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Changes for balance test map live - Page 29

Forum Index > SC2 General
1190 CommentsPost a Reply
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Rokevo
Profile Joined September 2009
Finland1033 Posts
August 13 2013 01:52 GMT
#561
Every ZvT I lose, I'm like "fuck, if only my overseers were faster".

The zerg changes are so random and out of touch. Makes me wonder if they even play/watch the game.
Kettchup
Profile Joined October 2010
United States1911 Posts
August 13 2013 01:53 GMT
#562
I've never been a fan of abduct at all, it's a silly ability that should never have been in the game (like force fields, but it's way too late for that).

I'd be fine with full viper energy if it's used more for blinding clouds instead, those tend to make for interesting battles.
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-08-13 02:00:55
August 13 2013 01:54 GMT
#563
On August 13 2013 10:45 Phoobie wrote:
Show nested quote +
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

Wow! vulture with no attack yeah? cooooool! (seriously, cool. +1)
EDIT: How about this stats?
+ Show Spoiler +

Widow make 90hp, light, mech
75,75, supply 2, 45sec build
can be reactored
each mines costs 15 mineral
WM- dmgs 50 with some Aoe (1.5? I'm not quite sure about this.)
Scones
Profile Joined June 2012
Wales99 Posts
August 13 2013 01:57 GMT
#564
Whilst I would apprectiate any buff to zerg, I don't understand the viper buff.
I don't use them and think "Ah I wish I had more energy on these bad boys! I would be able to blinding cloud groups of marines earlier in the game!"
It is easy enough to get enough energy to use them on collosus and mech. The energy isnt a problem...
dutchfriese
Profile Joined November 2012
2554 Posts
August 13 2013 01:58 GMT
#565
On August 13 2013 10:53 Kettchup wrote:
I've never been a fan of abduct at all, it's a silly ability that should never have been in the game (like force fields, but it's way too late for that).

I'd be fine with full viper energy if it's used more for blinding clouds instead, those tend to make for interesting battles.


that's on the player. I think we will begin seeing more blinding clouds though, it's absolutely under utilized in TvZ IMO


i like the changes but the mech one seems unnecessary.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 13 2013 02:00 GMT
#566
On August 13 2013 10:51 SsDrKosS wrote:
Show nested quote +
On August 13 2013 10:46 TheRabidDeer wrote:
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

Mines are the only unit that mech has that is effective vs immortals though.
rift
Profile Blog Joined September 2007
1819 Posts
August 13 2013 02:07 GMT
#567
Hopefully they can think of some changes to make Protoss a more interesting race to watch.
midnight999
Profile Blog Joined December 2012
United States257 Posts
August 13 2013 02:08 GMT
#568
On August 13 2013 07:47 paddyz wrote:
Why are Terran and Zerg being Buffed when its toss that are not winning any tournaments?, toss buff?


Toss won WCS EU and a Dreamhack not long ago...
Godwrath
Profile Joined August 2012
Spain10142 Posts
August 13 2013 02:10 GMT
#569
On August 13 2013 11:00 TheRabidDeer wrote:
Show nested quote +
On August 13 2013 10:51 SsDrKosS wrote:
On August 13 2013 10:46 TheRabidDeer wrote:
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

Mines are the only unit that mech has that is effective vs immortals though.

And immortals outrange them anyways.
SsDrKosS
Profile Joined March 2013
330 Posts
August 13 2013 02:13 GMT
#570
On August 13 2013 11:00 TheRabidDeer wrote:
Show nested quote +
On August 13 2013 10:51 SsDrKosS wrote:
On August 13 2013 10:46 TheRabidDeer wrote:
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

Mines are the only unit that mech has that is effective vs immortals though.

But I think leaving wm like this is quite painful for zergs in mid-late games. Mass mines +MMM are sooooo painful.
Hope overseer buff solves some problems. We will see
Blizzard should buff tank or ghost instead vs protoss.
Clawfinger
Profile Blog Joined January 2011
Canada221 Posts
August 13 2013 02:24 GMT
#571
On August 13 2013 11:13 SsDrKosS wrote:
Show nested quote +
On August 13 2013 11:00 TheRabidDeer wrote:
On August 13 2013 10:51 SsDrKosS wrote:
On August 13 2013 10:46 TheRabidDeer wrote:
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

Mines are the only unit that mech has that is effective vs immortals though.

