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Situation Report: HoTS Balance - Page 4

Forum Index > SC2 General
866 CommentsPost a Reply
Prev 1 2 3 4 5 6 42 43 44 Next All
Hitch-22
Profile Blog Joined February 2013
Canada753 Posts
March 05 2013 01:40 GMT
#61
On March 05 2013 09:12 blade55555 wrote:
Show nested quote +
On March 05 2013 09:10 forsooth wrote:
Blizzard not in a hurry to nerf Terran for once? This is unprecedented.


Took them forever to nerf terran in wol to at the beginning .

And then after that year for a year and a half straight it was "smash smash smash smash, nerf nerf nerf nerf" so, this is odd.
"We all let our sword do the talking for us once in awhile I guess" - Bregor, the legendary critical striker and critical misser who triple crits 2 horses with 1 arrow but lands 3 1's in a row
Iranon
Profile Blog Joined March 2010
United States983 Posts
March 05 2013 01:41 GMT
#62
On March 05 2013 10:10 forsooth wrote:
Show nested quote +
On March 05 2013 10:03 Iranon wrote:
On March 05 2013 09:36 Cyro wrote:
On March 05 2013 09:26 SoOJuuu wrote:
On March 05 2013 09:16 Lunareste wrote:
On March 05 2013 09:12 SoOJuuu wrote:
its not that speedvacs are OP,
the fact that it doesnt use energy does. It would be like stim without the damage....

no risk to not use it
once again blizzard doesnt understand. [insert idra past comment with the tire iron]


Why is this inherently bad?

Saying Medivacs shouldn't be able to use Afterburners without cost is like saying that Blinking your Stalkers should cost shields. Units having useful abilities isn't a bad thing for the game, especially when their uses will eventually lead to differences in player skill.


no using blink does have an effect, you have to remove one of your guys from battle for X second, you lose dps. There is a trade there.

There is no trade for boosting medivacs. They just go. 0 trade off.


They are stuck on the cooldown so that for 12 seconds after the boost ends, they cannot boost again. There's your trade-off.


Having medivacs that are faster than normal sometimes is strictly better than medivacs that are always normal speed. I don't think you understand what a trade-off is. Medivacs that are faster than normal some of the time are certainly worse than medivacs that can be faster than normal on-demand anytime you want, sure, but that's completely beside the point. It's an ability with no drawbacks. Whether or not you think it's too strong, you can't deny that fact.

To make it even clearer, suppose the afterburners was a passive ability that just triggered on its own, completely at random and out of your control every so often. Those erratic medivacs are clearly worse than the current ones, but are just as clearly better than Wings of Liberty medivacs, albeit better in awkward ways.

And how is that any different than blink?


I didn't say it was a bad thing -- I explicity said "whether or not you think it's too strong..." for that reason. I think it's too early to call whether or not changes to afterburners are needed. I was responding to Cyro, whose statement that a cooldown was a "trade off" is just factually inaccurate.
Sc2zero7
Profile Joined February 2012
United States574 Posts
Last Edited: 2013-03-05 01:42:39
March 05 2013 01:42 GMT
#63
the cooldown should be nerfed to 30 seconds instead of 20. i actually think it needs to be increased to 40 but 30 is more realistic
GorGor
Profile Joined September 2012
78 Posts
March 05 2013 01:45 GMT
#64
On March 05 2013 09:12 SoOJuuu wrote:
its not that speedvacs are OP,
the fact that it doesnt use energy does. It would be like stim without the damage....

no risk to not use it
once again blizzard doesnt understand. [insert idra past comment with the tire iron]

Wtf does that even mean "no risk to not use it?" The ability has a cooldown, therefore if you use the ability at one point you lose the opportunity to use it later until it is off of cooldown. Teching to medivacs and choosing to go for drops is a risk in and of itself. Splitting up your army is another risk. The only unit I can think of that has no risk involved is the queen.
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
March 05 2013 01:49 GMT
#65
During the start of Hots beta I suggested the speed boost ability for the medivac, but also said that while on afterburners, there should be some kind of penalty. One possibility is to have the medivac receive 20% more damage while ability is on. It adds more decision making but I don't think it necessarily adds micro. Another possibility is to have medivacs on afterburners unable to stop. This means that dropping with afterburners on has to be a moving drop; a stationary drop is only possible once the ability is on cooldown. Dropping in a small area therefore needs more micro. This way it can be spammed en route (more incentive to drop), but has penalties during the drop or pick-up (easier to snipe or harder to drop).
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
qGSkipper
Profile Joined December 2012
United States37 Posts
March 05 2013 01:50 GMT
#66
People look at things like medivac speed in a vacuum too often. Mutas have a passive permanent speed buff, so obviously old medivac drops would have no chance. Protoss has a nexus cannon and recall, which are in place to compensate for the lack of mobility vs drops against Terran, and vs faster mutas against Zerg. Each of these 3 races' new weapons would all be overpowered if the other 2 races' weapons weren't implemented.
Doublemint
Profile Joined July 2011
Austria8632 Posts
March 05 2013 01:51 GMT
#67
I kinda miss the traditional bunker change.

