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Call to Action: June 14 Balance Testing - Page 18

Forum Index > SC2 General
625 CommentsPost a Reply
Prev 1 16 17 18 19 20 32 Next All
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
June 15 2013 06:30 GMT
#341
The banshee change blows my mind. Why would they even think of tweaking that is beyond me.
Not only they decrease the cost but the research time as well?
Because we just can't get enough the cheesy/autoloss builds that define SC2. rofl
Son of Gnome
Profile Blog Joined October 2010
United States777 Posts
June 15 2013 06:37 GMT
#342
On June 15 2013 14:43 GinDo wrote:
People are making a bigger deal about the hellbat nerf then it really warrants. Hellbat drops early game were stupid. They ere practically impossible to defend against. You could just win simply by dropping Hellbats.

And guess what. Get the blue flame and bam you have your bonus back. So enjoy your free wins for now.


EDIT: As for the Banshee. I we don't need faster/cheaper cloak. What we need are faster banshees. Protoss and Zerg are pretty immune to banshee openers. The only thing Banshees are gonna do is make TvT really stupid. not to mention weaken Mech TvT because your so much better off getting a crap ton of marines.

Protoss: Stargate/Robo shut it down + MS Core

Zerg: Spores that require Spawning pool.

Or you know you could get a thor or use the vikings you already have??? Its not that big a deal and won't make them more common in any stage past the midgame. They still cost alot to make and are easily countered. I am not sure about the buff though, I open banshees in most of my tvts so at least in that match up they are still a decent option.
Whatever happens, happens
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 15 2013 06:41 GMT
#343
On June 15 2013 15:30 kasumimi wrote:
The banshee change blows my mind. Why would they even think of tweaking that is beyond me.
Not only they decrease the cost but the research time as well?
Because we just can't get enough the cheesy/autoloss builds that define SC2. rofl

Is that hard to start with widow mines, turrets and marines?
Scones
Profile Joined June 2012
Wales99 Posts
June 15 2013 06:42 GMT
#344
haha, I always thought it was easier defending against hellbat drops than it was against banshees.

1 spore and a spine at each base, and youre set!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 15 2013 06:43 GMT
#345
Would be interesting if Oracles could attack air. In fact if they could, they would be a pretty decent counter to banshees considering the bonus damage it does to light (and banshee is a light unit)

But you have phoenixes... why not combine oracle/phoenix?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
June 15 2013 06:49 GMT
#346
On June 15 2013 03:31 Decendos wrote:
awesome changes! also so awesome to see they care about making zerg more fun to play and test all that nydus/drop/hydra/corruptor/overseer/neural parasite stuff that would make zerg fun to play! like it a lot!

This. No1 reason why I still have not bought HotS.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
Last Edited: 2013-06-15 07:02:02
June 15 2013 07:01 GMT
#347
Whoa guys. Chill out with the banshee buff. Blizzard just wants the terrans to use the banshees more! Give it a chance, will ya?
Seed's # 1 fan!!! #ForVengeance
TAMinator
Profile Joined February 2011
Australia2706 Posts
June 15 2013 07:05 GMT
#348
I dont mind a slight buff to banshees so they can be used more, but i feel like their buff was a little overboard.
Cortza
Profile Blog Joined January 2011
South Africa328 Posts
June 15 2013 07:19 GMT
#349
On June 15 2013 03:49 Snowbear wrote:
Show nested quote +
On June 15 2013 03:48 Targe wrote:
On June 15 2013 03:45 Snowbear wrote:
PLEASE Blizzard! Hellbat DROPS are the problem >>> nerf damage. People who mix in hellbats instead of mines (TvZ) in their army, get nerfed. The drops will still happen, but hellbat instead of mines in your army is dead as hell. I can't believe this . This is just a nerf to hellbat in army, not hellbat drops imo.

Cloack: this makes tvt a bigger coinflip. Is that good?


What, this nerfs early hellbat drops though.

I like the changes, Warp prism good, Hellbat is pretty good and Banshee could turn out good, depends if banshees become the go to unit.


Imagine you are a terran that doesn't want to play marine mine, and you prefer hellbat marine. This is nerfed and done. Meanwhile speedvac + hellbat harass is still possible, and will still do a shitton of damage.


You still have the pre-ignitor upgrade. Seems more balanced imo that both hellbat and hellion should require this upgrade.
AxionSteel
Profile Joined January 2011
United States7754 Posts
June 15 2013 07:23 GMT
#350
Hope to see Hellion/Banshee come back in TvZ!