But I think leaving wm like this is quite painful for zergs in mid-late games. Mass mines +MMM are sooooo painful.
Hope overseer buff solves some problems. We will see
Blizzard should buff tank or ghost instead vs protoss.


I want Blizzard to try adjusting the AI so that auto attack prioritizes unburrowed widow mines over marines/marauders. There should be more penalty for catching a Terran off guard than there currently is.

There is a chance that this would be too easy for the Zerg, but they have to try something to make it so Terran's with bad mechanics don't get rewarded when they are caught off guard in an engagement.
vol_
Profile Joined May 2010
Australia1608 Posts
August 13 2013 02:26 GMT
#572
I like them changes. Thanks for remembering my birthday dayvie <3
Jaedong gives me a deep resonance.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-08-13 02:40:39
August 13 2013 02:33 GMT
#573
On August 13 2013 09:38 StreetWise wrote:
Maybe its because I am so old, but I actually wish they would slow the game down a little. Everything is already so fast as it is... While making a unit faster is a buff, it seems they tend to use this buff too much. The oracle sucks, speed buff. The warp prism sucks, speed buff. Overseer sucks speed buff!

While the movement speed can have an effect on the ability for even high level professionals to micromanage units as much as might be nice in the game, they would really need to slow the attack rates by the same amount in order to slow battles down enough and make all aspects that much more controllable, while still a pretty fast game overall.
Age of Empires II is played at the "Normal" speed setting by professionals, for more manageable micro engagements.
+ Show Spoiler +
To be clear though, in AoE II, "Normal" is actually 1.5× speed, where "Slow" follows the formula of 1.0 real time second = 1.0 game second and "Fast" is × 1.0 real time second = 2.0 game seconds.


On August 13 2013 09:36 TyrantPotato wrote:
however in a recent interview with Chinese players the argument now from David is "they are countered by marauders/ immortals" as to why the lurker is not in.

ive no opinion on the matter, at least not one that's untainted with balance whine.

Well they could just make them [Medium], i.e. Non-Light, Non-armoured, like Ghosts, Banelings and Queens. :\

There's no need for really zany "creative" changes to the widow mine. If it needed a change, you could try something like reducing splash damage from 40 to 30 or 35, enough to kill zerglings in one hit, or maybe not quite enough for that if it is more balanced for them not to, because even if it's not enough for them, it could still be enough for banelings.
I'm not suggesting it shouldn't kill zerglings in on hit of splash either; I'm not sure. I do think that's the sort of thing to be thought of for the widow mine. :Þ

...and if mech needed a buff, I do think some +damage vs shield bonus just for tanks would be ideal, whether inherent or through the form of an upgrade. That could help a lot versus immortals and also archons, which aren't necessarily amazing versus mech but certainly don't take high amounts from hellbats or tanks as is.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Paulfirelordmu
Profile Joined August 2013
10 Posts
August 13 2013 02:34 GMT
#574
I don't get why the hell they just hate tanks.
AxionSteel
Profile Joined January 2011
United States7754 Posts
August 13 2013 02:39 GMT
#575
I can't see an overseer speed buff changing too much in regards to ZvT imbalance at the top level. The viper change is silly and probably won't come in.
Rollora
Profile Joined February 2012
2450 Posts
August 13 2013 02:49 GMT
#576
On August 13 2013 04:40 Silky wrote:
Show nested quote +
On August 13 2013 04:36 KawaiiRice wrote:
i dont understand how overseer speed is supposed to help z keep up with 3 base bio rally when the biggest issue is the mechanical skill required/higher difficulty of controlling from z than t ?
how in the world in what planet was detection the problem? did they ask a z pro and they were like "WE REALLY NEED OVERSEER SPEED" ??


I agree completely. There needs to be something else to deal with widow mines because the sheer amount of control involved is ridiculous for the zerg.

