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Changes for balance test map live - Page 18

Forum Index > SC2 General
1190 CommentsPost a Reply
Prev 1 16 17 18 19 20 60 Next
Havik_
Profile Joined November 2011
United States5585 Posts
August 12 2013 21:42 GMT
#341
I don't like the full energy Viper, but everything else is good.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
shockaslim
Profile Joined December 2010
United States1105 Posts
August 12 2013 21:43 GMT
#342
On August 13 2013 06:29 Snowbear wrote:
Show nested quote +
On August 13 2013 06:25 shockaslim wrote:
Buff to mech is HUGE when you think about it. You can hit a very nice mech timing since you only need to research two upgrades instead of 3. There is also a much easier transition to sky terran in TvT so we don't have a much longer stalemate period if both players go mech, and the mech player doesn't have to play turtle terran so long if another goes bio.


It won't change the mech timings. The timings will be the same, and with the same strength. It just gives you a better air transition, that's all.


Well, if we are taking mech in the traditional sense then no, those will be the same. But I really do think that Banshee's are very underutilized in the current form of the game outside of TvT and their DPS is really good. Thus, adding banshees to the ball that have +1 can't really hurt.
Dirty Deeds...DONE DIRT CHEAP!!!
Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
August 12 2013 21:45 GMT
#343
Even as a non-zerg I favor the overseer buff simply due to the fact that they are so crucial against the widow mines now. The other two are a little iffy. I feel like we'd see weird +1 hellbat banshee pushes in TvZ all day long. The viper buff is tough to judge. On the one hand, vipers are seemingly underutilized in pro play. However, this will probably be too strong vs mech, sky toss, or colossus heavy compositions.
WriterRecently Necro'd (?)
vesicular
Profile Blog Joined March 2010
United States1310 Posts
August 12 2013 21:46 GMT
#344
Maybe vipers will actually be used against bio now...
STX Fighting!
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-08-12 21:50:07
August 12 2013 21:46 GMT
#345
On August 13 2013 06:39 onPHYRE wrote:
I feel like these changes are very underwhelming. I don't think it will solve the issues Z has with MMMM at all.


Oh no! Some korean terrans won against zergs! There must be a problem because you know... that's unacceptable!

What about faster overseers give better detection vs mines? What about blinding cloud now finally viable? Even without these 2 I think it's pretty fine. And please, no, it's not because some top korean terrans win against zerg that you suddenly have problems vs MMMM. And now you got 2 buffs, so things will be even better.

A few days ago I studied the top 10 korean gm league, and came to the conclusion that the top 10 zergs were doing better against terran than the top 10 terrans against zerg (57,6 % vs 53,9 %)(http://www.teamliquid.net/forum/viewmessage.php?topic_id=424497&currentpage=3)

So your "trouble" against MMMM is pure fiction, and things will go more in your way after these 2 buffs.

Don't get me wrong: I understand the widowmine hate. I would hate it too if I first can 1a myself to victory (WOL), and then suddenly I need to micro, like my opponent (HOTS)! It's like giving candy to someone, every week, and suddenly he has to pay for it. Do you think he will like it?
{ToT}ColmA
Profile Joined November 2007
Japan3260 Posts
August 12 2013 21:46 GMT
#346
viper t2 and swarm host t3, i would like that TT;

that buff for viking upgrades will not help in meching tvp, didnt help in beta too, none retarded protoss dont lose to mech
The only virgins in kpop left are the fans
Absentia
Profile Joined March 2011
United Kingdom973 Posts
August 12 2013 21:46 GMT
#347
It seems absurd that the balance team prefer buffing every single mech/air unit in the terran arsenal to fiddling around with the siege tank. Overseer change will probably make no difference at all.
Fjodorov
Profile Joined December 2011
5007 Posts
August 12 2013 21:47 GMT
#348
They dont want overseers to lag behind mutas but at the same time he says overseers wont be as fast as mutas. Im not able to compute
Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
August 12 2013 21:48 GMT
#349
A prepared Zerg going into vipers will just drain off of extra buildings anyway and have full energy very rapidly after they are produced correct? I'm not a zerg player but this seems like it doesn't make that much of a difference.
WriterRecently Necro'd (?)
Sated
Profile Blog Joined March 2011
England4983 Posts
August 12 2013 21:48 GMT
#350
--- Nuked ---
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-08-12 21:51:59
August 12 2013 21:51 GMT
#351
On August 13 2013 06:48 Sated wrote:
Show nested quote +
On August 13 2013 06:46 Snowbear wrote:
On August 13 2013 06:39 onPHYRE wrote:
I feel like these changes are very underwhelming. I don't think it will solve the issues Z has with MMMM at all.


Oh no! Some korean terrans won against zergs! There must be a problem because you know... that's unacceptable!

What about faster overseers give better detection vs mines? What about blinding cloud now finally viable? Without these 2 I think it's pretty fine. And please, no, it's not because some top korean terrans win against zerg that you suddenly have problems vs MMMM. And now you got 2 buffs, so things will be even better.

A few days ago I studied the top 10 korean gm league, and came to the conclusion that the top 10 zergs were doing better against terran than the top 10 terrans against zerg (57,6 % vs 53,9 %)(http://www.teamliquid.net/forum/viewmessage.php?topic_id=424497&currentpage=3)

So your "trouble" against MMMM is pure fiction, and things will go more in your way after these 2 buffs.

