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Changes for balance test map live - Page 7

Forum Index > SC2 General
1190 CommentsPost a Reply
Prev 1 5 6 7 8 9 60 Next
baldgye
Profile Joined April 2011
United Kingdom1100 Posts
August 12 2013 20:15 GMT
#121
"Vipers start with full energy" so that'll make them easier to kill with feedbacks?
Nebuchad
Profile Blog Joined December 2012
Switzerland12377 Posts
Last Edited: 2013-08-12 20:16:37
August 12 2013 20:15 GMT
#122
On August 13 2013 05:14 Vindicare605 wrote:
Show nested quote +
On August 13 2013 05:13 RifleCow wrote:
On August 13 2013 05:12 Vindicare605 wrote:
On August 13 2013 05:10 Diaresta wrote:
Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s


If Bliz wanted to adjust Vipers so that they're ready sooner why not just increase the rate at which Consume generates energy? Seems like a much simpler/cleaner buff.


Make consume instant, reduce energy gained per hp lost.


That's definitely the wrong way to do it imo. That's way too strong. That means a single viper could use almost an infinite number of spells provided he was anywhere near a hive cluster.


Maybe with a cooldown? Not really, wouldn't work either.

How about an upgrade that makes vipers spawn with full energy?
No will to live, no wish to die
Sated
Profile Blog Joined March 2011
England4983 Posts
August 12 2013 20:16 GMT
#123
--- Nuked ---
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 12 2013 20:16 GMT
#124
On August 13 2013 05:09 AnomalySC2 wrote:
Show nested quote +
On August 13 2013 05:07 Plansix wrote:
On August 13 2013 05:04 AnomalySC2 wrote:
Heh, if they think mech is weak then making vipers spawn with full energy certainly isn't going to help the situation any. Blinding Cloud > Siege Tanks. Abduct > Thors. They already nerfed Hell Bats.

0/0 vipers vs 2/2 or 3/3 Vikings will be the most amusing I have seen in a while. As they dance on the edge of battle and get popped like zit by Vikings that give no fucks.


lol true, I don't know why I didn't even think about the vikings receiving extra damage from the combined upgrades. Vipers are a cool unit to watch so I guess they are some good changes in the long run. It does make consume a bit of a pointless ability though, doesn't it?


People are really under rating combined upgrades and how powerful that could be. I don’t know what 3/3 banshees are like, but I bet they are bitches. I mean, you get 3/3 hellbats, tanks, thors Vikings and BCs all with the same upgrades. That is a lot of options for everyone.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2013-08-12 20:17:21
August 12 2013 20:16 GMT
#125
On August 13 2013 05:14 Vindicare605 wrote:
Show nested quote +
On August 13 2013 05:13 RifleCow wrote:
On August 13 2013 05:12 Vindicare605 wrote:
On August 13 2013 05:10 Diaresta wrote:
Viper with full energy when spawned is unnecessary, in my opinion. They already have Consume to build energy :s


If Bliz wanted to adjust Vipers so that they're ready sooner why not just increase the rate at which Consume generates energy? Seems like a much simpler/cleaner buff.


Make consume instant, reduce energy gained per hp lost.


That's definitely the wrong way to do it imo. That's way too strong. That means a single viper could use almost an infinite number of spells provided he was anywhere near a hive cluster.

Defilers were balanced, it was the same way. Or you could have consume destroy a building instantly, so you wouldn't use it on your hatcheries.

Consume seems to denote eating an entire thing. Viper's current spell is closer to "siphon" imo.
hohoho
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-08-12 20:19:07
August 12 2013 20:16 GMT
#126
All reasonable . Nice patch DK

Viper: needed. I want the unit to become OP as hell. BUT David Kim, if you read this: make blinding cloud more visible. It's hard to notice it on low settings

Overseers: perfect change. Gives zergs an easier time vs widowmines, which they deserve.

Mech: perfect change, makes mech maybe more viable
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
August 12 2013 20:17 GMT
#127
No, stop fucking with it. Let the metagame fix itself; the game is fine. If you don't like balance change the map pool but stop messing with the game
MyLove + Your Love= Supa Love
NihilisticGod
Profile Joined March 2011
Northern Ireland174 Posts
August 12 2013 20:17 GMT
#128
As a Protoss player I like the changes to Terran mech! It will mean I stop hearing my buddy Terran player tell me how OP it is Protoss have 2 sets of upgrades for all units while terran has 3 Joking aside i do like the change, will be nice to see how it plays out.
Too weird to live... too rare to die.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
August 12 2013 20:17 GMT
#129
Yet again this will be horrible. It seems like everytime it looks like toss is going to turn the corner the race gets hit at the knees. Oh well I suppose they can only make a 2 race game.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
midnight999
Profile Blog Joined December 2012
United States257 Posts
August 12 2013 20:18 GMT
#130
Overseer buff seems ok.

