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Active: 1405 users

Changes for balance test map live - Page 31

Forum Index > SC2 General
1190 CommentsPost a Reply
Prev 1 29 30 31 32 33 60 Next
Steel
Profile Blog Joined April 2010
Japan2283 Posts
August 13 2013 04:59 GMT
#601
Full energy seems a bit strong, but given that they already come out too late and cost a ton, maybe come out with enough for an abduct would be nice.
Try another route paperboy.
Abacus1
Profile Joined August 2011
Australia45 Posts
August 13 2013 05:00 GMT
#602
Some people clearly didn't read the full post. The mech buff is for other match ups primarily, so buffing the viper doesn't work against what they're trying to achieve.

Anybody complaining about the HT upgrade being removed and asking questions about the viper buff is clutching at straws. The difference between a HT coming straight out of the gateway and being able to do massive damage with storms, is different from a support unit that is about to cast blinding cloud and abduct. I'm not saying that the change is right or wrong, but don't simplify the argument by making connections that don't really represent the argument.

Personally I think the change to Vipers could be a good one. Essentially all it does is increase the rate at which they're able to get to full energy by about 15 seconds. People are forgetting they are the only unit that can generate energy by siphoning buildings. They are not the same as other spellcasters in this way, so they really can't be compared to the same rule set as units like HT and infestors.

Not sure I agree on the armor upgrades sharing with air but I also don't think it'll cause a massive problem. I feel like Terran is doing alright at the moment, but if it keeps the game interesting then I don't see it particularly being overpowered. I certainly don't think the single Viking that will be travelling around in ZvT is something to worry about.

As all changes, wait and see. And most of all, think before comparing units that don't share the same mechanics. Vipers can max out energy in like 15 seconds anyway, its not as major as people are crying about.
'We all got our choices to make...'
Taefox
Profile Joined March 2010
1533 Posts
August 13 2013 05:01 GMT
#603
On August 13 2013 12:02 Arceus wrote:
Not again, they are making modifications by making the game easier YET AGAIN

And I dont see full energy out of the box viper is any good. If any, it saves zergs sometimes from sucking energy task (yeah even less things to do in sc2). A larger cloud radius would be better. Ive seen zerg doing 3, 4 clouds at once and the protoss nullified all that with one single blink in

Larger radius of blinding cloud ? It's more OP than full energy thing lol
@taefoxy
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
August 13 2013 05:02 GMT
#604
How about buffing the infestors to allow the zerg to deal with the hyper aggressive MMMM ball? Maybe a slight increase in projectile speed?

Overseers are not a bad idea, but infestors, I think, have much more utility, and it sucks how they are completely useless atm.
Seed's # 1 fan!!! #ForVengeance
WombaT
Profile Blog Joined May 2010
Northern Ireland26794 Posts
August 13 2013 05:03 GMT
#605
Would be interested to see how TvP develops, with at least the potential for simultaneous upgrading of Vikings and Hellbats giving a little room in experimentation in that regard. As it is P tend to have a pretty big upgrade lead even over the bio, never mind the additional separate upgrades you need to keep up with both air and vehicle ups.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Crankyhobo
Profile Joined January 2011
United States12 Posts
Last Edited: 2013-08-13 05:10:50
August 13 2013 05:08 GMT
#606
"we think the only place terran might not be OP is late against protoss, so we're buffing that, JUST IN CASE"

vipers are retarded, widow mines are broken, game-play sucks, you cant fix this with an overlord speed buff.

What will it take before somebody admits there's a problem. No zergs in round of 32?
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
August 13 2013 05:20 GMT
#607
On August 13 2013 04:35 Aquila- wrote:
Viper with full energy is ridiculous, they want to make mech better but 3 vipers can already shut down 20 spread out tanks...


Fortunately T and P dont get vipers, so maybe mech is better in TvT and TvP with that change. It's not the same as mech being better across the board in all MU, but it's at least mech being better in 2/3 MU with that change
mongoose22
Profile Joined July 2012
174 Posts
Last Edited: 2013-08-13 05:28:22
August 13 2013 05:20 GMT
#608
On August 13 2013 06:04 Big J wrote:
Show nested quote +
On August 13 2013 06:00 Plansix wrote:
On August 13 2013 05:57 TheDwf wrote:
On August 13 2013 05:53 Abstinence wrote:
Buffs all around. Buffs are always good.

I don't understand this "buff > nerf" stereotype, buffs can break the game as well.

It comes from Dota 2, where they nerfs heroes into the ground and the game became a bit stale. The second time around, they buffed everything BUT the heroes that were accepted as overpowered and nerfed those heroes a tiny bit. It lead to a more robust, diverse and exciting meta game that rewarded players who think about how to do new things and are creative.

Buffs are greater than nerfs. The promote responses to powerful styles, rather than punish people for finding a way to win.


Also it's much easier to do balancewise. Say a unit that is extensively being used in every matchup is overpowered. Are you going to destroy every playstyle ever figured by nerfing that unit, or do you give the other races the tools to deal with it/those playstyle?