I guess you've never seen the words "small", "sample" and "size" used in a sentence before..?



Oh I did, but those zergs claiming that tvz is sooooo T favoured base their theory on WCS season 2, 1 tournament. They base it on a few games. That's small sample size
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
August 12 2013 21:53 GMT
#352
On August 13 2013 06:47 Fjodorov wrote:
They dont want overseers to lag behind mutas but at the same time he says overseers wont be as fast as mutas. Im not able to compute

he didnt say lag behind mutas specifically. i think he is referring to when your whole army retreats and all the overseers are left behind to die because they are too slow. something we see every game almost.
Noonius
Profile Joined April 2012
Estonia17413 Posts
August 12 2013 21:54 GMT
#353
On August 13 2013 04:33 TheDwf wrote:
"Mech is weak" → Vipers start with full energy. Alright, it makes sense.


I was thinking the same thing

Terran forever | Maru hater forever
Panozen
Profile Joined August 2013
248 Posts
August 12 2013 21:54 GMT
#354
guys guys remember it's for testing, the viper thing has no chance of coming through, just as the fungal immunity didn't...
Swisslink
Profile Joined March 2011
2954 Posts
Last Edited: 2013-08-12 21:57:20
August 12 2013 21:56 GMT
#355
On August 13 2013 06:48 Darkhoarse wrote:
A prepared Zerg going into vipers will just drain off of extra buildings anyway and have full energy very rapidly after they are produced correct? I'm not a zerg player but this seems like it doesn't make that much of a difference.


Makes a difference in ZvT, because the Zerg has no time to waste after the Viper hatched. In ZvP it won't change anything, because there the Zerg has to be prepared and the Viper's full energy.
I kinda like the buff, you don't just waste your Hive tech until you got your Ultralisks/3/3 up, but you have a decent adventage as soon as you get there.

Will probably not be enough to fix the problems entirely, but I think we'll start to see Zerg winning late game against Terran again, good step :-P

On August 13 2013 06:54 Noonius wrote:
Show nested quote +
On August 13 2013 04:33 TheDwf wrote:
"Mech is weak" → Vipers start with full energy. Alright, it makes sense.


I was thinking the same thing




Won't change anything against Mech. The Vipers were full energy anyway in a clash against a Mech army. It really only affects Bio/Mine, imo.
Jintoss
Profile Joined November 2011
Hong Kong117 Posts
August 12 2013 21:57 GMT
#356
On August 13 2013 04:27 renaissanceMAN wrote:
Vipers will full energy? So they didn't learn anything from the HT Amulet upgrade?

The f...

vipers can't be warped in at will.
We are the blades of Aiur
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 12 2013 21:57 GMT
#357
On August 13 2013 06:57 Jintoss wrote:
Show nested quote +
On August 13 2013 04:27 renaissanceMAN wrote:
Vipers will full energy? So they didn't learn anything from the HT Amulet upgrade?

The f...

vipers can't be warped in at will.

+ vipers cant destroy a whole army in 4 clouds. 4 storms? GG
mafaba
Profile Joined April 2013
Germany73 Posts
August 12 2013 21:59 GMT
#358
WHY DOES BLIZZARD WANT TO MAKE MECH VIABLE?
I dont understand, this just doesnt compute in my brain.
Why would you want to buff a playstyle which needs no micro at all and is in general extremly boring to watch?
Battousai13
Profile Joined September 2010
United States638 Posts
August 12 2013 22:00 GMT
#359
Recurring items I see:

1. Non-Zerg players commenting like Zerg can freely get to Hive.
2. Terran mine play critique solely based on the Polt-Jaedong games.
3. Scarce consideration for how rebalancing one of the three legs will affect balance for the two REMAINING legs. Remember that changes to one race affects THREE matchups.

Can everyone please remember that these are proposed changes? Also, for playtest purposes, overbuffing is actually preferable because it helps better expose potential exploits or abuse of a unit/strategy. Blizzard is looking for playtest feedback and everyone is giving theorycrafting.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
August 12 2013 22:01 GMT
#360
On August 13 2013 04:22 TimKim0713 wrote:

1. Overseer speed buff (after upgrade)

TvZ feels quite balanced until the very late game when there are so many skirmishes and so many Widow Mines. We want to keep the really exciting gameplay while finding ways to help out Zerg in those specific battles. Having to micromanage your army in every engagement, morph new Banelings, manage 4-5 (or more) bases, and morph new Overseers can be a bit too much. So we’re going to test giving Overseers a speed buff after the speed upgrade is purchased, so that we keep the early- and mid-game the same while specifically helping out the Zerg in the later stages. They still wouldn't move as fast as say, Mutalisks, but perhaps late game TvZ goes more evenly if Overseers don't lag behind and get killed in most late engagements.



i must be blind or delusional.

every ZvT ive seen the zerg struggling to GET to the late game on even ground not IN the late game on even ground.

the real debate from what ive seen and read is the difficulty and way of surviving the 3/3 v 2/2 aggression. how is that the very late game, what the fuck?

im really really really really really really confused. am i wrong?

Forever ZeNEX.
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