Apart from that, damn reasonable approach by Blizzard

Let's wait and see if IEM shows some major imbalances of VRs and Speedyvacs, or new ones with imba Muta games

in the age of "Person, Woman, Man, Camera, TV" leadership.
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2013-03-05 01:59:40
March 05 2013 01:58 GMT
#68
On March 05 2013 10:26 Tachion wrote:
Show nested quote +
On March 05 2013 10:24 EyesOnMe wrote:
Come ON.....

Nerf the medivac boosters, none will play terran. the major things in terran arsenal are : Hellbat, widow mines and medivacs........so if they take medivacs, they will be weak like in WoL. Sniped by mutas, stalkers. It is exciting as a viewer to see the speed boost too

It would be more exciting to watch if there was a (energy) cost associated with it, so you could see the decision making that goes into the boosts.


What kind of decision making would that be?

"Oh I'd better hope that they don't scout my medivac on the way, because then if I burn Boosters to make my drop work then it will be impotent, as even the most basic defenses will kill my attacking units without medivac support"?

or

"Oh I'd better hope that they don't scout my medivac on the way, because then if I burn Boosters to try and evade their units and retreat to my defenses then I will have been punished for trying to harass by making my Medivacs less effective for a period of time against oncoming attacks"?

Either way, if an energy cost is introduced and a Terran uses Afterburners he loses. Blizzard wants to promote drop play, multitasking, and less deathballs: not punish it by rendering units impotent if Terran attempts drop harass and is scouted.

There are far more effective anti-air and anti-drop options in HOTS than there were in WOL, including better Stargate play and free halucinations for scouting, Widow Mines and Mutalisks; We don't need to neuter drop play even further than it already is by making it a lose/lose situation for the Terran to even try when both Protoss and Zerg have the exact same and sometimes better options to scout it ahead of time or while in flight.
KT FlaSh FOREVER
achan1058
Profile Joined February 2012
1091 Posts
March 05 2013 02:00 GMT
#69
The thing I still find strange is the bio tag on hellbats. Not whether it is strong or not, but it's just strange having it.
FrozenProbe
Profile Joined March 2012
Italy276 Posts
March 05 2013 02:01 GMT
#70
On March 05 2013 09:10 forsooth wrote:
Blizzard not in a hurry to nerf Terran for once? This is unprecedented.


No, they hate zergs like all of us. It's justice time
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
Last Edited: 2013-03-05 02:09:46
March 05 2013 02:04 GMT
#71
It's great to see them give feedback that they've been monitoring the situation but Protoss not being able to secure the economy for successful air ZvP is up there with the most nonsensical things that have come out of these situation reports. Literally every new unit protoss got, discounting the air changes, has made it significantly easier to GET to that point in the game or to cripple your opponents economy to make the transition easier.

I agree with their approach but I don't think their analysis is without fault.

edit: zomg commas
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
sitromit
Profile Joined June 2011
7051 Posts
March 05 2013 02:05 GMT
#72
In before they get egg on their faces after IEM results come in and do a 180.
Sadist
Profile Blog Joined October 2002
United States7290 Posts
March 05 2013 02:05 GMT
#73
On March 05 2013 10:03 Iranon wrote:
Show nested quote +
On March 05 2013 09:36 Cyro wrote:
On March 05 2013 09:26 SoOJuuu wrote:
On March 05 2013 09:16 Lunareste wrote:
On March 05 2013 09:12 SoOJuuu wrote:
its not that speedvacs are OP,
the fact that it doesnt use energy does. It would be like stim without the damage....

no risk to not use it
once again blizzard doesnt understand. [insert idra past comment with the tire iron]


Why is this inherently bad?

Saying Medivacs shouldn't be able to use Afterburners without cost is like saying that Blinking your Stalkers should cost shields. Units having useful abilities isn't a bad thing for the game, especially when their uses will eventually lead to differences in player skill.


no using blink does have an effect, you have to remove one of your guys from battle for X second, you lose dps. There is a trade there.

There is no trade for boosting medivacs. They just go. 0 trade off.


They are stuck on the cooldown so that for 12 seconds after the boost ends, they cannot boost again. There's your trade-off.


