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Call to Action: June 14 Balance Testing - Page 6

Forum Index > SC2 General
625 CommentsPost a Reply
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hitpoint
Profile Joined October 2010
United States1511 Posts
June 14 2013 19:44 GMT
#101
Banshee buff isn't needed.
It's spelled LOSE not LOOSE.
Nightwishone
Profile Joined July 2012
Italy391 Posts
June 14 2013 19:47 GMT
#102
PLEASE banshees have been useless for far too long, let them be buffed. Maybe the cloak buff is not that good because it leads to more all ins, but terrans need a good air unit who can hit ground. Battlecruisers are mostly useless.
TaeJa IS a bonjwa. TLO - Scarlett - Snute - MaNa - HerO - TeamLiquid fighting!
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-06-14 20:01:32
June 14 2013 19:49 GMT
#103
I loathe Banshees. But, I have been thinking recently that I hardly see them anymore. And much as I loathed them as a Protoss, they were a cool unit in WOL. I do think, though, that 100/100 is too cheap for what cloak gives the Banshee. (The reduction in research time and half price may also be a bit much.) That said, DK has said before that changes on the balance map are usually extreme versions of what may eventually go through. A future cost of 150/150 will probably be alright with me.

Weaker HB are fine with me. Time for Terrans, in TvT, to explore other openings. And weaker HB drops for everyone else. Yay!

I like the WP change. A speed prism with the extra HP (from the older patch) did not make much sense too early in the game.

Still, if Protoss is indeed weaker at the highest levels, as suggested by DK, I'm still waiting on that slight Stalker buff!
KT best KT ~ 2014
pmp10
Profile Joined April 2012
3347 Posts
Last Edited: 2013-06-14 19:53:22
June 14 2013 19:52 GMT
#104
I doubt this will do much good.
Especially the banshee change as it will affect only TvT and may be as bad as hellbats.
This is not the right way to compensate terrans for hellbat nerf.
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2013-06-14 19:54:20
June 14 2013 19:53 GMT
#105
This change breaks PvT. The standard Protoss 1 gate expand (gate core nexus gate gate robo) pops its first observer at 7:15. A gas-first Terran build can pop a banshee at 6:25 and finish cloak by 6:55. You can't even 1-gate expo anymore without dying or leaving yourself very vulnerable by making the robo before your second and third gates. Even if you do this, you have to produce three obs and the first two can't scout or Terran can just wreck your econ by bouncing between mineral patches as the banshee is faster than the observer. The fact that it's now mandatory to spend 150 gas to defend against the potential of 100 gas cloak is ridiculous.

I dunno how you're supposed to defend against the banshee at all on maps with a large distance between the main and natural mineral lines like Akilon wastes. The banshee can just head for the base where your observer isn't and kill a lot of probes.

You can't quite get 6:55 cloak on 1 gas, but you can take the second gas very late and then take the SCVs out afterwards. Before you had to take the second gas much earlier, losing more mineral income. That combined with the 200 mineral cost of the research meant your expansion was delayed a lot. Now you can mine more minerals and the research only costs 100 minerals so you can start an expansion way earlier. This build also conveniently gets cloak early enough to squash any void ray or immortal allins.
ooDi
Profile Blog Joined August 2010
Canada170 Posts
June 14 2013 19:53 GMT
#106
The thing is, when terran gets hellbats to mix in with their bio army (as in tvp), they only get reactor fact, not techlab. This change in hellbat will probably have to have terrans build another factory (which a huge nerf because it will mess up the composition and requiring an extra factory). (To all those saying you can swap the factory, look the widow mine upgrade in tvz. All the pros get an extra factory for the tech lab. Same will be the case with hellbats)
"Believe you can and you're halfway there." @UR_ooDi www.twitch.tv/ooDi_sc
sacade
Profile Joined January 2013
166 Posts
June 14 2013 19:54 GMT
#107
I would love to see more banshees. It's a micro heavy unit really fun to see.
The other changes look good too. Hellbat will make a little more sense with that.
ooDi
Profile Blog Joined August 2010
Canada170 Posts
June 14 2013 19:56 GMT
#108
On June 15 2013 04:53 Xequecal wrote:
This change breaks PvT. The standard Protoss 1 gate expand (gate core nexus gate gate robo) pops its first observer at 7:15. A gas-first Terran build can pop a banshee at 6:25 and finish cloak by 6:55. You can't even 1-gate expo anymore without dying or leaving yourself very vulnerable by making the robo before your second and third gates. Even if you do this, you have to produce three obs and the first two can't scout or Terran can just wreck your econ by bouncing between mineral patches as the banshee is faster than the observer. The fact that it's now mandatory to spend 150 gas to defend against the potential of 100 gas cloak is ridiculous.

I dunno how you're supposed to defend against the banshee at all on maps with a large distance between the main and natural mineral lines like Akilon wastes. The banshee can just head for the base where your observer isn't and kill a lot of probes.

You can't quite get 6:55 cloak on 1 gas, but you can take the second gas very late and then take the SCVs out afterwards. Before you had to take the second gas much earlier, losing more mineral income. That combined with the 200 mineral cost of the research meant your expansion was delayed a lot. Now you can mine more minerals and the research only costs 100 minerals so you can start an expansion way earlier. This build also conveniently gets cloak early enough to squash any void ray or immortal allins.