You nerf the unit. Easy. Much less development and testing time needed for a potential fix, much less disruption to the game's balance as a whole. Cutting off the head of the beast is the most direct way to balance if something is clearly overpowered; making more powerful counters can easily result in just having multiple overpowered elements. Continuous buffing is the very definition of power creep.
ETisME
Profile Blog Joined April 2011
12715 Posts
August 13 2013 05:20 GMT
#609
Honestly I don't think the viper change is gonna matter much other than hitting on mech (which wouldn't be that big of a difference since zerg always charge up the viper anyway)
It's impact on ZvP is questionable, it might be better but HT can now one shot viper as they spawn now
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
freakhill
Profile Blog Joined November 2010
Japan463 Posts
August 13 2013 05:58 GMT
#610
Those little *spotfix* changes are no good. What zergs need is a lot more option to make the game a lot more exciting and giving ways to outplay your opponent and playing aggressive, punishing greedy play, without going allin (roaches gets shittier and shittier).

Simple buffs that wouldnt be statbuff and go in that direction would be things like, 50/50 burrow, hatch-tech cheaper drop research, hydra-range as base, cheaper upgrades, one upgrade to remove the nydus gas cost and the huge scream if the nydus is not scouted. Things like that.

Also, do away with the swarm host, that unit is disgraceful :|
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
papaz
Profile Joined December 2009
Sweden4149 Posts
August 13 2013 06:07 GMT
#611
Until I see mech on pro level I am not convinced.

But I like these changes!
Griffith`
Profile Joined September 2010
714 Posts
August 13 2013 06:20 GMT
#612
You can't mech in TvP even with this change, there are way too many counters to it.

Protoss air roflstomps every mech unit. Voidrays deals over 9000 damage to anything armored. Tempests deal +massive damage to thors. Carriers just rofl stomp over everything. Add to that immortals, etc. and it's beyond stupid. At best there will be MMM+Thor+ghost, but that'd be about it.

griffith.583 (NA)
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 13 2013 06:22 GMT
#613
I do hope we see more mech tvt now though.
Kowai01
Profile Joined March 2013
United States8 Posts
August 13 2013 06:23 GMT
#614
The idea i think behind the Viper change since everyone seems to be whining about it is that they pop out and aren't useful right away now full energy might be a bit overkill but i do think that maybe giving them a buff to get them on Hook shot instead of NOTHING is good or even maybe add an Hive upgrade that is much like Pathogen Glands that starts them with that amount of energy. Because until you have enough energy for Clouds or the Hook shot vipers are dead weight and a lot of protoss and Terran timings are built to hit right before the 11-12 mark where zerg can get vipers energy in conjuction with the Roach Hydra to deal with Colo Ball based army. Full energy yes is overkill but a buff would see some positive results including new meta-game shifts for all vZ match-ups. Also remember these changes aren't final and most likly wont make it even into the game (as is maybe in another way) so chill
Kowai is different than Kawaii!
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
August 13 2013 06:26 GMT
#615
honestly as a zerg player, i just want something that does splash damage that isn't a baneling :/ it's not that the roles don't overlap, it's that i have to HOPE for a baneling mine to not be scanned, rather than me being able to force a situation in which my splash damage will kill them, because i have to deal with splitting marines, kiting MMM and widow mines when i just bumrush my opponent with ling/bling, none of which is really in my control. i hate being so passive and unable to force things on my terms until ultralisks (in which again I just bumrush them and hope they don't have enough micro to both kill the incoming banelings and run away from the ultralisk cleave. ugh. rant.

i wish there was a focus on making the game more enjoyable and entertaining to watch too rather than just pure balance all the time.
There is no one like you in the universe.
Lobotomist
Profile Joined May 2010
United States1541 Posts
August 13 2013 06:33 GMT
#616
overseer buff, yes. That sounds good (so you can keep them with mutas a bit more effectively. The other two buffs...seem dumb. Late game sky terran is already freaking impossible to deal with as zerg, this will make it even better. Viper energy just makes them come out faster, which definitely shuts down certain protoss timings (i'd think...)
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Bluejava
Profile Blog Joined June 2011
Sweden135 Posts
August 13 2013 06:33 GMT
#617
How are you supposed to beat mech in TvT as bio if they continue like this.
Mech is already looking fine but why do they insist on making mech working against all matchups like TvP for example. It just turns the matchup into the most boring thing to play and look at.
"I've learned one thing for sure: Life is random and chaotic. Trying to put things into a pattern will only temporarily solve the problem. Once you embrace the madness, it will stop feeling overwhelming."
Raambo11
Profile Joined April 2011
United States828 Posts
August 13 2013 06:34 GMT
#618
On August 13 2013 14:20 FallDownMarigold wrote:
Show nested quote +
On August 13 2013 04:35 Aquila- wrote:
Viper with full energy is ridiculous, they want to make mech better but 3 vipers can already shut down 20 spread out tanks...


Fortunately T and P dont get vipers, so maybe mech is better in TvT and TvP with that change. It's not the same as mech being better across the board in all MU, but it's at least mech being better in 2/3 MU with that change


Mech is awful in TVP, basically has been since the start of the game.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
August 13 2013 06:40 GMT
#619
Vipers at full energy will be likely to strong, but that can always be dialed back.

Overseer upgrade seems likely to eventually go in, as that'd alleviate at least the problem of babysitting a unit you 100% have to have vs widow mines a little bit. I see no reason the buff would affect ZvP or ZvZ all that much, other then with speed contaminate could be more often doable, which may actually be interesting.

T buff I'm on the fence as to what exactly the outcome will end up being.



Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
Big-t
Profile Joined January 2011
Austria1350 Posts
August 13 2013 06:51 GMT
#620
Viper maximum 100 start energy, 200 is way too much...
monchi | IdrA | Flash
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