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Changes for balance test map live - Page 28

Forum Index > SC2 General
1190 CommentsPost a Reply
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Krogan
Profile Joined January 2011
Sweden375 Posts
August 13 2013 01:12 GMT
#541
I don't think Blizzard has thought for even a second that Viper starting with full energy would make it into the game, Blizzard is very open about that prefer taking something weak and making it OP to then dial it back during testing.

What the Viper "test" should tells us is that Blizzard is really not satisfied with how the Viper is used in the current meta game. Personally I think it comes down mostly to that it's the hardest of all hots units to use and lets face it, terrans never learned to use ravens in 2 years time.
SsDrKosS
Profile Joined March 2013
330 Posts
August 13 2013 01:13 GMT
#542
On August 13 2013 10:01 RowdierBob wrote:
Show nested quote +
On August 13 2013 09:33 SsDrKosS wrote:
On August 13 2013 09:23 RowdierBob wrote:
Anyone think a better Viper buff would have been to give blinding cloud a larger diameter (similar to dark swarm in BW)?

From my perspective, the full energy buff really only makes for stronger roach/hydra/viper timing attacks (granted these will be pretty brutal for protosses to hold).


Did you know that Viper used to have Blinding cloud with bigger radius?
It was nerfed because it was OP. PURE OP.


How long ago was this though? Was it early on in HoTS/HoTS Beta? I think the game has advanced quite a bit since then. Abduct is a good spell but blinding cloud feels pretty limited right now (relative to the viper investment). If they buffed blinding cloud's radius/diameter I think it could make ZvT and ZvP much more interesting. Could even warrant more viper play in late game ZvZ.


I think If the radius to be buffed, we need to reduce the duration to 10 sec or less.
It's already too painful to watch mech getting destroyed so easily.
But with reduced duration and increased radius,
it will does greatly against bio and other matches which moves fast and escapes cloud easily.

And I still say, NO energy buff (is that a buff thought? ).
tsango
Profile Joined July 2011
Australia214 Posts
August 13 2013 01:14 GMT
#543
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...


My first thoughts exactly...
Being able to warp in a storm was pretty broken, but spawning with full energy to abduct or cloud the opponent somehow isnt?
Perhaps vipers need an upgrade like pathogen glands where they start with say +25 energy.
Full energy really does sounds a bit strong to me.
If you dont like something, then that should be reason enough to try and change it
SsDrKosS
Profile Joined March 2013
330 Posts
August 13 2013 01:19 GMT
#544
On August 13 2013 10:14 tsango 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...


My first thoughts exactly...
Being able to warp in a storm was pretty broken, but spawning with full energy to abduct or cloud the opponent somehow isnt?
Perhaps vipers need an upgrade like pathogen glands where they start with say +25 energy.
Full energy really does sounds a bit strong to me.

To ALL people who wants an energy upgrade for viper.

WHERE can I research that? viper tower?
viper has no building... (don't say spire or hive)

Viper don't need energy upgrade. with the resources for research, I rather make another one.
sparklyresidue
Profile Joined August 2011
United States5523 Posts
August 13 2013 01:19 GMT
#545
On August 13 2013 10:14 tsango 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...


My first thoughts exactly...
Being able to warp in a storm was pretty broken, but spawning with full energy to abduct or cloud the opponent somehow isnt?
Perhaps vipers need an upgrade like pathogen glands where they start with say +25 energy.
Full energy really does sounds a bit strong to me.

Firstly, it's a test map PROPOSITION. Secondly, Vipers are not equal to High Templar, and thirdly, game balance is not achieved by looking at other races' counterpart units and comparing numbers.
Like Tinkerbelle, I leave behind a sparkly residue.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
August 13 2013 01:20 GMT
#546
On August 13 2013 10:14 tsango 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...


My first thoughts exactly...
Being able to warp in a storm was pretty broken, but spawning with full energy to abduct or cloud the opponent somehow isnt?
Perhaps vipers need an upgrade like pathogen glands where they start with say +25 energy.
Full energy really does sounds a bit strong to me.


No an energy upgrade would be useless. Vipers do just fine with consume if your macro is decent, and you don't really get vipers in large quantities either.

