valid units that they just neglect. Mofd sad that Blizzard delivers.


When has terran ever received a buff to get them to use their units? The thor? that shit got revoked. The ghost? that was actually proven to be a nerf more than a buff considering terrans need minerals more than gas.


That's funny, because Terran has received exactly one buff in the entire history of SCII and it got revoked a week after ThorZaIN used it against MC.

And then a year later blizzard doesn't want to change the Queen range because they "want the metagame to play out"

Lol.


battlecruiser speed buff has an issue with your math!


While I guess you are technically correct, I never considered that a buff; A buff implies that the unit in question is better after its change, honestly the BC is the exact same other than being a pinch faster.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Shiro)Tenshi
Profile Blog Joined February 2010
China214 Posts
Last Edited: 2012-11-22 03:16:18
November 22 2012 03:15 GMT
#1123
edit: nvm
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
November 22 2012 03:16 GMT
#1124
that is some pretty amazing changes right there,
no more fungalling DT harrasment in the main, it will now take some form of army to clean it up, ghosts being able to actually get in range to snipe/emp without being chain snared.

really really hope they keep these changes
sewergoat
Profile Joined May 2011
United States97 Posts
Last Edited: 2012-11-22 03:21:03
November 22 2012 03:20 GMT
#1125
why the hell do only horrible players play this map? i dont understand how it is possible for you to help with the test or even understand balance changes properly if you suck at the fundamentals of the game. Seriously, all of the nubs need to stop wasting the time of people who actually wanna test these changes.
Silence is better than bullshit
Goldfish
Profile Blog Joined August 2010
2230 Posts
November 22 2012 03:27 GMT
#1126
They should put a test version on an separate match making (using test balance maps, no need to update the game client) and give you achievements for winning games for testing said balance patch.

(The separate match making would be unranked and stats won't be tracked, besides for achievements. MMR won't move but it'll still place you based on other player's MMR.)

IMO just putting one map and allowing anyone to play doesn't help too much.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
iiGreetings
Profile Joined March 2011
Canada563 Posts
November 22 2012 03:37 GMT
#1127
Not only is it ridiculous but it limits fun micro, also zvp with infestor nerf like this is going to leave me destroyed for the next few months.
Adapt and React I MKP, PartinG, EffOrt ♥
Crawdad
Profile Joined September 2012
614 Posts
November 22 2012 04:11 GMT
#1128
On November 22 2012 12:37 iiGreetings wrote:
Not only is it ridiculous but it limits fun micro,


Yes, a nerf to Fungal limits fun micro, I see.
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2012-11-22 04:15:56
November 22 2012 04:14 GMT
#1129
On November 22 2012 10:45 TheDwf wrote:
Show nested quote +
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units?

Honestly, who cares?


For an archon it would make sense since they are basically a giant ball of energy, anything biological would get incinerated. The rest you have to get really creative and the explanation would be hilarious.

I mean the simple fact that fungus can somehow snare something behind an energy shield is already pretty hard to justify.
Goshdarnit
Profile Joined August 2011
United States540 Posts
November 22 2012 04:17 GMT
#1130
This is pretty good so far... I am still not sold on the HSM change but the Fungal nerf seems pretty good. I really wish that Sentries and Infestors themselves could be fungaled...
fighter2_40
Profile Blog Joined December 2010
United States420 Posts
November 22 2012 04:20 GMT
#1131
WHAT IF FUNGAL CAN BREAK FORCE FIELDS :O

sounds dumb but... think about it.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2012-11-22 04:23:12
November 22 2012 04:21 GMT
#1132
On November 22 2012 13:14 Doko wrote:
Show nested quote +
On November 22 2012 10:45 TheDwf wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units?

Honestly, who cares?


For an archon it would make sense since they are basically a giant ball of energy, anything biological would get incinerated. The rest you have to get really creative and the explanation would be hilarious.

I mean the simple fact that fungus can somehow snare something behind an energy shield is already pretty hard to justify.

