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Situation Report: June 11, 2013 - Page 9

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 7 8 9 10 11 22 Next All
Msr
Profile Joined March 2011
Korea (South)495 Posts
June 12 2013 04:40 GMT
#161
Well shows how clueless blizzard is about the game's balance. Leaving the mine is understandable in the skill it requires for both players, but not fixing the lack of priority the mine takes in fights is honestly a joke.

The voidray is not exciting to me atleast and requires 0 skill while destroying everything (pvz atleast). If they are content with the voidray then either the hydra or corrupter need massive reworking because they are not cost effective vs the voidray.
geokilla
Profile Joined May 2011
Canada8255 Posts
Last Edited: 2013-06-12 04:41:31
June 12 2013 04:41 GMT
#162
On June 12 2013 13:01 iky43210 wrote:
Show nested quote +
On June 12 2013 09:02 Waxangel wrote:
  • When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
  • When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.


uh what? I feel like we're missing an explaination of how this is skill and not random


In WoL zerg 1-a their entire army into terran's marine tank. There is no dances and its what every zerg does when he decided its go time.

In Hots, you will lose your army if you 1-a your army into widow mines. You need good controls and decisions to slowly poke away the fire before going in for the kills.

You haven't heard of Overseers have you? In the late game with the Ultralisk, Zerg can pretty much 1A into it... Of course, they'd need a sufficient bank to quickly replenish the units they lost.
ETisME
Profile Blog Joined April 2011
12824 Posts
June 12 2013 04:42 GMT
#163
Void ray needs a change or nerf.
Balance issue aside, the void ray deathballs is extremely boring to watch from start till end.
There is literally no micro required at all for the toss side and the worst of all is that it only consists of one unit.
This looks extremely silly for a strategy game

Just look at sos games against Zerg. It is Damn boring.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
HonorZ
Profile Blog Joined August 2010
France858 Posts
June 12 2013 04:45 GMT
#164
For once I disagree about the tank. The tank is far cooler than the widow mine imo, and it would be only logical that WM is used to cover flank rather than being the primarly source of dps of the army.

And concerning the "pretty much know who's gonna win when confrontation tvz", my god I disagree so much.

my poor tanks
"If you don't drop sweat today you'll drop tears tomorrow"
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
June 12 2013 04:47 GMT
#165
lol looking at swarm hosts eh DK? Make WM cost more and take that stupid fucking charge shit off of void rays. It should be pretty clear that WM are far too cost effective, being the same cost as a fucking roach, and mass voidrays with some support can only be stopped when the toss is too retarded to split them and they get fungaled. And if they must nerf swarm hosts so no one will use them, at least give zerg scourge back. Scourge would have fixed the skytoss problem as well as the mass muta problem zvz.
Insomni7
Profile Joined June 2011
667 Posts
June 12 2013 04:50 GMT
#166
Widow mines aren't really at the heart of the problem in zvt. Speed medivacs are. That makes things tricky because i agree that speed medivacs are good for the game. But still, expecting the zerg to hold more and more bases for additional gas income even as their units get slower and slower while the terran can mass pump bio mine medivac off of mules and 3 bases is right now a huge problem. Even this scenario would be tolerable if it wasnt for the fact that after all this, when zerg has their 5-3 ultra infestor army, they have the smallest timing window to use it before the marauder count just climbs to a level at which the zerg barely even has an army advantage. There are a lot of potential solutions here, but in my opinion the best ones are actually ultralisk buffs.
Never Forget.
megapants
Profile Blog Joined December 2009
United States1314 Posts
June 12 2013 04:56 GMT
#167
the void ray is a fine unit, the hydralisk is a fine unit, but without a strong air to air unit, the hydralisk just isn't enough to take down 20 void ray armies. void ray only looks op because zerg air to air is below mediocre.

corruptor needs to be reworked, if not just straight up buffed. as of right now, it's only strength is as a mid game colossus killer and a buffer for mutalisks vs phoenix. zerg needs an air to air unit that can actually be used to support your ground army.
Hier
Profile Blog Joined November 2009
2391 Posts
June 12 2013 04:57 GMT
#168
Severely dislike Blizzard approach to game design.

