What? I really don't think this is more ridiculous than merging mech air and ground ugrades...
Call to Action: August 19 Balance Testing - Page 23
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Sajaki
Canada1135 Posts
What? I really don't think this is more ridiculous than merging mech air and ground ugrades... | ||
Plansix
United States60190 Posts
I don't care what anyone says, I want to believe that ultralisk drop harass is real and viable. It to funny not to be. ....They don't even fit in the overlords. They are like 3 times the size on screen. | ||
TeeTS
Germany2762 Posts
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FrostedMiniWheats
United States30730 Posts
On August 21 2013 06:15 Sajaki wrote: I think Zerg melee and ranged upgrades should be merged into one upgrade. Gives Zerg midgame more flexibility, which admittedly it needs more than a buff to its lategame punch. ewww I don't like that buff at all, even if it would help balance-wise. It just feels like it dumbs down the game and removes more of the complexity of asymmetric balance. Zerg should have exclusive melee and ranged upgrades since it's the best at tech switching. It's more understandable for Protoss to have the attack upgrade merged, since they're more geared towards high-powered-expensive units. Surely there must be better ways. | ||
Ureth_RA
United States78 Posts
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TyrantPotato
Australia1541 Posts
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Sabu113
United States11035 Posts
On August 21 2013 06:15 Sajaki wrote: I think Zerg melee and ranged upgrades should be merged into one upgrade. Gives Zerg midgame more flexibility, which admittedly it needs more than a buff to its lategame punch. Cannot tell if sarcasm or next David Kim idea. | ||
DrBeansy
England85 Posts
On August 21 2013 05:42 dabom88 wrote: We're all pretty much in agreement that the transition to Hive tech is where the balance problems are centered around. So let's discuss Lair tech aka TvZ Midgame. Now, during TvZ midgame, Terran Drops are aplenty. As HotS has shown time and time again, if you don't have a way to effectively deal with Medivac drops on an at least semi-consistent basis, you WILL lose. Whether it be in TvZ, TvP, or TvT. The increased speed of the medivac, combined with the Fungal Growth nerf in the transition to HotS, makes it so that Mutas are almost absolutely necessary to combat it. And Mutas go great with another mobile army, in this case, Ling/Bling Now, Mutas/Ling/Bling matches up pretty well against MMMM, until you hit a certain point. And that certain point is when the Bio reaches 3/3. Zergs need 3/3 Melee in order to match up against MMMM, which becomes ridiculously cost-effective at 3/3. Otherwise they'll just be continuously fighting from a deficit. So the fixes should be focused around Zerg 3/3 Melee/Ground armor. So if the issue is 3/3, and Blizzard seems to want to approach HotS balance with a Buff approach (as opposed to nerfing) why not make 3/3 Melee/Ground armor at a slightly lower tier? Let's experiment with 3/3 at Infestation Pit. At least for Melee and Ground Armor. It's certainly not going to effect early game too much, as Zergs are still going to need to go through 2/2 and getting an Infestation Pit. Heck, why not just try putting 3/3 for all Zerg units on Infestation Pit, and if it's too much, then scaling back to just Melee/Ground Armor. It seems a lot fairer to just require an Infestation Pit, since it fits more with the other races. Terrans are going to get a Factory anyway, 2/2 and 3/3 just require one step above that, which is an Armory. Protoss are absolutely going to get a Cybernetics Core anyway, 2/2 and 3/3 are just one step above that, which is a Twilight Council. If Zergs are going to be going Lair in the midgame anyway, just let them be okay with 1 step above that, Infestation Pit. In this case, 3/3 will serve as a nice transition to Hive tech instead of Hive being a risky transition to 3/3. i.e. it'll make it so that the Zerg 3/3 upgrades require the same amount of tier steps as Terran and Protoss. Terran: 1. Command Center 2. Barracks 3. Factory 4. Armory. Protoss: 1. Nexus 2. Gateway 3. Cyber Core 4. Twilight Council Zerg 1. Hatchery 2. Spawning Pool 3. Lair 4. Infestation Pit. as i've said countless times - just allow hive from spire | ||
gobbledydook
Australia2593 Posts
On August 21 2013 06:54 DrBeansy wrote: as i've said countless times - just allow hive from spire It doesn't make sense for tech to be unlocked from one of two possible buildings, there has been nothing like that in all of Starcraft (or Warcraft for that matter). It seems like a fix for the only purpose of fixing one matchup which is bad especially because the fix itself is awkward and unprecedented. | ||
Swisslink
2949 Posts
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DrBeansy
England85 Posts
On August 21 2013 07:00 gobbledydook wrote: It doesn't make sense for tech to be unlocked from one of two possible buildings, there has been nothing like that in all of Starcraft (or Warcraft for that matter). It seems like a fix for the only purpose of fixing one matchup which is bad especially because the fix itself is awkward and unprecedented. why does it not make sense? the completion of the infestation pit discovers new knowledge about the zerg race, allowing hive.... oooh mysterious. ok so completion of the spire does the same?.... i dont see the issue | ||
azzih
Germany98 Posts
The problem here is that mutas are the only way to go in midgame, there are no alternatives. If medivac-count will go too high, as zerg you are most likely dead. Maybe a slight buff to infestors would be the way to go, as they are right now they are pretty useless... | ||
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Liquid`Ret
Netherlands4511 Posts
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Lobotomist
United States1541 Posts
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NKexquisite
United States911 Posts
On August 20 2013 13:41 Nightsz wrote: what the FUCK? Ultralisk life buff? Jesus christ what hell are they thinking. Its fucking strong as fuck already This is what I was thinking... | ||
DinoMight
United States3725 Posts
On August 21 2013 07:20 Liquid`Ret wrote: mothership core.............? It's fine lol. Just play more greedy :p | ||
Incognoto
France10239 Posts
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DinoMight
United States3725 Posts
They made Muta faster. They introduced Medivac boost for God knows what reason... so they could escape from Muta? Then they gave Protoss Photon Overcharge to deal with faster Medivacs and faster Muta? Now Terran complains they can't drop because of Photon Overcharge and Zerg complains they have to go Muta because of Medivacs. My BRAIN HURTS | ||
shockaslim
United States1104 Posts
On August 21 2013 07:30 DinoMight wrote: Medivac boost is the stupidest thing. Why is it in the game? It's pretty much the reason that Photon Overcharge is in the game at all... They made Muta faster. They introduced Medivac boost for God knows what reason... so they could escape from Muta? Then they gave Protoss Photon Overcharge to deal with faster Medivacs and faster Muta? Now Terran complains they can't drop because of Photon Overcharge and Zerg complains they have to go Muta because of Medivacs. My BRAIN HURTS I seriously do not understand why people complain about medivac boost so much. The medivacs are not coming out any faster. The medivacs are not getting to your base that much faster. If you have units in place like you would for medivac drops in WoL you can shut them down the same way. Mutalisks will STILL catch a medivac in the open when the boost is gone. If anything it helps terran so they can retreat and at least keep the medivacs instead of losing everything in a fight. | ||
shid0x
Korea (South)5014 Posts
regarding the ultra buff i dunno,its like 2 more marauders shots and sometimes when i kill the ultra i'm at the extreme limit,i couldn't have kite 2 more times,so that would mean i'd die...well we'll see i guess. Still no mothership core nerf,lol. | ||
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