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On August 27 2013 10:30 Emzeeshady wrote:Show nested quote +On August 27 2013 09:36 ZenithM wrote: Probably a good patch, although I'm always worried to see Zerg buffed :p "Queen's range +2" *shudders* The Queen range buff was very good for the game. No more random deaths for Zergs and viable anti air. If it came with an infestor nerf then 2012 would have been the golden age of SC2 imo. Viable anti-air? It was a ground buff.
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On August 27 2013 10:30 Emzeeshady wrote:Show nested quote +On August 27 2013 09:36 ZenithM wrote: Probably a good patch, although I'm always worried to see Zerg buffed :p "Queen's range +2" *shudders* The Queen range buff was very good for the game. No more random deaths for Zergs and viable anti air. If it came with an infestor nerf then 2012 would have been the golden age of SC2 imo.
I disagree. It made the early game too 1-dimensional and uninteresting.
Zergs opened with 4-6 queens in nearly every ZvT. You could pretty much go do something else for like 5 mins before the real game got underway in watching pro matches.The kicker is that 4 queen openings were already being experimented with prior to the patch. DRG was probably one of the most popular user of it at the time.
I would try to stray from passive buffs like that, as well as the preposed ultralisk buff. It's lazy balancing. In a perfect world the viper could be better, as I think that was the best unit added to HotS.
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On August 27 2013 10:45 Emzeeshady wrote:Show nested quote +On August 27 2013 10:36 plogamer wrote:On August 27 2013 10:30 Emzeeshady wrote:On August 27 2013 09:36 ZenithM wrote: Probably a good patch, although I'm always worried to see Zerg buffed :p "Queen's range +2" *shudders* The Queen range buff was very good for the game. No more random deaths for Zergs and viable anti air. If it came with an infestor nerf then 2012 would have been the golden age of SC2 imo. Bolded parts are totally 100% true. Ps. Hell, at second thought, even the middle statement is true. Zergs totally died randomly in the meta around the time Queens were buffed. What? Hellion-contain was the issue and not "random deaths" ala. uber all-ins? Queen range buff was only applied to Queen-to-ground attacks and not anti-air? Lies, all Terran lies. ya, I think people forget how many terrible games we have before the range buff were the hellions would just randomly run in and win the game. Not to mention the brutal hellion contains every game. Everyone only remembers the good times :p
Another one of my favorite mental games here.
People love to complain about Zerg having viable defense to bullshit.
The queen buff stopped 2 rax and free hellion runbys from randomly destroying Zergs in the early game. This is obviously unfair. Let's forget the fact that Zerg is the race most incapable of breaking defensive positions, Zerg units compete with drones for larva, and Zerg easily has the worst macro of all 3 races off of 1 base, they shouldn't be able to defend themselves worth a shit, that's unfair!
6 hellions should be a guaranteed 10 drone kills. 4 gate should be a viable top-level strategy. And why the hell can't a single Zealot slaughter 4 lings right out of the box? He only spent 2 drones worth of production defending against that! What the hell!?!?!?!
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Hmmm, lots of people think TvZ is bad? It's usually the top 1% of Terran in like a few BOX that show they can destroy top 1% of Zergs and usually it's because they played better. Not only that...Terran doesn't always win, it's pretty even I'd say from my viewing experiences.
Dunno why everyone acts like there's a problem TvZ. Mines just force the Zerg to micro just as much as the Terran has to vs banelings imo (which zergs do not like of course).
We'll see if they make mech better, the combined upgrades obviously will make vikings less bad, but it doesn't really address any of the issues which are :
-armories too expensive to begin upgrades at a time in the game when P/Z/bio T are getting ebays/evo chamber/forge -swarmhosts -viper -immortal -tempest (well, ok the combined upgrades addresses this a TINY bit since you'll have upgraded vikings.
Not going to hold my breath, don't think anyone else should either about making mech better until we see them actually do something :D But hey, at least they're actually waking up so to speak.
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On August 27 2013 11:57 avilo wrote: Hmmm, lots of people think TvZ is bad? It's usually the top 1% of Terran in like a few BOX that show they can destroy top 1% of Zergs and usually it's because they played better. Not only that...Terran doesn't always win, it's pretty even I'd say from my viewing experiences.
