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Call to Action: June 14 Balance Testing - Page 24

Forum Index > SC2 General
625 CommentsPost a Reply
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scypio
Profile Joined December 2011
Poland2127 Posts
June 16 2013 07:03 GMT
#461
On June 16 2013 09:36 HolyArrow wrote:
Show nested quote +
On June 16 2013 05:36 Decendos wrote:
On June 16 2013 04:24 TheDwf wrote:
On June 16 2013 04:13 Decendos wrote:
just because something exists doesnt mean its usable. no pro uses burrowed infestors or roaches



or ovidrop




or nydus.




You're welcome.


thanks but:

game 1: mech game. roach hydra viper and therefore burrow movement viable.
game 2: roach hydra ovidrop...loses.
game 3: roach hydra nydus....loses.
game 4: 2 base nydus allin. thats NOT harrass thats a 100% super allin.

so even your picked out examples arent viable vs MMMM + hellbat and those where the examples that are pro that strats. and there are many many games where roach hydra failed in the last months on prolevel. the thing is zerg needs only two things to be fun to play again:

1. more viable lairtech army compositions that can compete with ling bane muta (with other up- and downsides). mainly SH + support, roach hydra and ling infestor which already would be 4 comps and enough to have fun and bring some variety in the ling bane muta only lairtech.

2. better non-allin yet possibly effective harrassment strats: thats where small buffs to nydus (faster maybe supplywise unload or make it cheaper) and ovidrop (faster overlords that are faster than HT...) and burrow movement (also just make it a bit faster) come into play. T and P already got way faster drops in HOTS because players of all races got better in defending drops so each race needs faster dropships.


To be fair, he countered exactly what you initially said ("no pro uses ___"). Furthermore, just because a pro lost using it doesn't mean it wasn't viable. The very fact that a pro used it means that someone at the top level thought it worked, and that means that it must have worked on ladder/in practice. I hiiiighly doubt a pro would just use an unviable strat willy nilly for shits and giggles.


Well, here is winners match from WCS Eu Challenger group E (Kas vs uzer):
http://www.twitch.tv/wcs_europe2/b/410720474?t=2h23m30s

uzer went for roach hydra. Guess who is in Premier League now.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2013-06-16 07:06:36
June 16 2013 07:04 GMT
#462
Well...Im only reading the first page of comments and I like the fact that we have new sc2 players apparently

Banshee will indeed affect TvT, but terrans can easily transition and adapt since its a mirror matchup, but it will also affect the other matchups - first banshee will arrive WITH cloak at the opponents base. Hellion banshee openers? Check. With a faster expo too.
Stop procrastinating
Ambre
Profile Joined July 2011
France416 Posts
June 16 2013 07:30 GMT
#463
Has anyone on this thread actually played the test map ?

I tried to open a game multiple times. Nobody came except for some random guys who missclicked...
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
Sabu113
Profile Blog Joined August 2009
United States11111 Posts
June 16 2013 07:31 GMT
#464
On June 16 2013 15:06 Crownlol wrote:
I think the Banshee change could turn out to be really positive, I like the idea of Terran having multiple, equally effective harass options- as opposed to "YOLO hellbat drops"


If any race has multiple equally effective harass options it's terran. The hellbat was an unnecessary cherry on the top.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Rhuubarb
Profile Joined September 2010
Australia102 Posts
June 16 2013 07:39 GMT
#465
On June 16 2013 16:30 Ambre wrote:
Has anyone on this thread actually played the test map ?


I played quite a few games T (me) vs P with a clanmate. I was doing a gas first reactor hellion opener into cloak banshee (note, that build worked better cause he doesn't probe scout... his bad I guess). I also play mech TvP and used to play it in WoL where I used Banshees regularly. I definitely helps with this style. I never flat out killed him because he always had detection, but being able to harass somewhat (keeping the banshee alive at all costs) and then adding them into my army later seemed to work nicely.
stillborn
Profile Joined May 2010
Germany119 Posts
June 16 2013 08:11 GMT
#466
On June 15 2013 03:31 Tobblish wrote:
Yes!
Lets replace Hellbats with Banshee rushes
Warp Prisms everywhere, all those allins that will be created because of this buff.. T_T

Still want to know why changing so the Hellbat cant get loaded into the Medivac isn't a option.
Design or Balance problem???



Not being able to load them in seems a good idea balance wise, but not in terms of making the game authentic. You can load in a Thor but not a Hellbat, sounds rediculous!^^
Chr15t
Profile Joined March 2011
Denmark1103 Posts
June 16 2013 08:51 GMT
#467
On June 16 2013 17:11 stillborn wrote:
Show nested quote +
On June 15 2013 03:31 Tobblish wrote:
Yes!
Lets replace Hellbats with Banshee rushes
Warp Prisms everywhere, all those allins that will be created because of this buff.. T_T

Still want to know why changing so the Hellbat cant get loaded into the Medivac isn't a option.
Design or Balance problem???



