|
On August 13 2013 08:49 TheRabidDeer wrote:Show nested quote +On August 13 2013 08:45 Shantastic wrote:On August 13 2013 08:37 TheRabidDeer wrote: Didnt they opt to not use that mech change because BC's became too strong late game? That might be different with new Warp Prism speed, Tempests, higher energy Vipers, etc. When was it last tried? I thought it was already during HotS...
The BC becoming too strong was more of a TvT thing last time i remember hence why only the combined armor upgrade was left as it is.
|
On August 13 2013 08:50 A.Alm wrote: Make WM's more expensive or lower their damage and make them 1 supply (so they dont one hit banes f.e)
Buff tanks damage. Don't nerf their damage, that would kinda defeat the concept of a 'mine' unit.
Just make them more gas intensive. The problem with widow mines is that they are too cheap/easy to reproduce. Thats basically it.
|
if they wanted to make mech better why would they buff the zerg unit that stops mech completely?
|
I still don't see the use of the viper honesty. If there was an upgrade that increased abduct range i think that'd be cool for helping zerg not die to void rays as much
|
Where is the Carrier buff o_O come on Daviee T__T
|
On August 13 2013 08:49 Doko wrote:Show nested quote +On August 13 2013 08:02 BronzeKnee wrote:On August 13 2013 07:57 Plansix wrote:On August 13 2013 07:52 BronzeKnee wrote:On August 13 2013 07:49 Sated wrote:On August 13 2013 07:46 Plansix wrote:On August 13 2013 07:44 halfaspider wrote: I don't understand how anyone can pretend like widow mines aren't a huge problem when ONE SHOT of a widow mine often kills 15-20 banelings-- well over 10x the cost of the widow mine with essentially no micro required. Just nerf them. Get better as Starcraft 2 and that won't happen as much. Such all-or-nothing units are bad design. Mines, Oracles, etc. HotS is a clusterfuck compared to WoL. WoL had balance issues, but they would've been relatively easy to fix compared to how hard it would be to fix the design problems that HotS has... I've felt that way since HOTS was released. And don't forget the Viper. With Abduct it is an all or nothing unit. The most important unit on the field right now in TvZ is the Widow, it does the most damage, for both races. How Widow Mines hit decides the battle. I just watched Targa vs ForGG and the hits were very unpredictable, the game has become a coin flip. Either the Mines do a lot of damage to Zerg, or they don't and worse do a lot of damage to Terran. They have way too big an influence on the game and are a terrible substitution for the Siege Tank. Sadly, Blizzard said they believe Mines require more skill than Tanks. All right, and we have moved to design discussions, so this is not longer as awesome as it was. Let the design hate train begin, hopefully the release the test map soon. You might see it as hate, but it comes from a love of SC2. I don't play SC2 much anymore, but I watch it. And I watch a lot less TvZ than I used to because I don't enjoy Bio/Mine/Medivac as much as Marine/Tank/Medivac. What did Blizzard put in the cut scene for HOTS? Was it a bunch of Ultras and Lings charging a statue defended by Widow Mines burrowing and unburrowing and Marines? Nope, it was Siege Tanks and Marines. Because Siege Tanks are epic. They are fun to watch and fun to use. And they are gone in TvZ, save for the times Zerg does some kind of timing. lol, your logic for cinematics is hilarious. That shot probably was nearing final render before the game devs even had a clue of what they were gonna add to terran for hots as far as units, seeing a shreder suddenly pop up in the middle of that ultraling charge would be kind of weird don't you think? carbot animations had a widow mine in the cinematic!! all arguments rendered invalid (i guess). =)
|
On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player.
Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile.
|
On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely?
Welcome to the Blizzard balance team! /smh
|
On August 13 2013 08:53 DavoS wrote: I still don't see the use of the viper honesty. If there was an upgrade that increased abduct range i think that'd be cool for helping zerg not die to void rays as much I'm perplexed. Vipers are amazing vs. both Terran mech and all Protoss compositions. The abduct range is totally fine in my experience; I've lost a lot of every kind of amazing, expensive tech unit to abduct and not killed a lot of Vipers in return.
|
On August 13 2013 08:55 Green_25 wrote:Show nested quote +On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player. Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile.
Vipers do stop mech or atleast kill off their mobility even more as if your caught by the zerg army, your doomed since spearing tanks on the go is quite difficult and time consuming. Early pushes? there are no vipers for "early" mech pushes. The moment the tanks are clumped and you siege, your doomed. Even if you have them moderately clumped/spread e.g. 3 tanks here, 2 there.. 5x binding clouds will take out 50~70% of your firepower straight off the bat.
|
On August 13 2013 08:55 Green_25 wrote:Show nested quote +On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player. Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile.
You must have never seen a maxed 200/200 Terran mech army with 20 tanks with only 2 of the tanks firing vs vipers because Zerg just put down 8 blinding clouds with 4 vipers...
And before you begin to nitpick what i just said, what i just stated above is with the tanks pre-spread apart over almost 1.5 screen lengths.
|
On August 13 2013 04:53 Plansix wrote:Show nested quote +On August 13 2013 04:50 Vindicare605 wrote:On August 13 2013 04:48 pmp10 wrote:On August 13 2013 04:47 Qikz wrote: So they're buff to mech is something that'll benefit bio moreso than mech. again.