I do like the viper buff, however, as it does help zerg out if certain situations,

ridiculous is such a funny word considering there where baneling-landmines 3 yrs now and only some used them, but still claimed T to be OP (although obviously not having used every option to bring T down).
Scouting ahead of moving your army is "ridiculous control". That automaticly says you only made a- move instead of CONTROLING your army and that on the other hand makes it clear that incoming balance whine is what you should be prepared for: since scanning ahead, presplitting, taking 3 or more control groups for army etc was "standard" for terran, and not "ridiculous" but the moment Zergs have to send 1 zergling in front (or take overseer with army), army control becomes ridiculous.

I don't want to say Z is OP, or T is UP, it is just the way races are designed, in short and very vague: Z is a macro oriented race, T has to micro and multitask a lot.
But saying, moving army around withoug looking what is in front of it, is "ridiculously difficult", whereas other race(es) have to do it for several years now, is just like saying "I had a easy life before, but now it get's harder so let's complain before we go that path".
Well to be on your side I have to say: it should maybe not be part of the Z race, to control the army at all (or is it?)- I have watched Stephanos Stream several times, 1 or 2 army control groups with A-Move do the deal if you have the GAME SENSE and KNOWLEDGE of what the opponent is doing.
Is it fair to ask from Zerg players to do some Army Control (in ADDITION to what they have to do till today), or is it not fair, since other races don't have to wear that burden.
IDK but we will see. All I know is, that calling something "rediculously hard", whereas other races have to do it to get out of bronze league, just shows, that there is much (MUCH) room for playing the race even more to the limit.

Playing random, and to finish up: bringing an (or several) overseers with the army, or sending units (or inf. marines) in front where u suggest a mine, isn't ridiculously hard, it's absolutely easy and simple and should be part of the game, overseer speed seems to be fair, since Z army should still be able to move around quickly, (and... easy?) so Z can maintain map control while expanding.
But please don't call that ridiculous, watch some TvTs, you'll see some players are fine with the other ones widow mines

Rollora
Profile Joined February 2012
2450 Posts
August 13 2013 02:50 GMT
#577
On August 13 2013 11:26 vol_ wrote:
I like them changes. Thanks for remembering my birthday dayvie <3

happy B-day. Your Logo shows it
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
Last Edited: 2013-08-13 02:52:37
August 13 2013 02:50 GMT
#578
Full energy vipers is good I think. It makes it exciting... Like when in BW defilers hatched just in time to stop a push(they consumed lings to get full energy pretty much instantly), it's a good change. Surprised how little the average person knows or thinks about this to so many people think it's a negative change.

The overseer buff I don't like. This trend of making scouting units cheaper for the longest time has been something I disliked. I like when players need to be predict things, kind of like playing poker, opposed to playing with a maphack I guess. So pretty against this change.

The upgrade change I'm pretty neutral on. It it annoying having 4 things to upgrade when going mech, so I don't see this as a bad thing, plus the upgrades have a more significant difference, so I think I like this change. Interested to see how it plays out.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
August 13 2013 02:54 GMT
#579
On August 13 2013 11:50 FiWiFaKi wrote:
Full energy vipers is good I think. It makes it exciting... Like when in BW defilers hatched just in time to stop a push(they consumed lings to get full energy pretty much instantly), it's a good change. Surprised how little the average person knows or thinks about this to so many people think it's a negative change.

The overseer buff I don't like. This trend of making scouting units cheaper for the longest time has been something I disliked. I like when players need to be predict things, kind of like playing poker, opposed to playing with a maphack I guess. So pretty against this change.

The upgrade change I'm pretty neutral on. It it annoying having 4 things to upgrade when going mech, so I don't see this as a bad thing, plus the upgrades have a more significant difference, so I think I like this change. Interested to see how it plays out.


i dont see a problem with the change personally. I have an issue with the logic of claiming mech needs attention, buffing it (albeit in a wierd indirect copout way), then also buffing a unit which is its essential direct counter (mech needs positioning viper destroys positioning)

that logic to me at least, is something well i dont know.
Forever ZeNEX.
MattD
Profile Joined March 2013
United Kingdom83 Posts
Last Edited: 2013-08-13 02:57:07
August 13 2013 02:56 GMT
#580
the overseer buff literally will do nothing, its not the reason for any problem in zvt, and the viper buff well, thats clearly broken.
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