Not being able to load them in seems a good idea balance wise, but not in terms of making the game authentic. You can load in a Thor but not a Hellbat, sounds rediculous!^^


I also dont think blizzard wants to get rid of the hellbat drops, they want to push it back slighty so a resonse can be made. countering hellbat drops with hellbat drops was getting kinda old anyway
Insanity: doing the same thing over and over again and expecting different results.
Kitaen
Profile Joined June 2011
Austria466 Posts
Last Edited: 2013-06-16 08:58:47
June 16 2013 08:52 GMT
#468
On June 16 2013 08:38 DyEnasTy wrote:
100/100 on cloak cost is quite drastic from 200/200. Im thinking that 100/200 would be much better.


100/200 would not change anything, its the gas that hinders you not the minerals..

encouraging earlier ghost use would be something i'd like to see aswell, ghost transitions are not fluent at all

they need a building which serves no other purpose than the unit itself, and on top of that they need 2 farily expensive upgrades aswell
if you compare that to the protoss/zerg counterpart both feel way more fitting in their tech route and offer different upgrades/units (t2 path and archons on protoss side aswell as t3 requirement, swarmhosts + upgrades on zergs)

maybe switch out the armory and ghost academy as a requirement for bio t2 upgrades - this would naturally sort out hellbat drops aswell, since ppl would have to build an academy for t2 and an armory for extra hellbats (or at least make the hellbat thing even costlier if you dont plan to play mech)

we prolly would see less hellbats and more ghosts and a way way better progression route if you want to rush bio upgrades with a single ebay. maybe even more diversal upgrade preferences, like 2-0 or 0-2 straight up, which itsself can lead to interesting meta changes

back on topic im fine with the hellbat nerf, banshee buff seams reasonable considering how many more detection is ingame aswell as better and cheaper static d

i dont like the warp prism buff at all, protoss 1 base play is already strong vs terran, and a speed buff will not really help vs zerg in the early stages anyway


Scones
Profile Joined June 2012
Wales99 Posts
Last Edited: 2013-06-16 08:54:05
June 16 2013 08:53 GMT
#469
If you think that changing the cloak research cost by 100/100 is gonna be a massive deal and break the game, then you're delusional
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 16 2013 09:24 GMT
#470
On June 16 2013 17:53 Scones wrote:
If you think that changing the cloak research cost by 100/100 is gonna be a massive deal and break the game, then you're delusional

Which do you prefer ...
- being harrassed by 1 Banshee OR
- being harrassed by 2 Banshees?

With that reduction in cost you can get an additional Banshee for not that much more compared to now AND cloak arrives 20 seconds earlier.

---

Personally I am happy because Blizzards changes sound really ridiculous and will make the game more volatile. This might be enough for people to realize how badly the game is designed and that pushing sooo much for offense will make "random chance" decide games more than actual playing skill. The other option is that players will be pushed into "overdefending" against harrassment which doesnt come and then lose to the big attack at the front. It is a lose-lose design when it comes to quality, because you can hide stuff too easily on the maps which will favor chance more than skill.
If you cant say what you're meaning, you can never mean what you're saying.
Hermanoid
Profile Joined March 2011
Sweden213 Posts
Last Edited: 2013-06-16 09:59:55
June 16 2013 09:56 GMT
#471
The math for how much faster cloak comes out in terms of gas is 100 gas / 242.3 gas per min* = 0.4127 min, which is roughly 24.8 seconds.

Assuming a fast and well executed cloaked banshee would normally hit at roughly 6.40, that time now becomes roughly 6.15. For less precise executions, let's assume the time 6.35.

I want to look primarily at the TvP scenario. I think this build here can be seen as a run-of-the mill gateway expand into robo. As can be seen the observer is started at around 6.20 and will be out at 6.50. This gives the terran roughly 15 seconds of time in the P base unchecked by observers, in which he gets a chance to try to do something with a rush tactic that impacts his economy negatively. That's definately not overly strong oddses.

So looking at TvP. my take on the banshee change is that it should work towards making HotS even deeper in terms of which builds are viable. I'm looking forward to the results.

*based on the amount of gas mined per minute from a saturated geyser according to Liquipedia
xyzåäö
Destructicon
Profile Blog Joined September 2011
4713 Posts
June 16 2013 09:58 GMT
#472
On June 16 2013 17:52 Kitaen wrote:
Show nested quote +
On June 16 2013 08:38 DyEnasTy wrote:
100/100 on cloak cost is quite drastic from 200/200. Im thinking that 100/200 would be much better.


