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Changes for balance test map live - Page 25

Forum Index > SC2 General
1190 CommentsPost a Reply
Prev 1 23 24 25 26 27 60 Next
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
August 12 2013 23:51 GMT
#481
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.
Green_25
Profile Joined June 2013
Great Britain696 Posts
August 12 2013 23:52 GMT
#482
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.
Terranist
Profile Blog Joined March 2009
United States2496 Posts
August 12 2013 23:52 GMT
#483
if they wanted to make mech better why would they buff the zerg unit that stops mech completely?
The Show of a Lifetime
DavoS
Profile Blog Joined October 2012
United States4605 Posts
August 12 2013 23:53 GMT
#484
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
"KDA is actually the most useless stat in the game" Aui_2000
shin_toss
Profile Joined May 2010
Philippines2589 Posts
August 12 2013 23:54 GMT
#485
Where is the Carrier buff o_O come on Daviee T__T
AKMU / IU
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
August 12 2013 23:55 GMT
#486
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). =)
Green_25
Profile Joined June 2013
Great Britain696 Posts
August 12 2013 23:55 GMT
#487
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.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
August 12 2013 23:55 GMT
#488
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
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
August 12 2013 23:57 GMT
#489
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.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
Last Edited: 2013-08-12 23:59:11
August 12 2013 23:57 GMT
#490
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.
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 12 2013 23:58 GMT
#491
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.
Sup
Myrddraal
Profile Joined December 2010
Australia937 Posts
August 12 2013 23:58 GMT
#492
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.
[stranded]: http://www.indiedb.com/games/stranded
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
August 12 2013 23:59 GMT
#493
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.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Green_25
Profile Joined June 2013
Great Britain696 Posts
August 13 2013 00:02 GMT
#494
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.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
August 13 2013 00:02 GMT
#495
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
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
August 13 2013 00:03 GMT
#496
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?
The mind is like a parachute, it doesnt work unless its open. - Zappa
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 13 2013 00:04 GMT
#497
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...-_-
Sup
Big J
Profile Joined March 2011
Austria16289 Posts
August 13 2013 00:05 GMT
#498
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.
LittleRedBoy
Profile Joined April 2011
United States229 Posts
August 13 2013 00:06 GMT
#499
Just nerf widow mines and the game will be balanced.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2013-08-13 00:07:53
August 13 2013 00:06 GMT
#500
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.
Sup
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