It revolves around extremely easy to use offensive abilities and/or units, which includes, but is not limited to, fungal, mine, void ray, swarm host, medivac speed boost, colossus, photon overcharge, and constant speed buffs for everything since the expansion. Pretty much all of the "skill" stems from avoiding and/or dealing with said encounters.

So what ends up happening is when something dies en masse, it's far less likely that the winner of the engagement "earned" it, and more likely the loser just wasn't vigilant enough at that point. Makes for a lot of really anti-climatic events within the game.

Doesn't appear like Blizzard is even recognizing that, let alone having any intention whatsoever to amend that.

Ah well, I'll go enjoy what we're given.
"But on a more serious note..." -everyone on this forum at some point.
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 12 2013 04:58 GMT
#169
Not too happy about...

[quote]So our question here becomes “is this a good thing that Widow Mines have replaced Siege Tanks as the primary splash damage units?”

We believe the answer is yes.
When you see an army of Marines and tanks clash with a Zerg army, you pretty much know who will come out ahead, even before the battle.
When you see an army of Marines and Widow Mines, it comes down to the skill of the players in that specific battle.
The current design of Widow Mines rewards both players who are skilled at using them and opposing players who are skilled at defeating them.

So it is boring to see Zerg flanking a siege army in open space? Zerg trying to bust down a fortified siege-line was the most exciting thing to watch in 2011-2012.
Tanks target firing banelings is also a skill set + highly rewarding to watch.

Moving tanks around requires so much attention (because of siege-up) which definitely differentiate between players. Bio-mine (different style) requires micro. I wish tank base strategy can come back as well instead of being replaced. They are 2 completely different skill sets.
Really disappointed to hear from Blizzard to say “is this a good thing that Widow Mines have replaced Siege Tanks as the primary splash damage units?” - Answer is yes.

I don't care if they nerf mines or not because widow mines are cool watch. But I hope Tank can come back. I miss watching tanks in TvZ. Too much bio-mine.

_Search_
Profile Joined February 2011
Canada180 Posts
Last Edited: 2013-06-12 05:03:27
June 12 2013 04:58 GMT
#170
This guy seems to have no clue how to design a game. It's almost like he wants to make changes but can't justify fixing anything based on current win rates.

The win rates WILL change, just give it a month or two before the game devolves into timing attacks, just like WoL took a month or so to turn into marine/SCV all-ins every game.

Already we're seeing the power behind the ZvT Roach/bane all-in. If nothing changes that will literally become every single Korean TvZ. Koreans uniformly just find the "best" "most correct" build and repeat it to death, just look at how Soulkey stole a GSL title from Innovation based almost entirely on that one all-in. Does anyone actually think Soulkey was the best HotS in Korea that month??!!

Recently Protosses finally figured out that Zergs aren't allowed to kill air units and we're seeing ridiculously unfair no-risk hatchery snipes with recalled Void Rays. Expect that to increase as the meta stagnates.

Blizzard NEEDS to get on top of their game. It is far from balanced, it is quickly getting stale.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
June 12 2013 05:07 GMT
#171
The widow mine burrowed. The widow mine are activated! The widow mine got off a great hit!!! GGggggg! The widow mine wins the game!
Eye for an eye make the world go blind - Gandhi
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 12 2013 05:14 GMT
#172
On June 12 2013 14:07 Spec wrote:
The widow mine burrowed. The widow mine are activated! The widow mine got off a great hit!!! GGggggg! The widow mine wins the game!

lol, feels so accurate. If the T was controlling the mines like they did the tanks I would probably care less about their power, but the whole burrow and forget is troublesome.
keglu
Profile Joined June 2011
Poland485 Posts
June 12 2013 05:16 GMT
#173
Dawid Kim clearly hates tanks. Sad for me since its my favourite unit to watch in Sc2
Elldar
Profile Joined July 2010
Sweden287 Posts
June 12 2013 05:21 GMT
#174
widow mines should come with 2-3 charges instead of having indefinite numbers of shots.
SirPinky
Profile Joined February 2011
United States525 Posts
Last Edited: 2013-06-12 05:38:47
June 12 2013 05:37 GMT
#175
While I agree with the conslusion for balance, their reasoning is not founded (much like many other changes ...queen buff in WoL). Is there ever a time these guys don't pat themselves on the back and marginalize the situation? I guess if I were David Kim I would do the same if I wanted to keep my job.