Dunno why everyone acts like there's a problem TvZ. Mines just force the Zerg to micro just as much as the Terran has to vs banelings imo (which zergs do not like of course).
We'll see if they make mech better, the combined upgrades obviously will make vikings less bad, but it doesn't really address any of the issues which are :
-armories too expensive to begin upgrades at a time in the game when P/Z/bio T are getting ebays/evo chamber/forge -swarmhosts -viper -immortal -tempest (well, ok the combined upgrades addresses this a TINY bit since you'll have upgraded vikings.
Not going to hold my breath, don't think anyone else should either about making mech better until we see them actually do something :D But hey, at least they're actually waking up so to speak.
Usually justification usually justification usually it's fine guys, nothing to see here, move on.
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They will continue to explore ways to make mech viable, like they have pretended to for the last 3 years?
I'll admit the upgrade buff wasn't the ideal way to buff mech, but it was at least something. It would never have been overpowered, and it could have actually encouraged more people to experiment with mech. But I guess we gotta be more careful than that, can't risk having people make units besides MUHREENS.
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On August 27 2013 06:38 FeyFey wrote: I wish everything would become slower instead of faster, but thats because I want Siege tanks to fire atleast 3 shots before they roll over and die instead of 2. Anyway will make control for the Zerg easier, because they can a-move around the map not having to fear something burrowed, their map control will be fearsome again. In the end this solidifies Mines in their role as the Siege Tank for Bio, while Mines doing ground control will be nearly useless against Zerg. Will be interesting to see how this turns out, but it basically forces Terran even more into the 4m rally style. But the new maps will do more for TvZ then this change imo.
This is pretty much the crux of why Mech blows in SC2
In BW, shitty clumping also meant that units took longer to surround tanks, and that tanks can get more than 1 shot off before they get surrounded. Which in some ways, made everything so much more strategical.
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I approve! Small changes is good.
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mech is very viable vs protoss on maps like akilon wastes. In fact, I see more mech on that map then non-mech. If they gave terran that dual upgrades on armories, every protoss would have to veto akilon.
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I want to know their definition of late game.
Because from my perspective its the transition to hive>3/3>ultra where Zerg struggles not afterwards.
Does blizzard consider 2/2 lair play lategame? Where i stand. Lategame is after relevant upgrades from both parties are complete.
At least their stupid ultra change and upgrade merge didnt make it in. Thats a plus
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On August 27 2013 09:07 nixi wrote: 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. Speaking of infestors, I've always wondered why we don't see more Infested Terran minesweeper (the way Zergs would bait out Sieged Tank FF).
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Blizzard is so scared to buff Zerg, and so scared to nerf Terran it's hilarious. Everyone knew this was coming going into HotS, with the way WoL ended, but I didn't think they would take it this far.
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On August 27 2013 13:49 Emzeeshady wrote:Show nested quote +On August 27 2013 13:24 VayneAuthority wrote: mech is very viable vs protoss on maps like akilon wastes. In fact, I see more mech on that map then non-mech. If they gave terran that dual upgrades on armories, every protoss would have to veto akilon. um no...
um yes
you don't even play either race lol
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On August 27 2013 13:42 ssxsilver wrote:Show nested quote +On August 27 2013 09:07 nixi wrote: 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. Speaking of infestors, I've always wondered why we don't see more Infested Terran minesweeper (the way Zergs would bait out Sieged Tank FF). Because infested terran eggs have only 70 hp and 2 armor, and marines have +1 if not +2 by the time infestors are out, You might as well send in a pair of zerglings which don't cost you gas and have the same armor.
Earlier some posters suggested infestor buffs like buffing the egg's armor, increasing their move speed on creep, or lowering fungal cost. I think these buffs could be interesting to watch, especially if they prompted a late game ghost transition from terran into the meta.
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Good change because it was something they could have done 3 years ago...
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On August 27 2013 13:42 ssxsilver wrote:Show nested quote +On August 27 2013 09:07 nixi wrote: 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. Speaking of infestors, I've always wondered why we don't see more Infested Terran minesweeper (the way Zergs would bait out Sieged Tank FF). They tend to die before the mines go off, not to mention its pretty risky. 1 infestor is not enough so the moment you start using infested terrans you have the risk of terran simply scanning and destroying them all.
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