Not to mention the justification would also have to explain why Fungal Growth suddenly stopped affecting Psionic units in the Starcraft universe... Because there are surely written records talking about ensnared Archons and Templars in the past, right?

On November 22 2012 13:20 fighter2_40 wrote:
WHAT IF FUNGAL CAN BREAK FORCE FIELDS :O

sounds dumb but... think about it.

Yes, it's obvious the Infestor needs more utility. Way too much specialized as of now.
Crawdad
Profile Joined September 2012
614 Posts
November 22 2012 04:28 GMT
#1133
On November 22 2012 13:21 TheDwf wrote:
Show nested quote +
On November 22 2012 13:14 Doko wrote:
On November 22 2012 10:45 TheDwf wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units?

Honestly, who cares?


For an archon it would make sense since they are basically a giant ball of energy, anything biological would get incinerated. The rest you have to get really creative and the explanation would be hilarious.

I mean the simple fact that fungus can somehow snare something behind an energy shield is already pretty hard to justify.

Not to mention the justification would also have to explain why Fungal Growth suddenly stopped affecting Psionic units in the Starcraft universe... Because there are surely written records talking about ensnared Archons and Templars in the past, right?


I don't think that the patch history exists in-universe, LOL.
Caissa
Profile Blog Joined April 2012
United States48 Posts
November 22 2012 04:32 GMT
#1134
Fungal needs to affect dark templars for detection
Don't underestimate the value of Doing Nothing, of just going along, listening to all the things you can't hear, and not bothering.
TheDwf
Profile Joined November 2011
France19747 Posts
November 22 2012 04:33 GMT
#1135
On November 22 2012 13:32 Caissa wrote:
Fungal needs to affect dark templars for detection

Why? Overseers are easily available.
hQHellzone
Profile Joined November 2012
United States1 Post
November 22 2012 04:56 GMT
#1136
My only issue is its now even harder to fight back against the immortal-sentry all in. Other than that fungal no longer affecting Warp Prisms and DT. Thats going to be fun.
"An eye for an eye makes the whole worlds blind" -Gandhi
ChrisBrownPlaya
Profile Joined October 2012
46 Posts
November 22 2012 04:57 GMT
#1137
Am I the only one seeing the major problem.

Zergs are allowed to drone up to 70 drones every game against protoss and terran. I never saw a game in BW where zerg just automatically sit back and drone up to 70 than start playing the game.

Please limit larva. Or do something. Reason why BW was so great because constant action. SC2 Pro games are like NR15 than 1 big fight. I wanna see constant action from all sorts of angles and spots. this is why we need reavers back for protoss.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2012-11-22 05:00:56
November 22 2012 04:58 GMT
#1138
These changes really don't make sense to me from a Terran perspective. The HSM "buff" (if it can be called that) doesn't even address the inability of Terran to fight late-game infestor/brood armies. Because Ravens still have to accumulate energy, this doesn't help you transition into HSM faster, it only gives you 150/150 20+ minutes into the game, which is completely inconsequential. Also, HSM still absolutely blows. The analysis by someone a few pages back about how absolutely awful it is compared to storm and fungal was spot-on.

Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:

- Medivacs are no longer affected by fungal growth
- Infested terran eggs are now classified as 'armored'
- Queen -1 range (seriously, as the above poster says, XvZ games are pretty much NR15 games with how silly queens are)
vileEchoic -- clanvile.com
samurai80
Profile Joined November 2011
Japan4225 Posts
November 22 2012 05:42 GMT
#1139
First time I hear the warp prism is psionic. No warp prism fungal is huge.
Twilight Sparkle
Profile Joined August 2012
Australia235 Posts
Last Edited: 2012-11-22 05:43:50
November 22 2012 05:43 GMT
#1140
On November 22 2012 13:58 iEchoic wrote:
Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:

- Medivacs are no longer affected by fungal growth

Ugh. No. If fungal is overpowered, you nerf fungal. You don't keep an overpowered spell and then hand out immunity to every unit that it's good against. That's absolutely awful design.
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