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Call to Action: August 19 Balance Testing - Page 19

Forum Index > SC2 General
740 CommentsPost a Reply
Prev 1 17 18 19 20 21 38 Next All
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
August 20 2013 17:28 GMT
#361
Instead of this dumb ultra change, maybe they should consider allowing Hive tech to start with either infestation pit or spire, instead of just infestation pit? Surely this would help Zerg transition much easier from muta to ultra?
Rabiator
Profile Joined March 2010
Germany3948 Posts
August 20 2013 17:32 GMT
#362
On August 21 2013 02:28 Lock0n wrote:
Instead of this dumb ultra change, maybe they should consider allowing Hive tech to start with either infestation pit or spire, instead of just infestation pit? Surely this would help Zerg transition much easier from muta to ultra?

Very elegant idea.
If you cant say what you're meaning, you can never mean what you're saying.
wage
Profile Joined May 2013
Austria2 Posts
August 20 2013 17:33 GMT
#363
What about making the infestor 100/100 instead of 100/150, so you need slightly less gas to transition to hive. Or remove Pathogen Glands and increase the starting energy of the infestor. It would only be 150 gas less, but on the other hand thats a Hive.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-08-20 17:36:28
August 20 2013 17:34 GMT
#364
On August 21 2013 02:28 Henk wrote:
The removal of drilling claws would actually make a lot of sense. It's almost impossible to get caught out of position when your siege weapons have a deployment time of only one second.

Range 5 is a siege weapon? Really????


On August 21 2013 02:33 wage wrote:
What about making the infestor 100/100 instead of 100/150, so you need slightly less gas to transition to hive. Or remove Pathogen Glands and increase the starting energy of the infestor. It would only be 150 gas less, but on the other hand thats a Hive.

Massive numbers of Infestors were bad in the past and if they were made cheaper it would become viable again ... even after the nerf both Fungal and Infested Terran received. Bad idea.
If you cant say what you're meaning, you can never mean what you're saying.
JP Dayne
Profile Joined June 2013
538 Posts
August 20 2013 17:37 GMT
#365
that ultralisk upgrade seems so cheaply done
but it's also so simple that I approve :D
MaxField
Profile Blog Joined May 2010
United States2386 Posts
August 20 2013 17:37 GMT
#366
On August 21 2013 02:28 Lock0n wrote:
Instead of this dumb ultra change, maybe they should consider allowing Hive tech to start with either infestation pit or spire, instead of just infestation pit? Surely this would help Zerg transition much easier from muta to ultra?

I like this idea also. I have no issue with the ultra change, becuase i don't really think it will do crap to anyone/thing. I think a mid-game change will have the most positive effect for zerg, without destorying everything. I am a big fan of the overseer thing though. I have been thinking/saying for a while that they need to be quicker, but also think that ovrlords need to be a bit quicker....
"Zerg, so bad it loses to hydras" IdrA.
trada
Profile Joined August 2012
Germany347 Posts
August 20 2013 17:39 GMT
#367
not quite sure what to think of the ultrabuff. doesnt seem very effective to make them beefier but I might be wrong...

I always thought that zergs problems lie in the fact that they have fast units in the early-midgame but only slow units in the lategame (broodlords, ultralisks, swarmhosts, infestors). I dont see how increasing the healthpool of one unit from 500 to 550 makes a big difference?!
~
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
August 20 2013 17:41 GMT
#368
Armoury buff is a step in the right direction, although I feel like tanks having no role in the game is the real mech problem, and is related to the the tvz problem.

Overseer speed.buff is nice, directly helps zerg deal with mid game widow mines.

Ultralisk buff: general consensus around here is that it's a lazy buff that doesn't address tvz problems and I completely agree.
Simon and Garfunkel rock my face off
wage
Profile Joined May 2013
Austria2 Posts
August 20 2013 17:43 GMT
#369
On August 21 2013 02:34 Rabiator wrote:
Show nested quote +
On August 21 2013 02:33 wage wrote:
What about making the infestor 100/100 instead of 100/150, so you need slightly less gas to transition to hive. Or remove Pathogen Glands and increase the starting energy of the infestor. It would only be 150 gas less, but on the other hand thats a Hive.


Massive numbers of Infestors were bad in the past and if they were made cheaper it would become viable again ... even after the nerf both Fungal and Infested Terran received. Bad idea.


What about just removing the upgrade then? The only time that really benefits you is during the transition to Hive. For mass infestor it doesnt really matter at all if you have 29 or 30, but during the transition where you have either 3 or 4, that makes a difference imo
havok55
Profile Joined May 2013
United States276 Posts
Last Edited: 2013-08-20 17:56:00
August 20 2013 17:53 GMT
#370
I have an idea. How about you guys go TEST this TEST map change before going off like its the end of the world.

