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Opinion on new hellbat nerf patch - Page 8

Forum Index > SC2 General
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Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2013-07-10 12:43:47
July 10 2013 12:42 GMT
#141
On July 10 2013 21:34 Clbull wrote:
Show nested quote +
On July 10 2013 05:56 9-BiT wrote:
You guys are forgetting bio mine needs to be able to fight any reasonable army because mech is unviable in tvz.

Mech is unviable in any matchup, not just TvZ. I have yet to see a meching player survive any sort of early game gateway timing and here are some statistics I can give you to show that the Siege Tank in particular is underpowered

Siege Tank in Brood War. Did 70 Explosive damage or 70 to Large, 52.5 to Medium or 35 to Small.
Siege Tank in SC2 does 35 damage or 50 vs Armored units.

Hydralisks in BW and SC2 have 80 HP. It takes 2 hits to kill a Hydralisk in Brood War and 3 hits to kill one in SC2. Roaches likewise take the same amount of hits to kill. This seriously ups the viability of Roach Hydra massively.

Ultralisks in SC2 not only have 100 more HP (which makes them OP as fuck) but also take less damage from the Siege Tank. An Ultralisk in Brood War took six siege tank shells to kill. An Ultralisk in StarCraft II takes ten siege tank shells to kill. This assumes equal upgrades and not the 5-3 that Ultralisk players usually go for.

Anybody who has ever tried to fight Ultralisks with a late game Mech or MMMM comp knows it's like trying to fight a fucking mountain. Not even twenty Marauders can burn down Ultralisks quickly enough to not get closed down and slaughtered. The amount of micro required to even trade equally let alone efficiently against a flurry of 11+ Ultralisks with ling reinforcements roaring straight at you is such that only a godlike player like Flash or Innovation can pull it off. Even if you had made several Banshees, you'd likely not get the Ship Weapons upgrade because you need to get Vehicle Weapons and Vehicle Plating to bolster up your Mech army and you'd watch six ships in the air tickling something that bulldozes your base.

Immortals have 200 Life and 100 Shields, However, their Hardened Shields ability mean they take up to 10 damage from a higher hitting ability. This means that an Immortal takes FOURTEEN Siege Tank shells to kill.

Then there's the Colossus which has 200 Life and 150 Shields, taking seven shells to kill. Compare this to the Reaver which only took three and due to its much slower speed pretty much had to be drop microed.

Compare that to the Archon which had 360 effective HP (10 Life and 350 Shields.) In Brood War they took six shells to kill. In StarCraft II they take ELEVEN to kill. They are the second tankiest unit against the Siege Tank, second only to the Immortal.

And what about the Stalker and Dragoon? Stalkers have 20 less effective HP with 20 less Life than a Dragoon yet they take four hits to kill unlike the Dragoon's three. Why is this? Siege Tank damage got over-nerfed. Worse, Dragoons had borderline-retarded AI pathing and Stalkers not only have decent AI but can also Blink, instantly entering the Dead Zone of Siege Tanks.

It's much like a Rogue vs a Hunter pre-Wrath.


you cant compare 1 supply 75/25 cost hydras with SC2 hydras. per supply and cost you had a lot more hydras than now so no 1:1 comparison.

same goes for ultralisks. per supply they have a lot less hp than in BW (and since you are pretty much always maxed when going ultras supply matters, not only cost).

i am all for a tank buff that helps mech in TvP. just give them +15 or so to shields. wouldnt mess up TvT and TvZ. which probably would need to be an upgrade to not make 1 1 1 with better ravens and free siege mode and cheaper cloak AND +15 to shields OP.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
July 10 2013 12:52 GMT
#142
On July 10 2013 04:19 Lock0n wrote:
TvP is getting hit hard, won't be suprised to see most Terrans revert back to the 14 minute SCV all in train, cos Protoss have a even bigger advantage now than they had previously. Win rates will start to lean towards Protoss until 60-40, before Blizzard realises they broke the matchup and buff ghosts.


It'll suck but I doubt things will get that bad.
ProgamerAustralian alcohol user follow @iaguzSC2
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2013-07-10 14:23:17
July 10 2013 14:20 GMT
#143
On July 10 2013 21:42 Decendos wrote:
Show nested quote +
On July 10 2013 21:34 Clbull wrote:
On July 10 2013 05:56 9-BiT wrote:
You guys are forgetting bio mine needs to be able to fight any reasonable army because mech is unviable in tvz.

Mech is unviable in any matchup, not just TvZ. I have yet to see a meching player survive any sort of early game gateway timing and here are some statistics I can give you to show that the Siege Tank in particular is underpowered

Siege Tank in Brood War. Did 70 Explosive damage or 70 to Large, 52.5 to Medium or 35 to Small.
Siege Tank in SC2 does 35 damage or 50 vs Armored units.

Hydralisks in BW and SC2 have 80 HP. It takes 2 hits to kill a Hydralisk in Brood War and 3 hits to kill one in SC2. Roaches likewise take the same amount of hits to kill. This seriously ups the viability of Roach Hydra massively.

Ultralisks in SC2 not only have 100 more HP (which makes them OP as fuck) but also take less damage from the Siege Tank. An Ultralisk in Brood War took six siege tank shells to kill. An Ultralisk in StarCraft II takes ten siege tank shells to kill. This assumes equal upgrades and not the 5-3 that Ultralisk players usually go for.

