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Call to Action: August 19 Balance Testing - Page 34

Forum Index > SC2 General
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hansonslee
Profile Blog Joined April 2011
United States2027 Posts
August 25 2013 20:02 GMT
#661
On August 26 2013 04:57 Qikz wrote:
The big issue I have with complaining about balance in ZvT is no zerg tries anything but Ling/Bling/Muta despite it being proven before that Roach/Hydra is actually really good against mine compositions. It strikes me that the issue isn't widowmines, it's that maybe hydras could do with a +bio buff or something to make them better against marines (which they should be) either that or zergs should stop trying to trade evenly all the time with ling/bling/muta and actually crush the force with roach/hydra as is already..


The only time when Roach/Hydra is viable is when they have some AOE support like Infestors, which are very gimicky atm, and Vipers, which come out on Hive tech. Sure, WM may get countered, but MMM will still eat up that composition pretty quickly.
Seed's # 1 fan!!! #ForVengeance
Incognoto
Profile Blog Joined May 2010
France10239 Posts
August 25 2013 20:05 GMT
#662
On August 26 2013 04:57 Qikz wrote:
The big issue I have with complaining about balance in ZvT is no zerg tries anything but Ling/Bling/Muta despite it being proven before that Roach/Hydra is actually really good against mine compositions. It strikes me that the issue isn't widowmines, it's that maybe hydras could do with a +bio buff or something to make them better against marines (which they should be).


Roach/Hydra is very cost efficient against Bio/Mine in the early stages of the game where Zerg tends to have a bit more supply than Terran and both are under 150 supply. However once supply goes over 180+, Roach/Hydra isn't as efficient anymore due to the fact that they're bigger units so they cover more area for damage and due to the fact that there are enough Medivacs out to heal units at a rate where Roach/Hydra can't keep up anymore.

What also kicks in is that Roach/Hydra does quite poorly against drops compared to MLB so a good Terran can really exploit that. Siege Tanks also become quite strong as Roach/Hydra can't really break a good Siege Tank with Bio/Medivac support.

So using Roach/Hydra as a composition means that you have a timing widow early-mid game where you have to do damage to Terran so that they can't max. this is easier said than done given the defensive capabilities the Terran race has (Tanks & Mines).Something else to consider is that if you're investing into Roach/Hydra, you probably want to upgrade those units. If you're upgrading zerg ranged weapons, chances are you're not upgrading melee. So when you finally get to Ultralisks they won't be as good as they would have been had you been using MLB. Unless you're going SH, but drops just tear SH apart.


Unless they do indeed buff Hydra or something, Roach/Hydra isn't a viable answer.
maru lover forever
Protosnake
Profile Joined September 2011
France295 Posts
August 25 2013 20:14 GMT
#663
On August 26 2013 04:57 Qikz wrote:
The big issue I have with complaining about balance in ZvT is no zerg tries anything but Ling/Bling/Muta despite it being proven before that Roach/Hydra is actually really good against mine compositions. It strikes me that the issue isn't widowmines, it's that maybe hydras could do with a +bio buff or something to make them better against marines (which they should be) either that or zergs should stop trying to trade evenly all the time with ling/bling/muta and actually crush the force with roach/hydra as is already..


Roach/hydra cant deal with drops, is weak against tank and isnt that strong against MMMM anyway

But in the end the only thing that matter is that it cannot deal with drops, so it's not viable
DusTerr
Profile Blog Joined January 2011
2520 Posts
August 25 2013 20:17 GMT
#664
On August 26 2013 04:57 Qikz wrote:
The big issue I have with complaining about balance in ZvT is no zerg tries anything but Ling/Bling/Muta despite it being proven before that Roach/Hydra is actually really good against mine compositions. It strikes me that the issue isn't widowmines, it's that maybe hydras could do with a +bio buff or something to make them better against marines (which they should be) either that or zergs should stop trying to trade evenly all the time with ling/bling/muta and actually crush the force with roach/hydra as is already..


I'd like to see someone get good with timing fungal growth. Another thing I haven't seen a lot of at higher levels is blinding cloud + banes. Since I can see Blizzard being very scared of touching infestors I'd like to see them take a longer look at vipers (they were already discussing the starting energy - perhaps the tech position would be worth looking at too).
manniefresh
Profile Joined July 2011
United States74 Posts
August 25 2013 20:27 GMT
#665
Can we talk about how Drilling Claws upgrade is imba? It makes it so you never catch widow mines "unsieged".

Also Fungal needs a buff bad... I think a projectile speed buff would be a good answer. Thoughts?
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
August 25 2013 20:36 GMT
#666
On August 26 2013 05:27 manniefresh wrote:
Can we talk about how Drilling Claws upgrade is imba? It makes it so you never catch widow mines "unsieged".

Also Fungal needs a buff bad... I think a projectile speed buff would be a good answer. Thoughts?


