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Active: 1311 users

Changes for balance test map live - Page 10

Forum Index > SC2 General
1190 CommentsPost a Reply
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Prime Directive
Profile Joined December 2011
United States186 Posts
August 12 2013 20:36 GMT
#181
A couple of changes to the viper they could make:

-Change the AI so that it doesn't automatically run outside of the cloud.
-Make the cloud affect widow mines

I really like the overseer changes though. Ambivalent about the mech buff.
TheDwf
Profile Joined November 2011
France19747 Posts
August 12 2013 20:37 GMT
#182
On August 13 2013 05:35 pmp10 wrote:
Show nested quote +
On August 13 2013 05:34 TheDwf wrote:
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.

I think his point is that with shared upgrades they would be.

No, they're too one-dimensional.
Iodem
Profile Joined October 2010
United States1173 Posts
August 12 2013 20:37 GMT
#183
On August 13 2013 04:28 SarcasmMonster wrote:
Show nested quote +
On August 13 2013 04:26 Plansix wrote:
Blizzard's plans: Buff everything.

I endorse this plan.


Don't buff Protoss.

I also endorse this plan.

kind of hard when buffing vipers to have full mana means they're now guaranteed to die to feedback in the first engagement.
If you don't like it, you can quit.
Chr15t
Profile Joined March 2011
Denmark1103 Posts
Last Edited: 2013-08-12 20:40:06
August 12 2013 20:38 GMT
#184
HOW is mech suppost to be better if vipers are STRONGER - lol no thats not what is gonna happen.

"neat" changes

Mech in TvP gets little notch up tho.
Insanity: doing the same thing over and over again and expecting different results.
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
Last Edited: 2013-08-12 20:39:01
August 12 2013 20:38 GMT
#185
On August 13 2013 05:27 SarcasmMonster wrote:
Show nested quote +
On August 13 2013 05:26 DinoMight wrote:
I don't understand...

Why not buff blinding cloud, and make it only work against bio?


Then it becomes useless in ZvP


It already is useless in ZvP.

The only unit that's ever worth blinding instead of abducting is Stalkers.

Blinding cloud serves one purpose in this game, countering Siege Tanks and Thors. It has virtually no other use.
aka: KTVindicare the Geeky Bartender
TT1
Profile Blog Joined December 2008
Canada10036 Posts
August 12 2013 20:38 GMT
#186
On August 13 2013 05:36 Prime Directive wrote:
A couple of changes to the viper they could make:

-Change the AI so that it doesn't automatically run outside of the cloud.
-Make the cloud affect widow mines

I really like the overseer changes though. Ambivalent about the mech buff.


this, you dont know how annoying it is having ur units walk forward into fungal range
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
archwaykitten
Profile Joined May 2010
90 Posts
Last Edited: 2013-08-12 20:40:54
August 12 2013 20:38 GMT
#187
On August 13 2013 05:30 TXRaunchy wrote:
Viper buff is unnecessary. They already have the ability to gain energy through that one spell. When HT were spawned with enough energy to do storms, it was deemed as IMBA, thus a nerf to the HT. Why would you buff another spellcaster when you basically nerfed another one for the same thing?


The trouble with High Templar starting with more energy was that they could instantly storm after warping in anywhere on the map. Protoss could instantly defend any of their bases with a quick warp in and storm (backed up by a few warped in zealots) without needing to worry about careful positioning beforehand. They could also instantly re-max a gateway army mid engagement by warping in Templar to the front lines who were able to immediately cast more storms and then morph to archons.

The trouble was with an energy upgrade + warp in + super useful spell, not just the energy upgrade. There are plenty of units that still have an energy upgrade, after all.
Sated
Profile Blog Joined March 2011
England4983 Posts
August 12 2013 20:39 GMT
#188
--- Nuked ---
TheDwf
Profile Joined November 2011
France19747 Posts
August 12 2013 20:41 GMT
#189
On August 13 2013 05:39 Sated wrote:
Show nested quote +
On August 13 2013 05:34 TheDwf wrote:
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.

There are still people who go Mech. I just watched NonY crush one of them.


Sure. But they talk about bio with a lategame "Hellbat transition," except this transition only exists in their heads.
Iodem
Profile Joined October 2010
United States1173 Posts
August 12 2013 20:41 GMT
#190
On August 13 2013 05:36 Prime Directive wrote:
A couple of changes to the viper they could make:

-Change the AI so that it doesn't automatically run outside of the cloud.
-Make the cloud affect widow mines

I really like the overseer changes though. Ambivalent about the mech buff.

The AI is designed for you to run out of the cloud by going towards the zerg army rather than away from it. This is totally detrimental if you're using colossi, because you want to keep them in the back. Having them stay still would keep them out of immediate danger and just be unable to attack.