Having medivacs that are faster than normal sometimes is strictly better than medivacs that are always normal speed. I don't think you understand what a trade-off is. Medivacs that are faster than normal some of the time are certainly worse than medivacs that can be faster than normal on-demand anytime you want, sure, but that's completely beside the point. It's an ability with no drawbacks. Whether or not you think it's too strong, you can't deny that fact.

To make it even clearer, suppose the afterburners was a passive ability that just triggered on its own, completely at random and out of your control every so often. Those erratic medivacs are clearly worse than the current ones, but are just as clearly better than Wings of Liberty medivacs, albeit better in awkward ways.



Where is the drawback to warpgate?


How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Ldawg
Profile Joined December 2011
United States328 Posts
March 05 2013 02:09 GMT
#74
I like the "wait and see" approach.

One strategy I saw almost every PvT was the widow mine rush. The widow mines were in my base and buried before I had an army to kill them or detection to see them. So I felt like I had to open early forge or robo, which seemed like the same narrow build order Protoss had against Terran in WoL. I liked the msc having detection because I felt I had the option to go twilight tech without the huge risk. Then again my play was in Plat/Dia. so maybe this isn't an issue for everyone. The few games against Terran when they didn't open this way were very entertaining.
"Terran so...ice cream!" MKP/MC at HSC IV
SolidMoose
Profile Joined June 2011
United States1240 Posts
March 05 2013 02:14 GMT
#75
On March 05 2013 09:12 SoOJuuu wrote:
its not that speedvacs are OP,
the fact that it doesnt use energy does. It would be like stim without the damage....

no risk to not use it
once again blizzard doesnt understand. [insert idra past comment with the tire iron]


Yes there's a risk to use it. It has a cooldown. If you use it to get in, you don't have it to get out.
RogerChillingworth
Profile Joined March 2010
Chad3067 Posts
March 05 2013 02:18 GMT
#76
On March 05 2013 09:21 opterown wrote:
cue forum warriors balance whining and reverse-balance whining! haha i think it is too early to say anything, myself


Why aren't you politically correct.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
March 05 2013 02:18 GMT
#77
i can't believe this thread has already devolved into a whining about medivacs thread

if they decide: okay, in WOL there was too much deathball play because the drops were getting shut down really hard once blink or mutas were out.

why are we complaining about it before even a few months have gone by on the patch........? what do we want? deathballs again? That's the only conclusion i can draw from some of these posts. What is so difficult about splitting your army to deal with 8 or 16 supply of units + a medivac? it's faster yes, so it's punishing to people who lump everything into one group and expect to be able to deflect harass at all their bases, but it's still the same units in the medivacs, and the dynamic is the same. Terran split his army, pick one and crush it or split and defend. Nothing has changed except that now you can't rely on mutas or blink to instagib every dropship

i will admit medivacs now feel like a strong unit to have - but with this came easier defense opportunities for the other races.. i find it amazing that people complain about these medivac drops when a single HT can feedback all the incoming medivacs, potentially killing some if they have 3/4s ~+ energy and then storm + warpin a few units there to defend, or when mutalisks are faster, hydras are actually viable so you can position them to target medis as they come in (they SHRED them) and zerglings are still fast enough to defend things you see coming even if its only a few seconds before..
BlackPride
Profile Joined July 2012
United States186 Posts
March 05 2013 02:19 GMT
#78
What the heck?? No word on hellbats, that's the things everybody is angry about. And the answer to a composition shouldn't simply be, don't let Protoss get there. That's retarded.
I've never waited in line at the DMV [YVNG]
ZenithM
Profile Joined February 2011
France15952 Posts
March 05 2013 02:26 GMT
#79
I don't quite understand what the fuss about the medivac's ability is. It's clearly a straight up buff by Blizzard, meant to be viewed as a tiny part of a complete overhaul of the gameplay from WoL to HotS, what are you even arguing about?
Whether it's too powerful or not I can't really say, but let's see it simply as a new unit like the reaper and the void ray, not like a "faster medivac that was meant to have a drawback but doesn't".

Hydralisks got a speed upgrade, they're now faster than in WoL. WHERE'S THE FUCKING DRAWBACK? Well no need, it's called a buff.
My dear Zerg friends, I didn't see you wondering where was the drawback when the queen got a range +2 buff, did I?
nomyx
Profile Joined June 2012
United States2205 Posts
March 05 2013 02:27 GMT
#80
If zerg has trouble with no rush 15 games against protoss, maybe they should make some units ^^;;

Also, I would love scourge to be added for zerg. Would add a lot of micro potential for SC2, which is always good. Too bad it's too late for them to add it.
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