Yes, I agree! I think it's a good time to remove Drilling Claws.
Seed's # 1 fan!!! #ForVengeance
GinDo
Profile Blog Joined September 2010
3327 Posts
August 25 2013 20:36 GMT
#667
On August 26 2013 05:27 manniefresh wrote:
Can we talk about how Drilling Claws upgrade is imba? It makes it so you never catch widow mines "unsieged".

Also Fungal needs a buff bad... I think a projectile speed buff would be a good answer. Thoughts?


The issue with FG is the freeze effect. If it hits everything dies to chain, and when it misses the Zerg is screwed. FG needs o be changed in some way before a any buff is warranted. Also the issue with Infestors is the BL Infestor combo. It's hard to buff Infestors without risking a return of this.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2013-08-25 20:49:35
August 25 2013 20:48 GMT
#668
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 25 2013 20:57 GMT
#669
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
Last Edited: 2013-08-25 21:06:57
August 25 2013 21:05 GMT
#670
On August 26 2013 05:57 Foxxan wrote:
Show nested quote +
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous


lol. Yet they have no problem inventing factory units that can be healed by medivacs or mines that act like rocket launcher stations.
Terran & Potato Salad.
Protosnake
Profile Joined September 2011
France295 Posts
August 25 2013 21:37 GMT
#671
On August 26 2013 06:05 Lukeeze[zR] wrote:
Show nested quote +
On August 26 2013 05:57 Foxxan wrote:
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous


lol. Yet they have no problem inventing factory units that can be healed by medivacs or mines that act like rocket launcher stations.


In all honesty I dont see the point of lurker right now, they wont deal with mines, they wont deal with medivacs, they wont bring anything new to the table
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
August 25 2013 21:39 GMT
#672
On August 26 2013 06:37 Protosnake wrote:
Show nested quote +
On August 26 2013 06:05 Lukeeze[zR] wrote:
On August 26 2013 05:57 Foxxan wrote:
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous


lol. Yet they have no problem inventing factory units that can be healed by medivacs or mines that act like rocket launcher stations.


In all honesty I dont see the point of lurker right now, they wont deal with mines, they wont deal with medivacs, they wont bring anything new to the table


They would deal with Marines cost-efficiently.
You are no longer automatically breathing and blinking.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
August 25 2013 21:42 GMT
#673
it would make missile comp in zvp way too strong, roach/hydra/lurker would be insane to deal with, zealots would just melt
I come in for the scraps
Protosnake
Profile Joined September 2011
France295 Posts
August 25 2013 21:44 GMT
#674
On August 26 2013 06:39 ysnake wrote:
Show nested quote +
On August 26 2013 06:37 Protosnake wrote:
On August 26 2013 06:05 Lukeeze[zR] wrote:
On August 26 2013 05:57 Foxxan wrote:
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous


lol. Yet they have no problem inventing factory units that can be healed by medivacs or mines that act like rocket launcher stations.


In all honesty I dont see the point of lurker right now, they wont deal with mines, they wont deal with medivacs, they wont bring anything new to the table


They would deal with Marines cost-efficiently.


Swarm host also deal with marines cost-efficiently, like I said, even if i enjoyed playing them, I dont see the point of lurker right now
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
August 25 2013 21:55 GMT
#675
On August 26 2013 05:57 Foxxan wrote:
Show nested quote +
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous

By the way, people used to ask for the colossus getting an attack similar to that of the lurker i.e. a line from the colossus to the target instead of the way it is now. The unit would still lack some of the cool aspects of the lurker (maybe if it had a set-up mode) but it would be quite similar really.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
rinnnedor321
Profile Joined August 2013
53 Posts
August 26 2013 01:18 GMT
#676
i think it might be beneficial to make some changes to the swarmhost


the swarmhost is halfway viable against the slow armies of protoss (and against mech sometimes)


against bio+mine and drops swarmhosts are just horribly pathetic. going swarmhosts in TvZ is almost like suicide because they are so slow in just their mechanics of battle






i have an idea... maybe increase swarmhost speed of engaging in combat but bring along nerfs as well

what about this...


give swarmhosts an attack-move button and allow swarmhosts to attack-move while burrowed and give them 2.25 speed when burrowed and give swarmhosts a "fake attack" that does no damage just functions as targeting for locusts


give locusts speedling speed and melee range, and make it so swarmhosts need to get in 20range of a target to fire. swarmhosts "fire" is firing the locusts. make the locusts now fire/spawn instantly (instead of getting that spawntime). when swarmhosts fire their locusts, locusts will auto-target the unit the swarmhost targeted with its "fake attack" but locusts can also be manually controlled at any time


and heres the nerf. after swarmhosts fire their locust, they are unable to move or unburrow for 25 seconds. recharge time of locust stays at 25 seconds.