God damnit. T_T To be fair - they put the game in such a state that there is no other way. Pardon my language but, BULL SHIT. The reason Mech is viable in TvT and not viable in TvZ and TvP is dumbass poorly designed hard counter units like the Immortal and Viper. Neither of those units need to be as good as they currently are vs Mech, each race has plenty of tools for dealing with Mech based playstyles without them, yet both of them make it so that the Mech player needs to severely outplay his opponent in order to win while maintaining the same immobile highly expensive army that if it dies once means an instant GG. Nerf the Hard Counters, watch Mech suddenly become viable. You don't need to buff anything when nerfs to specific things accomplishes that same job much better. Nerfs suck. They make the game worse, punish people for using units well and only limit the meta game. It is better to buff units to deal with the problems, rather than nerf ones people are already using.
I think the best solutions are combination buff/nerfs, for example rather than just increase Viper starting energy, why not make it so Blinding Cloud also only reduces range of units by 75%, so that it is more accessible but it doesn't counter Mech quite as hard.
And for Immortals, why not reduce their single target damage to armoured to about 35 but give them a very small AOE or piercing shot (hits a unit or two behind the target) so they don't wipe out armoured units so fast, but they open up Protoss's options a lot more since you wouldn't have to invest so heavily for the much needed AOE.
|
I support this mech combined upgrade deal. Exclusively because I want to see more Battlecruisers in all matchups. It just feels so... Terran. Then make BCs immune to abduct and voila, awesome city.
|
On August 13 2013 08:58 avilo wrote:Show nested quote +On August 13 2013 08:55 Green_25 wrote:On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player. Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile. You must have never seen a maxed 200/200 Terran mech army with 20 tanks with only 2 of the tanks firing vs vipers because Zerg just put down 8 blinding clouds with 4 vipers... And before you begin to nitpick what i just said, what i just stated above is with the tanks pre-spread apart over almost 1.5 screen lengths. By that time you should always have a viking squad out. Just keep scanning and always leave some tanks unsieged. With Thor support you should still trade cost efficiently against roach hydra.
See Strelok.
I'm not saying Vipers aren't good against tanks, they are decent, but they aren't game breaking the way swarm hosts are. You can prepare for vipers.
|
On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely?
They want mech to work for TvP, Thus buffing the viper doesnt affect TvP
|
On August 13 2013 08:55 Green_25 wrote:Show nested quote +On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player. Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile.
you know viper is hive tech do you?
|
On August 13 2013 07:38 SarcasmMonster wrote: The only thing left for this thread is for Avilo to show up
I'm already here! And already as confused as the rest of the fanbase why they ever claim to recognize mech needs buffs but then in the very same sentences or interviews or posts state that they are going to make it infinitely worse...-_-
|
On August 13 2013 08:55 Green_25 wrote:Show nested quote +On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player. Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile.
Swarmhosts are not a problem. Swarmhosts just force tanks which than deny the locusts from doing any damage at all if properly positioned. Tanks can even slowly siege forward against swarmhosts. Well, then the Vipers come in, put down a few blinding clouds and all the tanks get overrun by locusts. Or similar things can happen when you think you have enough Tanks against roach/hydra... vipers come in and drop blinding clouds, suddenly everything is dead with the zerg losing hardly anything.
Vipers are THE problem. Similarily to ZvP, they may turn out OK in roach/hydra compositions because those units suck balls and Vipers being superduperawesome balances that out. But if used with any reasonably strong ground unit like ultralisks or swarmhosts against any form of bigger Tankplay (also in bio/tank with something like WoL 3factory style) they just rofl over whole armies.
|
Just nerf widow mines and the game will be balanced.
|
On August 13 2013 09:02 Green_25 wrote:Show nested quote +On August 13 2013 08:58 avilo wrote:On August 13 2013 08:55 Green_25 wrote:On August 13 2013 08:52 Terranist wrote: if they wanted to make mech better why would they buff the zerg unit that stops mech completely? Vipers don't 'stop' mech. They shut down early pushes, but as long as you produce vikings and spread your tanks vipers really aren't that scary as a mech player. Swarmhosts are the problem. As well as mass muta tech switches. Its like PvZ, except mech is even less mobile. You must have never seen a maxed 200/200 Terran mech army with 20 tanks with only 2 of the tanks firing vs vipers because Zerg just put down 8 blinding clouds with 4 vipers... And before you begin to nitpick what i just said, what i just stated above is with the tanks pre-spread apart over almost 1.5 screen lengths. By that time you should always have a viking squad out. Just keep scanning and always leave some tanks unsieged. With Thor support you should still trade cost efficiently against roach hydra. See Strelok. I'm not saying Vipers aren't good against tanks, they are decent, but they aren't game breaking the way swarm hosts are. You can prepare for vipers.
You must have never played any high level mech vs Zerg then. Because blinding cloud can be game breaking against mech, even if you know they have the vipers. You can prepare for vipers and still be in a situation to lose the game if blinding clouds go down on your army.
VS Swarmhosts, if you prepare with siege tank accumulation and then accumulating ravens, you can beat swarmhosts, despite it forcing the game to go on for another half an hour.
And don't get me wrong. Obviously combining armory upgrades will make mech stronger in terms of having vikings with mech...but mech does not need to be stronger against Zerg honestly, it needs to be stronger against Protoss right now, in combination with the tempest/immortal being toned down vs Terran mech and the siege tank being buffed vs Protoss.
|
|
|
|
|
|