Zerg is testing 2 buffs at once. You can't say one won't do anything when you haven't seen how BOTH work in conjunction.

If the change doesn't help matters at hand, than it wont be patched.
riceant
Profile Joined October 2012
Canada54 Posts
August 20 2013 17:55 GMT
#371
Can I suggest to change the mine into a "mine burrower", like the vulture, with a limit of X number of mines (extra mines cost minerals like reaver scarabs) except the mine burrower has no firing power. This way clearing mines and planting mines requires the same amount micro, rather than just 1 click for terran and 5 clicks for zerg.
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. -Albert Einstein
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
August 20 2013 18:01 GMT
#372
With the overseer speed buff, zergs have it easy: just contaminate e-bays to delay 3-3. Match-up totally solved.
Terran & Potato Salad.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 20 2013 18:02 GMT
#373
Honestly I'm going to get yelled at of how stupid I am BUT I would like to say I wish they would scratch tanks alltogether and make a more mobile unit like the Thor that took its place. Like make an alteration to the warhound to compensate for not having tanks...... Please feel free to bash me
Zheryn
Profile Joined December 2010
Sweden3653 Posts
August 20 2013 18:02 GMT
#374
On August 21 2013 02:34 Rabiator wrote:
Show nested quote +
On August 21 2013 02:28 Henk wrote:
The removal of drilling claws would actually make a lot of sense. It's almost impossible to get caught out of position when your siege weapons have a deployment time of only one second.

Range 5 is a siege weapon? Really????


Show nested quote +
On August 21 2013 02:33 wage wrote:
What about making the infestor 100/100 instead of 100/150, so you need slightly less gas to transition to hive. Or remove Pathogen Glands and increase the starting energy of the infestor. It would only be 150 gas less, but on the other hand thats a Hive.

Massive numbers of Infestors were bad in the past and if they were made cheaper it would become viable again ... even after the nerf both Fungal and Infested Terran received. Bad idea.


The current infestor would not be viable to mass even if it was 50/50 and 1 supply. They just don't have any DPS anymore and can't kill stuff by their own unless supplys are very low.
hundred thousand krouner
Topin
Profile Blog Joined December 2010
Peru10080 Posts
August 20 2013 18:02 GMT
#375
has someone considered changing the smart cast on some spells? like fungal, force fields, emp just to name one of each race?
i would define my style between a mix of ByuN, Maru and MKP
People_0f_Color
Profile Joined August 2010
177 Posts
August 20 2013 18:04 GMT
#376
On August 21 2013 02:55 riceant wrote:
Can I suggest to change the mine into a "mine burrower", like the vulture, with a limit of X number of mines (extra mines cost minerals like reaver scarabs) except the mine burrower has no firing power. This way clearing mines and planting mines requires the same amount micro, rather than just 1 click for terran and 5 clicks for zerg.


I think you need to think about actually plausible solutions. They aren't going to completely rework the widowmine now.

I do think the idea of pathogen glands being done away with could be good for buying that extra time without forcing the timing push against hive to be earlier. It would also make it so you don't have to choose between the locust upgrade and pathogen glands when you want to use both in a composition.
megapants
Profile Blog Joined December 2009
United States1314 Posts
August 20 2013 18:14 GMT
#377
looking at the changes again i also think that the changes to armory upgrades are not going to effect mech in any matchup except for TvT. whether or not air transitions vs protoss and zerg are actually viable or not, people simply just don't seem to WANT to do it in matchups other than TvT, which I think is simply a design flaw, not a power level flaw.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 20 2013 18:15 GMT
#378
Dislike the Ultra change but it is less bad then the Viper one, so ok.

Head Coach Park: "They should buff tanks!"
DaveLiquidX
Profile Joined March 2013
1 Post
August 20 2013 18:15 GMT
#379
i think the reasoning behind Ultra's at least for me is, because they cant close the gaps down quick enough, and if the zerg player does not want to engage the ultras end up taking loads of shots for free which weakens them for thee engagments that the player wants, you could argue positioning but when watcing ultras they always take alot of damage way before they get into the fight
LeeTaeEun
Profile Joined December 2011
Slovenia6 Posts
August 20 2013 18:15 GMT
#380
Strongly agree with all the buffs... But honestly. Zerg only needs one thing buffed. Overseer contaminate ability buff to 1 minute.
Isn't it obvious?
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