with this change, large amounts of collossi and hellbats would still beat swarmhosts because the hosts would be unable to move and melee locusts are killable by hellbats and even blueflame hellions




so this creates counters for zerg. swarmhosts would do okay vs MMM,
swarmhosts get countered by hellbats/blueflame hellions
zerg needs lots of banelings to deal with the hellions/hellbats
so it creates a good cycle of counters on the ground for zerg vs terran

swarmhosts > mmm+mines > mass banelingz > hellbats/hellions > swarmhosts
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 26 2013 01:45 GMT
#677
On August 26 2013 04:57 Qikz wrote:
The big issue I have with complaining about balance in ZvT is no zerg tries anything but Ling/Bling/Muta despite it being proven before that Roach/Hydra is actually really good against mine compositions. It strikes me that the issue isn't widowmines, it's that maybe hydras could do with a +bio buff or something to make them better against marines (which they should be) either that or zergs should stop trying to trade evenly all the time with ling/bling/muta and actually crush the force with roach/hydra as is already..


What? Are you serious? Zergs have tried roach/hydra, have tried roach/ling/bane, wtf do you expect us to do when they are actually garbage compositions? It relies entirely on terran not realizing what you are doing when doing roach/hydra or roach/ling/bane.
When I think of something else, something will go here
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
August 26 2013 04:23 GMT
#678
On August 26 2013 03:50 ysnake wrote:
Show nested quote +
On August 26 2013 03:13 DusTerr wrote:
On August 26 2013 00:16 SlammerSC2 wrote:
Blizzard pls nerf Widowmine so we can have a balanced TvZ again

suggestions?

longer build time?
change tech requirements?
increase cost?
decrease damage?
decrease splash radius?
decrease splash damage?
increase cooldown?

and how do you think that will affect the matchup in a more balanced way?


- Longer build time would mean that you want to nerf timings or re-maxing. Since timings are not he problem nor is the reactor production of them.
- Rushes are not the problem
- Would need to drastically increase it.
- No.
- Remove it.
- Remove it.
- No.

Problem with widow mines is that Terran is dictating where the Zerg will engage, as we saw today, Terran slowly pushes towards their goal of killing off an expansion and Widow Mines dictate that. Whoever states Widow Mines require a lot of micro, they require as much micro as pressing your Siege Mode hotkey on your Siege Tanks. One widow mine can take out a whole pack of main core of the Zerg army, which is Zerglings or Banelings. Roach/Hydra is really having a hard time against 3/3 Terran, and you cannot possibly survive out of it, nor can you "nicely" switch to Ultras because you are missing the upgrades (unless you go triple evo chamber, which I do not see working as Terran starves out the Zerg on gas). It's how cost-efficient it is, and Terran already has the most cost-efficient unit at disposal, and as we see, they just mass them.

Quite frankly, it was not fun for me to watch Terran slowly drilling away the Zerg every game. Maybe it's the problem with the current meta and how pros played it out with their muta/ling/bling style, but they either finished the game with critical number of Mutas or they lost while stuck in Lair tech. Maybe Zerg should stay a bit more on 2 bases and apply pressure via Roaches or something.

Oh well.


One possible way to encourage WM disposal with infestors is cheaper fungals.
Present muta/overseer style is too risky to be a main comp.
But old habits die hard.
Cauterize the area
phodacbiet
Profile Joined August 2010
United States1740 Posts
August 26 2013 04:24 GMT
#679
On August 26 2013 06:37 Protosnake wrote:
Show nested quote +
On August 26 2013 06:05 Lukeeze[zR] wrote:
On August 26 2013 05:57 Foxxan wrote:
On August 26 2013 05:48 udgnim wrote:
bring back Lurker so Zerg will get their own set it and forget it unit

that will change how Terrans play marine / medivac / widow mine

BUT NOOOOO, Blizzard says Lurkers perform an action too similar to Banelings


The more recent news is they have tried several times to implement the lurker but its to hard cuz of longrange units like the colossous


lol. Yet they have no problem inventing factory units that can be healed by medivacs or mines that act like rocket launcher stations.


In all honesty I dont see the point of lurker right now, they wont deal with mines, they wont deal with medivacs, they wont bring anything new to the table


They would deal with marines =D
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2013-08-26 04:39:54
August 26 2013 04:37 GMT
#680
On August 26 2013 05:36 hansonslee wrote:
Show nested quote +
On August 26 2013 05:27 manniefresh wrote:
Can we talk about how Drilling Claws upgrade is imba? It makes it so you never catch widow mines "unsieged".

Also Fungal needs a buff bad... I think a projectile speed buff would be a good answer. Thoughts?


Yes, I agree! I think it's a good time to remove Drilling Claws.


Actually Zerg need a way to safely detect mines, same way Terran have scan and Protoss have observers, detection to changelings?

Changelings trigger mines? Propably imba because WMs trigger ontop of marines via changeling is a free kill for the Zerg. Or maybe it'll work out b/c the Terran now must kill the changeling or die to Widow mines. Hmmm
Cauterize the area
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