I agree they should affect widow mines though.
If you don't like it, you can quit.
p14c
Profile Joined May 2010
Vatican City State431 Posts
August 12 2013 20:41 GMT
#191
There is no mech without the Siege Tank. Siege Tank must do 75 damage against Protoss shield at least. Also buffing Vipers hugely affects mech because vipers are hard counter to mech. I hate the fact that this game has too many units that hard counters other units. Terran air is also too slow. (Vikings and BCs are some of the slowest air units in game which is stupid). I don't understand why David Kim hates tanks so much. They were the iconic Terran unit in BW and now are a joke.
Game Over, Man! Game Over!
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 12 2013 20:42 GMT
#192
I have to agree with Dwf I mean there is a reason hellbats were abandoned in TvP shortly thereafter of being nerfed because they are no longer usable in High game play anymore whether they get upgrades with viking helps I still don't see them being viable or better than MMM + Ghost + viking against the late game comp ........
NOFX
Profile Joined April 2013
France32 Posts
Last Edited: 2013-08-12 20:49:59
August 12 2013 20:43 GMT
#193
On August 13 2013 05:35 pmp10 wrote:
Show nested quote +
On August 13 2013 05:34 TheDwf wrote:
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.

I think his point is that with shared upgrades they would be.


Exactly, almost every long PvT macro has at some point vikings and collossi involved, and every good terran upgrade vikings weapons if they're not planing to end the game quickly.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 12 2013 20:43 GMT
#194
On August 13 2013 05:41 TheDwf wrote:
Show nested quote +
On August 13 2013 05:39 Sated wrote:
On August 13 2013 05:34 TheDwf wrote:
On August 13 2013 05:32 NOFX wrote:
Same upgrades for air/mech is actually a good thing for TvP (although it makes the game even simplier, which isn't a good thing in my opinion). Vikings and hellbats having same upgrades make hellbats with blue flame way more viable,
instant 20 3-3-3 chargelots warp in will be less of a problem now.

Hellbats are not even used in lategame TvP at high level.

There are still people who go Mech. I just watched NonY crush one of them.


Sure. But they talk about bio with a lategame "Hellbat transition," except this transition only exists in their heads.

Well the patch isn't live or even possible to play. How could we do it any other way but go "Well if you upgrade vikings, you also get hellbat upgrades. Its almost like your losing money of you don't use them."
I have the Honor to be your Obedient Servant, P.6
TL+ Member
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2013-08-12 20:45:17
August 12 2013 20:43 GMT
#195
I don't think the combined upgrades will change anything with respect to mech. The main issue is that given the state of the game mmm+viking+ghost (TvP) / bio-mine (TvZ) is overall just plain better.

That's not to say it won't be helpful as mech can occassionally work in non-mirror but at equal skill and if the opponent is practiced against it then it really just gets shut down hard (swarm host, viper, immortal, ht, blink, vr/tempest...etc).

Then again, only low masters so I could be way off the mark.
Sissors
Profile Joined March 2012
1395 Posts
August 12 2013 20:44 GMT
#196
On August 13 2013 05:36 Prime Directive wrote:
A couple of changes to the viper they could make:

-Change the AI so that it doesn't automatically run outside of the cloud.
-Make the cloud affect widow mines

I really like the overseer changes though. Ambivalent about the mech buff.

I still think they should change blinding cloud to -5 range roughly, while giving it something like +30/40/50% radius. Effect would be the same for all regular units. Only change then is colossi can still shoot a bit (woopdiedoop, the ones that aren't abucted that is), and siege tanks aren't completely useless. Still they won't like it, but at least their minimum range isn't larger than their maximum range.
Iron_
Profile Joined April 2010
United States389 Posts
August 12 2013 20:44 GMT
#197
Pretty good ideas overall I like it.

1) Having 3 armories simply was not feasible, so the combo of upgrades is good for Terran, and may effect the possible playstyle, which is great. Just one step closer to making the BC useful..... *laughs heartily*.

2) I can see the desire for faster overseers. I only play zerg here and there, but since they are the only mobile detection, I can see this helping out without breaking anything.

3) Can't comment on vipers sadly. In my zerg play I just make ultras since they are so much better than anything else. I was a bit confused with them saying zerg has a disadvantage late game, since I always lose once ultras are out, and pro players resort to guerrilla warfare at that point (drops, many small forces spreading out, etc). Muta ling bling surely gets worse as the game goes on, but why would a zerg not transition into ultras?
Velouria
Profile Joined May 2013
United States78 Posts
August 12 2013 20:45 GMT
#198
Why the fuck would they give a speed upgrade? Why not a vision upgrade of a hex or 2 so they can actually be useful verse widow mines.
hard to explain
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2013-08-12 20:45:57
August 12 2013 20:45 GMT
#199
This is why I love these balance announcements. It's the only time on TL where we can have some civil balance discussion.

Edit: Except for the guy above me who decided to use bad words.
MMA: The true King of Wings
Big J
Profile Joined March 2011
Austria16289 Posts
August 12 2013 20:45 GMT
#200
Wohoo, Overseer speed buff is exactly what I wanted.

Mech Upgrades... totally unnecessary, Mech/Sky compositions absolutely don't struggle with that kind of stuff.

Viper energy buff... That's a completely unnecessary buff for PvZ, one that could be quite huge timingwise (roach/viper or roach/hydra/viper timings). And one that is being done to what-is-maybe-the-strongest-unit-in-that-matchup...
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