I don't think they should go the route of messing with viper energy acquisition at all. If they're going the route of tweaking the viper I think the best change for them would be:

- Move Vipers to lair tech

- Make abduct a hive upgrade
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
August 13 2013 01:22 GMT
#547
Interesting ideas. But if they buff mech, and vipers with full energy and drop cloud or abduct GG army
GoodSirTets
Profile Joined June 2012
Canada200 Posts
August 13 2013 01:23 GMT
#548
lmao, terran week in only one area, must buff as a priority
High Diamond/ Low Masters :^)
Armada Vega
Profile Joined January 2011
Canada120 Posts
Last Edited: 2013-08-13 01:25:34
August 13 2013 01:23 GMT
#549
I feel like I'm the only one who thinks the problem lies with the thor and mech vs protoss air. if goliaths were back and more money could be pumped into mech units and ghosts, I think it would buff mech production without out actually making mech produce units faster. Also goliaths were the same supply as tanks, you could cover more area then even 4 thors of equal supply

Factory shouldn't have a tier 3 unit that decides if protoss air units counters all mech or not. 5 thors take up 30 army supply, thats 30 supply that isn't tanks, hellions, mines or ghosts. if terran had a soft counter to air like goliaths, the match up would be more dynamic and more stable.

This also includes an easier way to snipe observers so widow mines work against protoss. A goliath is more significanltly worth the investment than vikings.
twitter: @ArmadaVega
TeamBanished
Profile Joined September 2011
United States301 Posts
August 13 2013 01:24 GMT
#550
On August 13 2013 10:20 FrostedMiniWheats wrote:
Show nested quote +
On August 13 2013 10:14 tsango wrote:
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...


My first thoughts exactly...
Being able to warp in a storm was pretty broken, but spawning with full energy to abduct or cloud the opponent somehow isnt?
Perhaps vipers need an upgrade like pathogen glands where they start with say +25 energy.
Full energy really does sounds a bit strong to me.


No an energy upgrade would be useless. Vipers do just fine with consume if your macro is decent, and you don't really get vipers in large quantities either.

I don't think they should go the route of messing with viper energy acquisition at all. If they're going the route of tweaking the viper I think the best change for them would be:

- Move Vipers to lair tech

- Make abduct a hive upgrade



Good Point, I like the viper moving to Lair tech and abduct a hive upgrade. Maybe at spire?
For Aiur
SsDrKosS
Profile Joined March 2013
330 Posts
August 13 2013 01:25 GMT
#551
On August 13 2013 10:20 FrostedMiniWheats wrote:
Show nested quote +
On August 13 2013 10:14 tsango wrote:
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...


My first thoughts exactly...
Being able to warp in a storm was pretty broken, but spawning with full energy to abduct or cloud the opponent somehow isnt?
Perhaps vipers need an upgrade like pathogen glands where they start with say +25 energy.
Full energy really does sounds a bit strong to me.


No an energy upgrade would be useless. Vipers do just fine with consume if your macro is decent, and you don't really get vipers in large quantities either.

I don't think they should go the route of messing with viper energy acquisition at all. If they're going the route of tweaking the viper I think the best change for them would be:

- Move Vipers to lair tech

- Make abduct a hive upgrade


Wait! I have great Idea!
make viper morphing from Mutas!!! 25, 75 and 10~20 sec morph (or 0,100 but that sounds bad)
Abduct UNLOCKS at hive tech. (no upgrade for viper which has NO BUILDING)
11B
Profile Joined March 2010
United States188 Posts
Last Edited: 2013-08-13 01:29:36
August 13 2013 01:28 GMT
#552
So you mean you want WM to deal:
40vs bio
+40 vs armored
+35 shield?
That's quite weird... having so many varience..


I wan't WMs to deal (vs Zerg):

40 vs bio (Hydra)
20 vs zerglings (50% of 40)
80 vs armored (Roach/Ultra)

Or I suppose an easier way to do it would be 1 single WM could do roughly 50% damage to all units, i.e., Ling, Roach, Hydra, Muta, Queen, Ovies/Overseer, and SH. the exception being Ultra. More thought would have to go into that specific.

But TBH, that's still OP in my opinion but at least 100000000000000000000% better than the current state of things.
LoL....Pogue
SsDrKosS
Profile Joined March 2013
330 Posts
August 13 2013 01:33 GMT
#553
On August 13 2013 10:28 11B wrote:
Show nested quote +
So you mean you want WM to deal:
40vs bio
+40 vs armored
+35 shield?
That's quite weird... having so many varience..


I wan't WMs to deal (vs Zerg):

40 vs bio (Hydra)
20 vs zerglings (50% of 40)
80 vs armored (Roach/Ultra)

Or I suppose an easier way to do it would be 1 single WM could do roughly 50% damage to all units, i.e., Ling, Roach, Hydra, Muta, Queen, Ovies/Overseer, and SH. the exception being Ultra. More thought would have to go into that specific.


man, you can't make a unit that does soooo many various attack dmg.
and remember that it has 5 range, 1.5 delay (and you can see them during that time), and 40 seconds cool down.
how about my suggestion? make the attack non-spell? then, you can blind cloud them :D

Currently, MASS WM in the mid-late game is the concern. and I think Overseer buff will help a lot.
utilize your detector more.
Armada Vega
Profile Joined January 2011
Canada120 Posts
Last Edited: 2013-08-13 01:40:52
August 13 2013 01:39 GMT
#554
delete post
twitter: @ArmadaVega
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-08-13 01:45:44
August 13 2013 01:45 GMT
#555
deleted post too :D
Phoobie
Profile Joined December 2010
Canada120 Posts
August 13 2013 01:45 GMT
#556
On August 13 2013 10:39 Armada Vega wrote:
delete post


Or what if we replaced the Widow Mine with a Widow Maker, similar model to the current Widow Mine except it hovers over the ground and has no attack and cannot burrow.

