SK MC's thoughts on the current state of SC2 - Page 44
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esdf
Croatia736 Posts
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Hattori_Hanzo
Singapore1229 Posts
On September 06 2013 16:52 zhurai wrote: uhhhhh... no widow mine's attacks are abilities, therefore blinding cloud doesn't work on it... same reason as why window mines do the damage they do to immortals' shields Fact: blinding cloud AND ABDUCT onto roach/hydra or muta/ling will kill WM real quick, unless they have drilling claws then it's a calculated risk if your deathball can kill it fast enough. Good news is abduct will unburrow the WMs. | ||
fuzzy_panda
New Zealand1681 Posts
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Big J
Austria16289 Posts
On September 06 2013 23:05 vthree wrote: lurker + bane would give zerg a LOT of AoE. To balance, tank siege range would have to be increase a lot. Raven will probably need Irradiate, etc... So basically going back to SC:BW units which is not necessary a bad thing but not the direction Blizzard wants. That is the core issue with adding some BW units (lurkers) to the mix. They kinda need counters to them (which themselves are BW units/spells) and the cycle continues. well, there is also the other side which says that lurkers would be shit anyways because they suffer the exact same problems as siege tanks do: vs Protoss basically everything counters them on a-move (Colossi, Immortal, Chargelot, Archon) or can abuse their immobility (air units, blink stalkers) vs Terran can you really go for hydratech fast to get lurkers, considering how shit that techroute is if you don't have 30roaches first? And can they really hold down stimmed Marauders? Don't you just die to drops then? I believe the problem why noone used the lurker in the alpha (and therefore blizzard didn't put it in, as it had no use) is simply that balancing it was not possible. It was either a deathball unit that would destroy all ground armies, or it was a nonissue to deal with because half of the SC2 additions simply overrun it, especially with ball- instead of line-movement. On September 07 2013 18:22 Hattori_Hanzo wrote: Fact: blinding cloud AND ABDUCT onto roach/hydra or muta/ling will kill WM real quick, unless they have drilling claws then it's a calculated risk if your deathball can kill it fast enough. Good news is abduct will unburrow the WMs. Fact: your post has nothing to do with what he was saying. | ||
YyapSsap
New Zealand1511 Posts
On September 06 2013 23:05 vthree wrote: lurker + bane would give zerg a LOT of AoE. To balance, tank siege range would have to be increase a lot. Raven will probably need Irradiate, etc... So basically going back to SC:BW units which is not necessary a bad thing but not the direction Blizzard wants. That is the core issue with adding some BW units (lurkers) to the mix. They kinda need counters to them (which themselves are BW units/spells) and the cycle continues. Hmm if you made lurkers two shot marines which they did in BW (two shot combat shield marines with +1wep) would be pretty good. Lurkers would be really good for holding chokes/ramps but useless in an open field unless you had lots of them. Marauders would obviously eat through lurkers or marines in an open field but lots of lings won't make that easy. It'd actually be pretty cool to see and diversify the TvZ meta somewhat. Plus banelings and lurkers won't really work well together due to the setup time the lurker needs. | ||
Gendo
United Kingdom216 Posts
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Jawra
Sweden146 Posts
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UnceL
Poland73 Posts
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faderedguy
Indonesia58 Posts
Yeah.. It's very clear who should be changed atm ![]() | ||
Fran_
United States1024 Posts
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WombaT
Northern Ireland24430 Posts
On September 08 2013 13:28 faderedguy wrote: So basically Terran is causing all the boring and bad matchups? Yeah.. It's very clear who should be changed atm ![]() It does have an impact, people go on about how Terran is great design and the other two (esp Protoss suck), but Protoss are balanced around the insane DPS that bio balls can put out. | ||
N.geNuity
United States5112 Posts
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TheGangle
United States8 Posts
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Courthead
United States246 Posts
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Foxxan
Sweden3427 Posts
vs Protoss basically everything counters them on a-move (Colossi, Immortal, Chargelot, Archon) or can abuse their immobility (air units, blink stalkers) Lurkers are not like swarmhosts tho at all, you didnt say that. What i mean is mobile units want be as good versus lurkers as versus swarmhosts. Not even close. They work quite different. Besides, you go heavy lings or hydra/roach + lurkers. You mass some unit with lurker units. Blizzard have said that they have tried to put the lurker in many times, but the problem were longrange units. David kim just said it a few interviews ago | ||
NapkinBox
United States314 Posts
On September 10 2013 13:23 Foxxan wrote: Lurkers are not like swarmhosts tho at all, you didnt say that. What i mean is mobile units want be as good versus lurkers as versus swarmhosts. Not even close. They work quite different. Besides, you go heavy lings or hydra/roach + lurkers. You mass some unit with lurker units. Blizzard have said that they have tried to put the lurker in many times, but the problem were longrange units. David kim just said it a few interviews ago Did he try burrowing them? Under Dark Swarm, perhaps? | ||
urashimakt
United States1591 Posts
On September 06 2013 16:52 zhurai wrote: uhhhhh... no widow mine's attacks are abilities, therefore blinding cloud doesn't work on it... same reason as why window mines do the damage they do to immortals' shields You're right about Widow Mines and Blinding Cloud (auto-cast ability, not affected by weapon range reduction), but it can be clarified that Widow Mines do full damage to Immortals with shield because the damage is flagged as the Spell type which is excluded from the Immortal damage response. The source being an ability has no bearing on that. | ||
bduddy
United States1326 Posts
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Maeldun
Australia169 Posts
On September 10 2013 15:04 bduddy wrote: It's amazing how TL distills all of these great points into stupid balance arguments/BW nostalgia. Welcome to the internet, where the best of humanity comes together. | ||
tdt
United States3179 Posts
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