Mech buff seems also ok, but I would've preferred unit-specific changes.

Viper with full energy? dafuq??? Is consume not enough? I do not understand...
Zoku
Profile Joined November 2010
307 Posts
August 12 2013 20:18 GMT
#131
I don't understand the point behind balance test maps. Do any gm players even play them?
pmp10
Profile Joined April 2012
3374 Posts
August 12 2013 20:19 GMT
#132
On August 13 2013 05:18 Zoku wrote:
I don't understand the point behind balance test maps. Do any gm players even play them?

It's more of a opinion poll and a way to buy time.
Playing on it won't change a thing.
huha59
Profile Joined January 2012
United States26 Posts
August 12 2013 20:19 GMT
#133
vipers with full energy seems a little crazy, everything else is fine with me.
sparklyresidue
Profile Joined August 2011
United States5523 Posts
August 12 2013 20:19 GMT
#134
On August 13 2013 05:17 Sabu113 wrote:
Yet again this will be horrible. It seems like everytime it looks like toss is going to turn the corner the race gets hit at the knees. Oh well I suppose they can only make a 2 race game.

I really don't think this is going to break ZvP, or TvP. And if it does, just remember it's only a test map so it won't actually impact anything anywhere unless they are real changes.
Like Tinkerbelle, I leave behind a sparkly residue.
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 12 2013 20:20 GMT
#135
On August 13 2013 04:22 TimKim0713 wrote:
2. Combine mech ground and air upgrades

We don't think Terran is struggling, but do think mech in general has been weak throughout HotS. We tested this specific change a bit in the beta, and we have some idea of how much better mech will be, but a lot has changed since then, so we'd like to actually have players playtest it again.

Right now, it's looking like the only area where Terran might be weak is late game PvT, but it’s debateable. If so, this change would address that area, because upgrading Vikings that are really core in the matchup will also help with the Hellbat transition in the late game.


I won't lie, I thought this was still in the game.
starleague forever
KingMel
Profile Joined July 2012
France120 Posts
August 12 2013 20:20 GMT
#136
The vipers starting with full energy is THE buff needed to make the game totally balanced I think ! Though I'm playing protoss, I think this is absolutely required. I don't get why so many people are against this.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
August 12 2013 20:20 GMT
#137
On August 13 2013 05:16 Plansix wrote:
Show nested quote +
On August 13 2013 05:09 AnomalySC2 wrote:
On August 13 2013 05:07 Plansix wrote:
On August 13 2013 05:04 AnomalySC2 wrote:
Heh, if they think mech is weak then making vipers spawn with full energy certainly isn't going to help the situation any. Blinding Cloud > Siege Tanks. Abduct > Thors. They already nerfed Hell Bats.

0/0 vipers vs 2/2 or 3/3 Vikings will be the most amusing I have seen in a while. As they dance on the edge of battle and get popped like zit by Vikings that give no fucks.


lol true, I don't know why I didn't even think about the vikings receiving extra damage from the combined upgrades. Vipers are a cool unit to watch so I guess they are some good changes in the long run. It does make consume a bit of a pointless ability though, doesn't it?


People are really under rating combined upgrades and how powerful that could be. I don’t know what 3/3 banshees are like, but I bet they are bitches. I mean, you get 3/3 hellbats, tanks, thors Vikings and BCs all with the same upgrades. That is a lot of options for everyone.


Yeah, I've always considered starport units an integral part of bioless mech in sc2 anyways.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 12 2013 20:20 GMT
#138
On August 13 2013 05:17 Sabu113 wrote:
Yet again this will be horrible. It seems like everytime it looks like toss is going to turn the corner the race gets hit at the knees. Oh well I suppose they can only make a 2 race game.


Mech upgrades don't kneejerk protoss, same for overseer buff. Vipers I don't know tough.
mechengineer123
Profile Joined March 2013
Ukraine711 Posts
August 12 2013 20:21 GMT
#139
mech is weak, vipers start with full energy :D
but anyway, considering an average sc2 patch, this one doesn't sound too bad
AnomalySC2
Profile Joined August 2012
United States2073 Posts
August 12 2013 20:21 GMT
#140
On August 13 2013 05:20 KingMel wrote:
The vipers starting with full energy is THE buff needed to make the game totally balanced I think ! Though I'm playing protoss, I think this is absolutely required. I don't get why so many people are against this.


Because, why even have consume?
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