Spawns with 2 Mine charges, using a charge plants a Widow Mine at the target area that lasts indefinitely and provides a small radius of vision, Mines trigger when an enemy unit is within 3 range and deal let's say 50-80 damage in a small AOE.

Widow Makers can replenish Widow Mines in a similar fasion to Carriers building interceptors at a small mineral Cost.

hey, a guy can dream can't he
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 13 2013 01:46 GMT
#557
On August 13 2013 10:33 SsDrKosS wrote:
Show nested quote +
On August 13 2013 10:28 11B wrote:
So you mean you want WM to deal:
40vs bio
+40 vs armored
+35 shield?
That's quite weird... having so many varience..


I wan't WMs to deal (vs Zerg):

40 vs bio (Hydra)
20 vs zerglings (50% of 40)
80 vs armored (Roach/Ultra)

Or I suppose an easier way to do it would be 1 single WM could do roughly 50% damage to all units, i.e., Ling, Roach, Hydra, Muta, Queen, Ovies/Overseer, and SH. the exception being Ultra. More thought would have to go into that specific.


man, you can't make a unit that does soooo many various attack dmg.
and remember that it has 5 range, 1.5 delay (and you can see them during that time), and 40 seconds cool down.
how about my suggestion? make the attack non-spell? then, you can blind cloud them :D

Currently, MASS WM in the mid-late game is the concern. and I think Overseer buff will help a lot.
utilize your detector more.

If you make it a non-spell then it wont break through immortals Harden Shields.
NPF
Profile Joined May 2010
Canada1635 Posts
Last Edited: 2013-08-13 01:52:56
August 13 2013 01:49 GMT
#558
Someone had proposed earlier in the thread to make Blinding cloud something like -5 range radius, thus marine become close to melee and tanks still have a bit of range and you could still have a small buffer of hellbats and tanks taking on Swarm Host locust with medivacs to heal.

How to get medivacs, start playing with bio and doom drop all your forces when you want to transition and boost out your medivacs. This is all low level theory crafting, but making blinding cloud -5 range would still let a tank have 7 range, which is one more then a Stalker or range upgraded Hydralisk.

So then there would be a reason to go mech even with Swarm Host Vipers instead of just sticking with bio.

edit : maybe another random zerg buff with the overseer is make changelings number 1 priority of mines. I'm just saying crazy things now
asongdotnet
Profile Blog Joined March 2012
United States1060 Posts
August 13 2013 01:49 GMT
#559
this is what happens when david kim goes to wcs am and witnesses jaedong getting wiped out 4-0 lol
SsDrKosS
Profile Joined March 2013
330 Posts
August 13 2013 01:51 GMT
#560
On August 13 2013 10:46 TheRabidDeer wrote:
Show nested quote +
On August 13 2013 10:33 SsDrKosS wrote:
On August 13 2013 10:28 11B wrote:
So you mean you want WM to deal:
40vs bio
+40 vs armored
+35 shield?
That's quite weird... having so many varience..


I wan't WMs to deal (vs Zerg):

40 vs bio (Hydra)
20 vs zerglings (50% of 40)
80 vs armored (Roach/Ultra)

Or I suppose an easier way to do it would be 1 single WM could do roughly 50% damage to all units, i.e., Ling, Roach, Hydra, Muta, Queen, Ovies/Overseer, and SH. the exception being Ultra. More thought would have to go into that specific.


man, you can't make a unit that does soooo many various attack dmg.
and remember that it has 5 range, 1.5 delay (and you can see them during that time), and 40 seconds cool down.
how about my suggestion? make the attack non-spell? then, you can blind cloud them :D

Currently, MASS WM in the mid-late game is the concern. and I think Overseer buff will help a lot.
utilize your detector more.

If you make it a non-spell then it wont break through immortals Harden Shields.

Thats why! It's already painful to one shot oracle, stalker, zealot, etc

Immortals should not get countered sooo easy by this cheap, massible units.
btw do you guys use mines often in PvT? maybe in early game or as defence but not much, right?.
and If it is too nerfed against immortals, make splash (40dmg) remains to be skill dmg.

Dragoons had enough time with mines in BW you know. let immortal alone :D
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