Anybody who has ever tried to fight Ultralisks with a late game Mech or MMMM comp knows it's like trying to fight a fucking mountain. Not even twenty Marauders can burn down Ultralisks quickly enough to not get closed down and slaughtered. The amount of micro required to even trade equally let alone efficiently against a flurry of 11+ Ultralisks with ling reinforcements roaring straight at you is such that only a godlike player like Flash or Innovation can pull it off. Even if you had made several Banshees, you'd likely not get the Ship Weapons upgrade because you need to get Vehicle Weapons and Vehicle Plating to bolster up your Mech army and you'd watch six ships in the air tickling something that bulldozes your base.

Immortals have 200 Life and 100 Shields, However, their Hardened Shields ability mean they take up to 10 damage from a higher hitting ability. This means that an Immortal takes FOURTEEN Siege Tank shells to kill.

Then there's the Colossus which has 200 Life and 150 Shields, taking seven shells to kill. Compare this to the Reaver which only took three and due to its much slower speed pretty much had to be drop microed.

Compare that to the Archon which had 360 effective HP (10 Life and 350 Shields.) In Brood War they took six shells to kill. In StarCraft II they take ELEVEN to kill. They are the second tankiest unit against the Siege Tank, second only to the Immortal.

And what about the Stalker and Dragoon? Stalkers have 20 less effective HP with 20 less Life than a Dragoon yet they take four hits to kill unlike the Dragoon's three. Why is this? Siege Tank damage got over-nerfed. Worse, Dragoons had borderline-retarded AI pathing and Stalkers not only have decent AI but can also Blink, instantly entering the Dead Zone of Siege Tanks.

It's much like a Rogue vs a Hunter pre-Wrath.


you cant compare 1 supply 75/25 cost hydras with SC2 hydras. per supply and cost you had a lot more hydras than now so no 1:1 comparison.

same goes for ultralisks. per supply they have a lot less hp than in BW (and since you are pretty much always maxed when going ultras supply matters, not only cost).

i am all for a tank buff that helps mech in TvP. just give them +15 or so to shields. wouldnt mess up TvT and TvZ. which probably would need to be an upgrade to not make 1 1 1 with better ravens and free siege mode and cheaper cloak AND +15 to shields OP.


I would honestly be for an across-the-board buff to tanks, they're so underwhelming in SC2 and they were like THE defining unit of BW, at least for me.

I wouldn't have a problem with 150/100/2 siege tanks that did 70 damage vs armored, but I guarantee that other units would have to be nerfed to make that happen. There are enough tools available to the other races that Tanks themselves wouldn't be that bad, but the marines and marauders right now are too beefy, Terran would be unstoppable.

In BW, Siege Tanks were like the only hands-down GOOD unit Terran had. They were critical in all 3 MU, Terran just could not function without them.

In SC2, that unit is the Marine.

Personally, I think the Marine is boring as fuck and would kill to have oldskool siege tanks back.

Though... I've been on this campaign for years, and I seem to be the only one.
As it turns out, marines don't actually cost any money -Jinro
Plansix
Profile Blog Joined April 2011
United States60190 Posts
July 10 2013 14:24 GMT
#144
On July 10 2013 00:52 avilo wrote:
Show nested quote +
On July 09 2013 22:39 Liquid`Jinro wrote:
Ah damn you are right, I was sure they were 1 supply for some odd reason.

Well..

They should be 1 supply.

Except they are already absurd vs zerg. How do we make them 1 supply but not fuck zerg up anymore than needed...


I urged them over and over during the beta to test the mine at 1 supply and tweak it's stats accordingly. They refused


Having already seen the mass mines and PF non-sense that QXC was pulling a while ago, Blizzard made the right call. The last thing we need is 100 seperate mines running around supporting 40 supply in BC.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
imre
Profile Blog Joined November 2011
France9263 Posts
July 10 2013 14:27 GMT
#145
On July 10 2013 23:24 Plansix wrote:
Show nested quote +
On July 10 2013 00:52 avilo wrote:
On July 09 2013 22:39 Liquid`Jinro wrote:
Ah damn you are right, I was sure they were 1 supply for some odd reason.

Well..

They should be 1 supply.

Except they are already absurd vs zerg. How do we make them 1 supply but not fuck zerg up anymore than needed...


I urged them over and over during the beta to test the mine at 1 supply and tweak it's stats accordingly. They refused


Having already seen the mass mines and PF non-sense that QXC was pulling a while ago, Blizzard made the right call. The last thing we need is 100 seperate mines running around supporting 40 supply in BC.


it's hilarious at least.
Zest fanboy.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
July 10 2013 14:30 GMT
#146
On July 10 2013 23:27 sAsImre wrote:
Show nested quote +
On July 10 2013 23:24 Plansix wrote:
On July 10 2013 00:52 avilo wrote:
On July 09 2013 22:39 Liquid`Jinro wrote:
Ah damn you are right, I was sure they were 1 supply for some odd reason.

Well..

They should be 1 supply.

Except they are already absurd vs zerg. How do we make them 1 supply but not fuck zerg up anymore than needed...


I urged them over and over during the beta to test the mine at 1 supply and tweak it's stats accordingly. They refused


Having already seen the mass mines and PF non-sense that QXC was pulling a while ago, Blizzard made the right call. The last thing we need is 100 seperate mines running around supporting 40 supply in BC.


it's hilarious at least.

I don't want to think of a world where terran could build 100 widow mines(even balanced at one suppy) and still have 100 more supply to fuck around with.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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