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Call to Action: Balance Testing (2012/11/20) - Page 59

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 57 58 59 60 61 94 Next
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
Last Edited: 2012-11-22 08:21:46
November 22 2012 08:20 GMT
#1161
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?


Apparently Blizzard does or they wouldn't be making this dumb justification. I feel they want an easy way to classify what can and can't be fungalled by "lore" terms. They should be asking themselves what units should and shouldn't be fungaled from a pure balance perspective. I don't see any reason whatsoever why they would make a warp prism immuned to fungal but not medivacs or overlords other than it being "psionic"..
Charon1979
Profile Joined October 2010
Austria317 Posts
November 22 2012 08:21 GMT
#1162
It effectively allows you to stop drop play with 1 infestor and zero units, assuming your fast enough to catch it before warp ins / drops.


Sorry to correct you here but you cant neural a Full Warp Prism/Medivac/Overlord, so the Drop will ALWAYS happen.
Elementy
Profile Blog Joined December 2002
United States183 Posts
Last Edited: 2012-11-22 08:26:52
November 22 2012 08:25 GMT
#1163
Alright well its time for a call to action again ? Blizzard you tricked me last time let's recap a bit of there previous objective.

We want changes we're making to balance at this time to be small, strategic adjustments that will only affect pro-level play.

Zerg at the pro-level are struggling a bit to scout effectively in the early game.
This is tricky to balance, because we do not want to hinder sneaky strategies or tactical early play vs. zerg.

 Our goal here is to improve zerg scouting, but not to the point where other races feel like they can’t or shouldn’t make any strategic early moves vs. zerg.

We want to make creep spread a little bit easier to counter hellions in ZvT.


They only wanted to change pro level then why does my diamond league ass
lose more tvz's ? probably my inability to adjust and rise to the occasion but still I feel like Blizzard tricked me .

Faster overlords ? I like it a lot zergs needed the information it gives badly.

Ok more creep better queen movement better defence. I like it. But what the fuck your going to give them an insane range buff ?? Queen sooo good air and ground 5 range attack with the ability to instantly heal one another giving they have the energy... and the ability to grant insane production and reproduction late game ... please blizzard think about plz ?
Slackzftw
Profile Joined November 2012
Germany361 Posts
November 22 2012 08:27 GMT
#1164

So, what's the lore explanation for fungal growth not being able to affect psionic units?


LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer.
Sackings
Profile Joined April 2011
Canada457 Posts
November 22 2012 08:27 GMT
#1165
On November 22 2012 17:16 Big J wrote:
Show nested quote +
On November 22 2012 17:01 MrBitter wrote:
For people complaining about warp prism harass becoming too good:

Some Koreans have already been experimenting with using neural parasite to combat warp prism play. If you have a spore crawler in each base (and you always should by the later parts of the game) simply neuralling the prism and flying it over the spore is already much more energy efficient than fungal + infested terrans.

It effectively allows you to stop drop play with 1 infestor and zero units, assuming your fast enough to catch it before warp ins / drops.


Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...


except scans cost the Terran minerals, 1 fungal is nothing when u have 10+ infestors
naniwa fighting!!!
Lunareste
Profile Joined July 2011
United States3596 Posts
November 22 2012 08:30 GMT
#1166
On November 22 2012 17:16 Big J wrote:
Show nested quote +
On November 22 2012 17:01 MrBitter wrote:
For people complaining about warp prism harass becoming too good:

Some Koreans have already been experimenting with using neural parasite to combat warp prism play. If you have a spore crawler in each base (and you always should by the later parts of the game) simply neuralling the prism and flying it over the spore is already much more energy efficient than fungal + infested terrans.

It effectively allows you to stop drop play with 1 infestor and zero units, assuming your fast enough to catch it before warp ins / drops.


Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...


Park an overseer over your tech structures.
KT FlaSh FOREVER
Godwrath
Profile Joined August 2012
Spain10166 Posts
November 22 2012 08:43 GMT
#1167
While there are interesting stuff like how would these changes affect ZvZ, the "i can't uncloak DT's anymore" whinefest is getting tiresome.
Telenil
Profile Joined September 2010
France484 Posts
November 22 2012 08:45 GMT
#1168
On November 22 2012 17:16 Big J wrote:

Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...

Not quite, this is as if Dark Templar couldn't be affected by EMPs any more.
On November 22 2012 17:27 Sackings wrote:
except scans cost the Terran minerals, 1 fungal is nothing when u have 10+ infestors
You could say the exact opposite: fungals cost the Zerg dps in battle, 1 scan is nothing when you have 5+ command centers. There is no "nothing" in the game.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Pwere
Profile Joined April 2010
Canada1557 Posts
November 22 2012 08:46 GMT
#1169
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units?
Actually, that's an easy one. Psionic units learn to control the forces around them, the so-called psi energy. A psionic storm unloads a large amount of energy to create a storm, damaging everything. Fungal growth simply sends a few fungi that feed on psi energy to grow and immobilize their target. However, since psionic units are so in control, the fungus cannot harvest this energy, and becomes harmless.

Now, the hard part is explaining why a Queen is psionic, considering that all it does seems purely biological. A warp prism kinda fits because its prism apparently feeds on this energy.

Lore aside, they should consider removing the psionic attribute from warp prisms, and instead give it to interceptors and carriers. Interceptors being immobilized by anything seems ridiculous, and I always thought that capital ships (aka all massive air units) should be immune to the immobilizing effect of fungals. You're gonna fungal a Battlecruiser. Really?

On a final note, I still believe the proposed change is absolutely the wrong way to approach the issue, and I'd be incredibly surprised if it went through.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 22 2012 08:51 GMT
#1170
On November 22 2012 17:27 Slackzftw wrote:
Show nested quote +

So, what's the lore explanation for fungal growth not being able to affect psionic units?


LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer.


My thoughts lol :D Fungal rooting a giant spaceship flying some km above their heads?

Lore.
Revolutionist fan
Topper Harley
Profile Joined May 2011
Germany3 Posts
November 22 2012 08:54 GMT
#1171
On November 22 2012 16:14 mhael wrote:
They need to make fungal something you can run out of like Storm. It should affect Psionic units, but at 1/2 damage or something. Try killing infestors with storm (LOL). try killing HT with fungal.... easy.

Fungal + Brood Lords + infested terran = impossible to fight because a 200/200 zerg army when you add in broodlings, and infested terran is something like a 260/200 army with fungal and transfuse.

Protoss needs an air solution - QUICK! Just give us corsairs back and we are kosher. Splash damage - rapid fire, quick to build and are cheap like viking and corruptors. Its broken when 1 air unit counters ALL protoss air units. STUPID. Carriers need a fix - the interceptors are garbage.

They need to make burrowed roaches and infestors blip on the screen like dts, obs and banshees do. They get nearly a 100% cloak - its ridiculous.



i agree with you totally, but i think you can already see burrowed units, as far as i know. They push up some dirt when they crawl around.
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
Last Edited: 2012-11-22 08:56:23
November 22 2012 08:55 GMT
#1172
I always thought the OP and spammable ITs are a bigger problem. How come they haven't even even touched on that?
The heart's eternal vow
dobbersp
Profile Blog Joined September 2007
United States94 Posts
Last Edited: 2012-11-22 08:57:38
November 22 2012 08:57 GMT
#1173
Cue raven harass.
though the dark may come, the Sun also rises.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-11-22 09:03:39
November 22 2012 09:02 GMT
#1174
On November 22 2012 17:45 Telenil wrote:
Show nested quote +
On November 22 2012 17:16 Big J wrote:

Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...

Not quite, this is as if Dark Templar couldn't be affected by EMPs any more.


Come on, we are past the "storm~EMP~Fungal"-phase. Every race is different, zerg harass defense has been evolved around infestors. Other races don't even have something that is compareable in the slightest to Scans in terms of its mechanic. However Zergs rely on fungal, just like Terrans rely on scans. In the case of DTs, you should still build extra detection, but turrets and spores don't cut it on their own.

And the problem I see with DTs, is not just the "whoops, you have no overseer+army parked at one of those 3vital locations, now you lose the game"-effect, its also that you cannot prevent them from getting away anymore. Top pros simply won't lose DTs anymore, when harassing with them in PvZ.
1a2a3a[MB]
Profile Blog Joined January 2011
United States297 Posts
November 22 2012 09:37 GMT
#1175
fungal won't work on Warp Prisms QQ Warp Prism OP enough!
RIP Teams Hwaseung OZ, WeMadeFox, MBC Game Hero, Air Force ACE, ZeNEX, SlayerS, Quantic-Vile, TSL, mTw
Naphal
Profile Joined December 2010
Germany2099 Posts
November 22 2012 09:43 GMT
#1176
so i played some games on the map, i am by no means pro (dia T currently, but i bounce back and forth between dia and plat)

making a raven for detection is still very expensive, but whereas you cannot know for sure if protoss goes DT or terran banshees, you can plan to make one in TvZ midgame because creep will be there 100% of the time, so i did that, now turrets are trash, pdd is limited to queens if the zerg chooses to play infestor roach ling (i usually play mech so that is kind of what i get, sometimes muta where the raven must be protected) so having this one seeker missile is kind of fun, but nothing dramatic, i call it the tiniest buff possible xD, because in TvP or TvT you are better served with upgrades or tanks/vikings unless you really expect cloaked units.

as for ghosts, because i play mech into air i kind of lack a timing when to get them, so i did not so far, rest would be mere theory, but so far i would continue to spend my money elsewhere, but maybe other terrans can capitalize on this buff better.
sikeTM
Profile Blog Joined February 2012
United States37 Posts
November 22 2012 11:09 GMT
#1177
Honestly I think making fungal growth only effect ground units would solve so many problems late game for tvz at least. You could actually stack your Vikings making them useable against corruptors. Idk tho.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
November 22 2012 11:29 GMT
#1178
On November 22 2012 17:27 Slackzftw wrote:
Show nested quote +

So, what's the lore explanation for fungal growth not being able to affect psionic units?


LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer.

The Viking is faster than a marine, even in multiplayer.
You don't choose to play zerg. The zerg choose you.
Talack
Profile Joined September 2010
Canada2742 Posts
November 22 2012 11:31 GMT
#1179
On November 22 2012 17:51 Salteador Neo wrote:
Show nested quote +
On November 22 2012 17:27 Slackzftw wrote:

So, what's the lore explanation for fungal growth not being able to affect psionic units?


LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer.


My thoughts lol :D Fungal rooting a giant spaceship flying some km above their heads?

Lore.


In reality marines and stalkers and hydras would be completely useless against a battle crusier, probably has 12 inches thick steel plating all over it in addition to the distance
Big J
Profile Joined March 2011
Austria16289 Posts
November 22 2012 11:40 GMT
#1180
On November 22 2012 20:31 Talack wrote:
Show nested quote +
On November 22 2012 17:51 Salteador Neo wrote:
On November 22 2012 17:27 Slackzftw wrote:

So, what's the lore explanation for fungal growth not being able to affect psionic units?


LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer.


My thoughts lol :D Fungal rooting a giant spaceship flying some km above their heads?

Lore.


In reality marines and stalkers and hydras would be completely useless against a battle crusier, probably has 12 inches thick steel plating all over it in addition to the distance


Don't underestimate anything that has the name Gauss in it!
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