If you see a gas first from Terran, why would you get 2 extra gate b4 robo in this case then. A single extra gate and a robo will surely block the banshee
"Believe you can and you're halfway there." @UR_ooDi www.twitch.tv/ooDi_sc
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
June 14 2013 19:56 GMT
#109
On June 15 2013 04:22 Waxangel wrote:
1/1/1 is still dead with this change, I'm sad


I'm not. Not one iota of a little bit.
KT best KT ~ 2014
Greenei
Profile Joined November 2011
Germany1754 Posts
June 14 2013 19:57 GMT
#110
as a terran i am content with these changes.
IMBA IMBA IMBA IMBA IMBA IMBA
{ToT}ColmA
Profile Joined November 2007
Japan3260 Posts
June 14 2013 19:58 GMT
#111
tbh....better dealing with banshee than hellbats -_- i hate the feeling i need to go hellbat in tvt, i think its good to implement the ignite upgrade into hellbat usage, sadly hellbats still can be healed (its retarded) plus medivac speed doesnt cost shit (which is stupid)

would like to see a small buff for infestor (infested terrans) and some nerf to swarmhost, dont know bout toss, 90% on the ladder are cheesy ********** -_-
The only virgins in kpop left are the fans
Xequecal
Profile Joined October 2010
United States473 Posts
June 14 2013 19:58 GMT
#112
On June 15 2013 04:56 ooDi wrote:
If you see a gas first from Terran, why would you get 2 extra gate b4 robo in this case then. A single extra gate and a robo will surely block the banshee


Remind me how you reliably scout the fact that Terran took gas first? You're aware they block their ramp, right?
Sentient42
Profile Joined December 2012
United States69 Posts
June 14 2013 20:04 GMT
#113
On June 15 2013 04:58 Xequecal wrote:
Show nested quote +
On June 15 2013 04:56 ooDi wrote:
If you see a gas first from Terran, why would you get 2 extra gate b4 robo in this case then. A single extra gate and a robo will surely block the banshee


Remind me how you reliably scout the fact that Terran took gas first? You're aware they block their ramp, right?


You can get a really good idea if it was gas first based on how quickly it is walled off. If the 2nd supply depot is finished or still building.
Sissors
Profile Joined March 2012
1395 Posts
June 14 2013 20:05 GMT
#114
You are aware that on most maps it is pretty much impossible to block your ramp in time, not to mention when the terran takes fast gas + fast second depot for wall + a fast second gas, I am fairly sure you can handle taking a bit of damage from a banshee. And you still got your hallucinated phoenix scout, and you also have planetary nexus. Yeah you might lose some probes, but you should also be miles ahead with the economic damage the terran took with his BO.
ACrow
Profile Joined October 2011
Germany6583 Posts
June 14 2013 20:05 GMT
#115
I don't agree with the Banshee buff. The only reason they are not being used right now is that hellbats and widow mine drops are just so much better. If they want to buff Terran to compensate, which I could agree with, it should be done at the late game, i.e. by buffing siege tank damage.
Get off my lawn, young punks
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 14 2013 20:06 GMT
#116
On June 15 2013 04:58 Xequecal wrote:
Show nested quote +
On June 15 2013 04:56 ooDi wrote:
If you see a gas first from Terran, why would you get 2 extra gate b4 robo in this case then. A single extra gate and a robo will surely block the banshee


Remind me how you reliably scout the fact that Terran took gas first? You're aware they block their ramp, right?

When has this been a problem in the last two years? If you don't get in, there are like 20 other ways to scout, including expansion timings.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
aksfjh
Profile Joined November 2010
United States4853 Posts
June 14 2013 20:12 GMT
#117
I like the banshee change. It's a good unit to tweak, since it has a relatively high skill ceiling.
Bahajinbo
Profile Joined May 2012
Germany488 Posts
June 14 2013 20:13 GMT
#118
I also don't agree with the banshee buff. Reduced research time for cloak is completely fine, but 100/100 is far too cheap. One of both is enough.

I still don't see a muta nerf? Damn, my wishes never come true.
Vindicare605
Profile Blog Joined August 2011
United States16084 Posts
June 14 2013 20:16 GMT
#119
On June 15 2013 04:39 Sn0_Man wrote:
Very close to Yes, Yes, Yes.

I put no for the banshee changes not because I don't think they are warranted, but because I think its a bit too big.

EITHER 100/100 OR 150/150 with the time reduction. I don't like 100/100 AND the shorter time.

I guess that is what these maps are for though.


Bingo.

They want to try out an extreme version of the change for purposes of testing and then tone it back later if they don't like what they see perfect example being what they just did with Warp Prisms.
aka: KTVindicare the Geeky Bartender
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 14 2013 20:17 GMT
#120
On June 15 2013 05:12 aksfjh wrote:
I like the banshee change. It's a good unit to tweak, since it has a relatively high skill ceiling.

Plus there is a certain tension to cloaked banshees that I miss. Sure, I hated them and felt a little joy every time they died, but I still miss them. They brought the fear that they would ruin you, but that you could deal with them if you were on the ball.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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