100/200 would not change anything, its the gas that hinders you not the minerals..

encouraging earlier ghost use would be something i'd like to see aswell, ghost transitions are not fluent at all

they need a building which serves no other purpose than the unit itself, and on top of that they need 2 farily expensive upgrades aswell
if you compare that to the protoss/zerg counterpart both feel way more fitting in their tech route and offer different upgrades/units (t2 path and archons on protoss side aswell as t3 requirement, swarmhosts + upgrades on zergs)

maybe switch out the armory and ghost academy as a requirement for bio t2 upgrades - this would naturally sort out hellbat drops aswell, since ppl would have to build an academy for t2 and an armory for extra hellbats (or at least make the hellbat thing even costlier if you dont plan to play mech)

we prolly would see less hellbats and more ghosts and a way way better progression route if you want to rush bio upgrades with a single ebay. maybe even more diversal upgrade preferences, like 2-0 or 0-2 straight up, which itsself can lead to interesting meta changes

back on topic im fine with the hellbat nerf, banshee buff seams reasonable considering how many more detection is ingame aswell as better and cheaper static d

i dont like the warp prism buff at all, protoss 1 base play is already strong vs terran, and a speed buff will not really help vs zerg in the early stages anyway




I really like you're Ghost Academy Suggestion, I would even go a step further and suggest that 2/2 mech and upward require a Fusion Core, to encourage more BC usage as well. However I want to correct you on the topic of upgrades. Basically as terran you will never, ever get 0-2, because bio with stim has such wonderful synergy with attack upgrades, and your bio has no particular synergy with armor upgrades. You also will never want to stay on just 1 engi bay against any race, because not getting armor upgrades will make your bio too squishy vs anything.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 16 2013 09:59 GMT
#473
On June 16 2013 18:56 Hermanoid wrote:
The math for how much faster cloak comes out in terms of gas is 100 gas / 242.3 gas per min* = 0.4127 min, which is roughly 24.8 seconds.

Assuming a fast and well executed cloaked banshee would normally hit at roughly 6.40, that time now becomes roughly 6.15. For less precise executions, let's assume the time 6.35.

I want to look primarily at the TvP scenario. I think this build here can be seen as a run-of-the mill gateway expand into robo. As can be seen the observer is started at around 6.20 and will be out at 6.50. This gives the terran roughly 15 seconds of time in the P base unchecked by observers, in which he gets a chance to try to do something with a rush tactic that impacts his economy negatively. That's definately not overly strong oddses.

So, my take on the banshee change is that it should work towards making HotS even deeper in terms of which builds are viable. I'm looking forward to the results.

*based on the amount of gas mined per minute from a saturated geyser according to Liquipedia


How does that work exactly? You still need a factory and a starport. Cloack won't be out faster than usual.
Hermanoid
Profile Joined March 2011
Sweden213 Posts
Last Edited: 2013-06-16 10:18:14
June 16 2013 10:05 GMT
#474
On June 16 2013 18:59 Snowbear wrote:
Show nested quote +
On June 16 2013 18:56 Hermanoid wrote:
The math for how much faster cloak comes out in terms of gas is 100 gas / 242.3 gas per min* = 0.4127 min, which is roughly 24.8 seconds.

Assuming a fast and well executed cloaked banshee would normally hit at roughly 6.40, that time now becomes roughly 6.15. For less precise executions, let's assume the time 6.35.

I want to look primarily at the TvP scenario. I think this build here can be seen as a run-of-the mill gateway expand into robo. As can be seen the observer is started at around 6.20 and will be out at 6.50. This gives the terran roughly 15 seconds of time in the P base unchecked by observers, in which he gets a chance to try to do something with a rush tactic that impacts his economy negatively. That's definately not overly strong oddses.

So, my take on the banshee change is that it should work towards making HotS even deeper in terms of which builds are viable. I'm looking forward to the results.

*based on the amount of gas mined per minute from a saturated geyser according to Liquipedia


How does that work exactly? You still need a factory and a starport. Cloack won't be out faster than usual.


You're absolutely right =) I'm just establishing that the new cloak shouldn't turn out op. I'm assuming for my post that the current accumulated gas lines up just about perfectly with the cost of every completing building and with cloak, which it won't necessarily do as you said. In that case, one won't even be able to cut time off from the build with the lower cost.
xyzåäö
mostevil
Profile Joined February 2011
United Kingdom611 Posts
June 16 2013 10:11 GMT
#475
On June 16 2013 18:56 Hermanoid wrote:
The math for how much faster cloak comes out in terms of gas is 100 gas / 242.3 gas per min* = 0.4127 min, which is roughly 24.8 seconds.