That being said, I doubt the change will go through. Toss and Zergs crying like crazy even though no one even uses banshees anymore in those matchups whatsoever.
RPR_Tempest
Profile Blog Joined February 2011
Australia7799 Posts
June 15 2013 07:28 GMT
#351
They are fucking kidding me with his banshee buff.
Soundwave, Zerg player from Canberra, Australia. @SoundwaveSC
sths
Profile Blog Joined October 2012
Australia192 Posts
June 15 2013 07:41 GMT
#352
On June 15 2013 16:28 RPR_Tempest wrote:
They are fucking kidding me with his banshee buff.


They are not fucking kidding you. They are just TESTING.
Telenil
Profile Joined September 2010
France484 Posts
June 15 2013 07:48 GMT
#353
I like that banshee change, and I'm a Protoss player... Stargate is a lot more viable than it was (hello phoenixes) and now it has detection available. Likewise, Zerg no longer need an evolution chamber to put spores. Detection is easier to get than it was in WoL, I don't know how this buff will turn out but making banshees less of an investment is a sound idea.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
ZoraIV
Profile Joined April 2013
Canada3 Posts
June 15 2013 07:58 GMT
#354
I am a terran and I like the banshee buff for TvT. I probably will not even use it for TvP, MAYBE TvZ. It definitely won't break the game though.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 15 2013 08:13 GMT
#355
I'm not sure why any protoss/zerg would be upset with banshees getting buffed, when was the last time you even saw those in competitive play or even ladder? Are banshees commonly used on any level of play?
SSVnormandy
Profile Joined July 2012
France392 Posts
June 15 2013 08:17 GMT
#356
the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea
Battlecruisers.... Just Battlecruisers...
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 15 2013 08:21 GMT
#357
On June 15 2013 17:17 SSVnormandy wrote:
the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea

Why? Blue flame hellbats still own Zealots pretty good, and Ghosts still own Protoss nicely with EMPs.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2013-06-15 08:26:27
June 15 2013 08:24 GMT
#358
On June 15 2013 17:21 Existor wrote:
Show nested quote +
On June 15 2013 17:17 SSVnormandy wrote:
the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea

Why? Blue flame hellbats still own Zealots pretty good, and Ghosts still own Protoss nicely with EMPs.


Terrans are allergic to tech labs in the midgame on anything that isn't a rax

He's right that the matchup will change a lot because a) it takes longer to do the (generally) 2fact hellbat switch, b) there will be less hellbats since one fact will have a tech lab rather than a reactor c) it could open up a pre blueflame timing for the protoss in which zealot/templar can still wreck shit, especially if they skip ghosts like many hellbat players like to do.

I don't think that will create balance problems though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Big J
Profile Joined March 2011
Austria16289 Posts
June 15 2013 08:33 GMT
#359
On June 15 2013 17:24 Teoita wrote:
Show nested quote +
On June 15 2013 17:21 Existor wrote:
On June 15 2013 17:17 SSVnormandy wrote:
the hellbat nerf will allow protoss to go back to the newb archon chargelot aclick style not sur if its a good idea

Why? Blue flame hellbats still own Zealots pretty good, and Ghosts still own Protoss nicely with EMPs.


Terrans are allergic to tech labs in the midgame on anything that isn't a rax

He's right that the matchup will change a lot because a) it takes longer to do the (generally) 2fact hellbat switch, b) there will be less hellbats since one fact will have a tech lab rather than a reactor c) it could open up a pre blueflame timing for the protoss in which zealot/templar can still wreck shit, especially if they skip ghosts like many hellbat players like to do.

I don't think that will create balance problems though.


Yeah, I think some guys that incorporated hellbats early will have to change their playstyles - which are in most cases guys that did hellbat drops everygame and will have to adapt anyways. Everyone else who went for the standard more bioheavy play (or bio/mine in TvZ) can just go on playing the same way. And then come up with a new transition with double factories (like in TvZ with mines) or maybe find a different opening with blue flame.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
June 15 2013 08:33 GMT
#360
This test for hellbats is unnecessary.
To defend against hellbat drops is.

1) Active scouting
2) two Vikings to intercept and 3shot the medivacs
3) be massively ahead, due to the tech rush to hellbat.
Cauterize the area
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