IMO tanks need to be more relevant TvZ.
How much better to get wisdom than gold; to get insight rather than silver!
JDI1
Profile Joined December 2010
United States69 Posts
June 12 2013 05:38 GMT
#176
so those tards still think widow mines are fine? Cool. Burrow at frequent passes, go light a cigarette and watch as the other guy carelessly forgets his detector and loses half his army. Basically the same thing as burrowed banelings except cheaper, more powerful and don't require replacement or map awareness.

It sure is fun watching fast units trying to catch up to stim bio and getting shredded by mines as the terran kites backwards and observers/overseers are derping a mile behind.

PvP turned from colossi vs colossi into void rays vs void rays. Tempests are slowly becoming Carriers v.2 except some people still use them in PvP. Late game PvZ vs ultras they're worthless due to the extra damage working only on air units, and zergs are smart enough to not make BLs.

Next thing you know is even an SCV drop could do huge economical damage.
SirPinky
Profile Joined February 2011
United States525 Posts
June 12 2013 05:43 GMT
#177
On June 12 2013 14:38 JDI1 wrote:
so those tards still think widow mines are fine? Cool. Burrow at frequent passes, go light a cigarette and watch as the other guy carelessly forgets his detector and loses half his army. Basically the same thing as burrowed banelings except cheaper, more powerful and don't require replacement or map awareness.

It sure is fun watching fast units trying to catch up to stim bio and getting shredded by mines as the terran kites backwards and observers/overseers are derping a mile behind.

PvP turned from colossi vs colossi into void rays vs void rays. Tempests are slowly becoming Carriers v.2 except some people still use them in PvP. Late game PvZ vs ultras they're worthless due to the extra damage working only on air units, and zergs are smart enough to not make BLs.

Next thing you know is even an SCV drop could do huge economical damage.


You have to remember, while I don't disagree with some of your statements about awareness, what has HOTS actually given Terran? What new units? Warhound was taken out; Hellbat transformation nerfed to oblivion before launch; upgrades for mid tier units taking forever. What more do you want? Are you to say the reaper autoheal is what separates HOTS from WoL. I think Widow Mine drops and usage was more designed for high level play (something you may or may not have) so there might be a bias here.
How much better to get wisdom than gold; to get insight rather than silver!
Redrot
Profile Blog Joined September 2012
United States446 Posts
Last Edited: 2013-06-12 05:49:07
June 12 2013 05:46 GMT
#178
They stated earlier that they support skill based games...and then they say that they aren't considering nerfing Voids. Void Rays require no skill, and especially in lower leagues are they prominent as ever, wheras Warp Prisms are only used in higher leagues.

Edit: Also, marine tank does not autolose to muta-ling-bling. I don't know where they got that from.
I root for CJ because their fb posts are hilarious
aksfjh
Profile Joined November 2010
United States4853 Posts
June 12 2013 05:46 GMT
#179
Good post. I like that they stuck with the cautious approach they started back at the end of WoL (even though I hated it then). For the most part, all the matchups are varied right now and exciting. There are some good players that rely on specific styles a LOT, but the scene as a whole is looking pretty diverse.
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
June 12 2013 05:46 GMT
#180
On June 12 2013 13:56 megapants wrote:
the void ray is a fine unit, the hydralisk is a fine unit, but without a strong air to air unit, the hydralisk just isn't enough to take down 20 void ray armies. void ray only looks op because zerg air to air is below mediocre.

corruptor needs to be reworked, if not just straight up buffed. as of right now, it's only strength is as a mid game colossus killer and a buffer for mutalisks vs phoenix. zerg needs an air to air unit that can actually be used to support your ground army.

Exactly what I think. What if they remove the corruption ability and add some kind of defense buff from air-to-air attacks? It wouldn't affect other match ups and it would make corruptors a viable choice against voidrays.
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