Assuming a fast and well executed cloaked banshee would normally hit at roughly 6.40, that time now becomes roughly 6.15. For less precise executions, let's assume the time 6.35.

I want to look primarily at the TvP scenario. I think this build here can be seen as a run-of-the mill gateway expand into robo. As can be seen the observer is started at around 6.20 and will be out at 6.50. This gives the terran roughly 15 seconds of time in the P base unchecked by observers, in which he gets a chance to try to do something with a rush tactic that impacts his economy negatively. That's definately not overly strong oddses.

So, my take on the banshee change is that it should work towards making HotS even deeper in terms of which builds are viable. I'm looking forward to the results.

*based on the amount of gas mined per minute from a saturated geyser according to Liquipedia


Ummmm your analysis of the maths is flawed. 640 is to build a banshee and fly it across the map. A faster cloak is only really a factor in the rush if you're proxying it next to their base, which is the strongest argument against shortening the research time, cheaper shouldn't really be a problem.
我的媽和她的瘋狂的外甥都
Big-t
Profile Joined January 2011
Austria1351 Posts
June 16 2013 10:13 GMT
#476
YES! All 3 changes are awesome!
monchi | IdrA | Flash
Hermanoid
Profile Joined March 2011
Sweden213 Posts
June 16 2013 10:16 GMT
#477
On June 16 2013 19:11 mostevil wrote:
Show nested quote +
On June 16 2013 18:56 Hermanoid wrote:
The math for how much faster cloak comes out in terms of gas is 100 gas / 242.3 gas per min* = 0.4127 min, which is roughly 24.8 seconds.

Assuming a fast and well executed cloaked banshee would normally hit at roughly 6.40, that time now becomes roughly 6.15. For less precise executions, let's assume the time 6.35.

I want to look primarily at the TvP scenario. I think this build here can be seen as a run-of-the mill gateway expand into robo. As can be seen the observer is started at around 6.20 and will be out at 6.50. This gives the terran roughly 15 seconds of time in the P base unchecked by observers, in which he gets a chance to try to do something with a rush tactic that impacts his economy negatively. That's definately not overly strong oddses.

So, my take on the banshee change is that it should work towards making HotS even deeper in terms of which builds are viable. I'm looking forward to the results.

*based on the amount of gas mined per minute from a saturated geyser according to Liquipedia


Ummmm your analysis of the maths is flawed. 640 is to build a banshee and fly it across the map. A faster cloak is only really a factor in the rush if you're proxying it next to their base, which is the strongest argument against shortening the research time, cheaper shouldn't really be a problem.


The banshee has 50 sec to fly while cloak is finishing (60 sec build time vs. 110 sec research). It'll have little wasted time as a result. And my point gets through. I'm assuming just about ideal timings to eastablish that the new cloak won't be op.
xyzåäö
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
June 16 2013 10:28 GMT
#478
Hellbats and banshees are both fine, they don't need changing. Both of these changes are pretty terrible. Cloak being cheaper does make sense, so there is no need to delay banshee now to get cloak first.
Scones
Profile Joined June 2012
Wales99 Posts
June 16 2013 10:32 GMT
#479
On June 16 2013 18:24 Rabiator wrote:
Show nested quote +
On June 16 2013 17:53 Scones wrote:
If you think that changing the cloak research cost by 100/100 is gonna be a massive deal and break the game, then you're delusional

Which do you prefer ...
- being harrassed by 1 Banshee OR
- being harrassed by 2 Banshees?

With that reduction in cost you can get an additional Banshee for not that much more compared to now AND cloak arrives 20 seconds earlier.

---

Personally I am happy because Blizzards changes sound really ridiculous and will make the game more volatile. This might be enough for people to realize how badly the game is designed and that pushing sooo much for offense will make "random chance" decide games more than actual playing skill. The other option is that players will be pushed into "overdefending" against harrassment which doesnt come and then lose to the big attack at the front. It is a lose-lose design when it comes to quality, because you can hide stuff too easily on the maps which will favor chance more than skill.


I see what you mean, but they havent been buffed to come out quicker. They wont be arriving faster to your base than they ever have before. They will just be able to cloak a bit faster.
malaan
Profile Joined September 2010
365 Posts
Last Edited: 2013-06-16 10:43:55
June 16 2013 10:43 GMT
#480
Testing this map, double port banshee cheese is absolutely OP. Cloak is done wayyyyyy too soon with way too many banshees out.
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