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Upcoming Balance Patch (Overseer) - Page 6

Forum Index > SC2 General
359 CommentsPost a Reply
Prev 1 4 5 6 7 8 18 Next All
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2013-08-26 23:29:11
August 26 2013 23:12 GMT
#101
TBH thought this was addressed and executed quite a while ago.. Why the conversation/thread this late now.. ?

Nevertheless - I like the change a lot.. ofc the problem is if this gets a huge side-effect in ZvP for Zerg being able to dart in, snipe Obs and dart-out, or even better - make DTs practically useless late-game..

Still think that if anything - Widow-Mine needs to go under some changes TBH though.. Both for the sake of ZvT, as well as TvP

And ofcourse:

3.75 is the movement speed of Oracle.. It's fast, but not Super-fast, not like the Hellion or Phoenix or Speedling for example..
Another world, another place, another universe, won the race.. :) ;) :P
tili
Profile Joined July 2012
United States1332 Posts
August 26 2013 23:13 GMT
#102
It's funny how people are balance whining, even though Blizzard only went through with the most conservative change possible

It's only an upgrade, and it WILL help against 4M, because it's much easier to run away from stimmed marines/jump out of WM range.

As they stated earlier, the increased survivability of overseers means zergs aren't constantly re-morphing them as they are inevitably sniped when the faster muta flock veers away
NotSorry
Profile Blog Joined October 2002
United States6722 Posts
August 26 2013 23:15 GMT
#103
I think something like 3.25 would be better but whatever
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
jonich0n
Profile Joined February 2009
United States1982 Posts
August 26 2013 23:22 GMT
#104
I'm generally no fan of Zerg but this speed buff I feel was totally needed (if not something else). I like that they're taking the incremental approach here. Blizzard balance changes haven't always felt all that smart every time but I think this was the right way to go with the current state of ZvT (true top tier Terrans... are just so ridiculously good at that matchup. honestly every single Zerg would really really struggle to beat any of them in like a bo7 these days, that's a fact).

The most interesting thing for me is how this will affect ZvP... scouting potential definitely increases, early game, and later. Since overseers will be easier to keep alive Zerg will retain them more, spend a few less resources, and be able to pick off observers easier...

(>'.')>
negativedge
Profile Joined December 2011
4279 Posts
Last Edited: 2013-08-26 23:28:31
August 26 2013 23:27 GMT
#105
still need zerg 3/3 upgrades available on lair tech (or maybe require infestation pit). that's the only thing I could see having a real effect right now without making drastic changes.
IcED Bk
Profile Joined December 2012
Canada245 Posts
August 26 2013 23:35 GMT
#106
I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.
Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
jonich0n
Profile Joined February 2009
United States1982 Posts
August 26 2013 23:42 GMT
#107
On August 27 2013 08:35 IcED Bk wrote:
I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.

definitely true but doesn't necessarily mean it's going to be game-breaking or anything at all. time to adapt and see how things play out. yeah it's also interesting that this should help a decent bit against DT harass.
(>'.')>
contv
Profile Joined August 2010
35 Posts
August 26 2013 23:46 GMT
#108
On August 27 2013 08:35 IcED Bk wrote:
I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.


Just...no. Zerg rarely researches overlord speed against protoss let alone early enough to impact the scouting of Protoss' first tech choice.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
Last Edited: 2013-08-26 23:49:41
August 26 2013 23:48 GMT
#109
On August 27 2013 08:35 IcED Bk wrote:
I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.


Not really. It isn't like the Zerg is going to quickly tech to lair and get the speed upgrade for the quicker scouting early on (when it matters most) and in the later stages Protoss usually has phoenixes or blink stalkers which can easily kill these.

Hell, even if the zerg did rush these, a lot of protoss players have caught on to the strength of stargate tech in HotS so they'd still have a few phoenixes out in time.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
igay
Profile Blog Joined November 2011
Australia1178 Posts
August 26 2013 23:49 GMT
#110
I can't catch those fucks with my stalker as it is lol but seriously will affect pvz the most seems like a good minor change to me
MVP <3 MKP <3 DRG <3
MrSusan
Profile Joined March 2011
United Kingdom20 Posts
August 26 2013 23:54 GMT
#111
seems good but hard for pvz? will have to see
spiderman
BoZiffer
Profile Joined November 2011
United States1841 Posts
August 26 2013 23:59 GMT
#112
Good call on the incremental changes. I support this line of thinking.
Weavel
Profile Joined January 2010
Finland9221 Posts
August 27 2013 00:00 GMT
#113
Actually pretty big speed boost. Dunno if it will do much.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
nixi
Profile Joined February 2010
Sweden39 Posts
August 27 2013 00:00 GMT
#114
Someone said this before but it is something I really feel is worth mentioning again: EMP shells upgrade for siege tanks in techlab. Gives tanks a +X damage bonus (while sieged) against shields, say 10 damage. Immortal will still be a counter but atleast it won't shut them down completely.

OT. I'm glad they didn't change the widowmines. As a zerg I think it's fun to micro against them and I like (to a certain degree) to be punished for sloppy micro. I wish swarmhost was more effective against terran bio so I could clean up big minefields with locusts though.
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
August 27 2013 00:02 GMT
#115
maybe zerg should just start without fog at all, not much difference
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 27 2013 00:03 GMT
#116
On August 27 2013 07:01 blade55555 wrote:
This change won't change zvt at all lol. Imo a good one would be allowing research of 3/3 after starting infestation pit. I don't see how it would be imbalanced at all considering protoss and terran only have to make 1 more building to start 2/2 and 3/3 (twilight for toss, armory for terran).

Different races are different. Terrans need one building (Armory 150/100/65s) for 2/2 and 3/3 upgrades, Protoss is similar - 150/100/50. Zergs need one "building" too for 3/3 upgrades - Hive for 250/150/100s, which also allows other things too, like broods and ultras.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 27 2013 00:06 GMT
#117
On August 27 2013 08:35 IcED Bk wrote:
I don't know about this, zerg DOES NOT need the scouting ability. Protoss now is going to have a hard time trying to kill off scouts.

Protoss can scout Zergs easily with:

• mammacore with giant vision radius
• hallucinations, especially fast and for free aka Phoenix hallucination
• observer
• oracles when harassing
• real phoenixes

So 22% faster Overseer is ok
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
August 27 2013 00:06 GMT
#118
only crappy part is that overseers will have reign over Protoss bases Contaminating all my robos
I am Godzilla You are Japan
nixi
Profile Joined February 2010
Sweden39 Posts
August 27 2013 00:07 GMT
#119
Or why not give the old infestor it's neural parasite range back and decrease energy cost. Make it so it can't target massive units and suddenly mines can be turned against the bio.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
August 27 2013 00:11 GMT
#120
On August 27 2013 09:06 SigmaoctanusIV wrote:
only crappy part is that overseers will have reign over Protoss bases Contaminating all my robos


If only contaminate wasn't 125 energy a pop
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Prev 1 4 5 6 7 8 18 Next All
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