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Upcoming Balance Patch (Overseer) - Page 8

Forum Index > SC2 General
359 CommentsPost a Reply
Prev 1 6 7 8 9 10 18 Next All
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
August 27 2013 02:03 GMT
#141
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.
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
August 27 2013 02:11 GMT
#142
Good patch idea. I like.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
August 27 2013 02:12 GMT
#143
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.
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
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
August 27 2013 02:16 GMT
#144
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!?!?!?!
As it turns out, marines don't actually cost any money -Jinro
avilo
Profile Blog Joined November 2007
United States4100 Posts
August 27 2013 02:57 GMT
#145
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.
Sup
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
August 27 2013 03:00 GMT
#146
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.
As it turns out, marines don't actually cost any money -Jinro
Bagi
Profile Joined August 2010
Germany6799 Posts
August 27 2013 03:15 GMT
#147
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.
Griffith`
Profile Joined September 2010
714 Posts
August 27 2013 03:16 GMT
#148
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.
griffith.583 (NA)
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
August 27 2013 03:22 GMT
#149
I approve! Small changes is good.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
August 27 2013 03:33 GMT
#150
--- Nuked ---
VayneAuthority
Profile Joined October 2012
United States8983 Posts
August 27 2013 04:24 GMT
#151
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.
I come in for the scraps
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
August 27 2013 04:26 GMT
#152
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


Forever ZeNEX.
ssxsilver
Profile Joined June 2007
United States4409 Posts
August 27 2013 04:42 GMT
#153
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).
sitromit
Profile Joined June 2011
7051 Posts
Last Edited: 2013-08-27 04:43:47
August 27 2013 04:42 GMT
#154
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.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
August 27 2013 04:49 GMT
#155
--- Nuked ---
VayneAuthority
Profile Joined October 2012
United States8983 Posts
August 27 2013 04:51 GMT
#156
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
I come in for the scraps
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
August 27 2013 04:54 GMT
#157
--- Nuked ---
TiberiusAk
Profile Joined August 2011
United States122 Posts
August 27 2013 05:07 GMT
#158
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.
"I like the new weapon, it's solid removal with a really nice deathrattle in a mech deck. The murloc is a little confusing though, not sure why they thought shamans needed a murloc."
algorithm0r
Profile Joined May 2010
Canada486 Posts
August 27 2013 05:28 GMT
#159
Good change because it was something they could have done 3 years ago...
Assirra
Profile Joined August 2010
Belgium4169 Posts
August 27 2013 05:34 GMT
#160
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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