6 possible balance changes - David Kim - Page 25
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JustPassingBy
10776 Posts
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gingerfluffmuff
Austria4570 Posts
On September 24 2013 06:53 Jerom wrote: Also, for mech actually being viable, the viper and immortal need to be looked at, and maybe the swarm hosts aswell. They all counter siege tanks too hard. There are so many anti mech units, cant change them all. No way we will see mech in Code S before LotV. | ||
Jerom
Netherlands588 Posts
On September 24 2013 06:56 Jermstuddog wrote: This post has Terran written all over it. Really? I'm proposing 3 protoss buffs... That I don't agree with the current buffs to protoss is just because I don't think they'd accomplish anything more than coin flippy cheese, not that I'm biased or sth. | ||
Whatson
United States5356 Posts
On September 24 2013 06:56 AnomalySC2 wrote: If you read the OP they stated they wanted there to be a nice mixture of mines + tanks to go along with bio. So essentially we have WMs that do less than half damage and slightly better tanks. Yeah definitely using that. | ||
Zarahtra
Iceland4053 Posts
On September 24 2013 07:01 gingerfluffmuff wrote: There are so many anti mech units, cant change them all. No way we will see mech in Code S before LotV. I'd argue you don't really need to change that many. vP it's not *so* bad, removing the bio tag on hellbats would probably go a long way. Then blinding cloud just desperately needs a redesign aswell as SHs imo(make them more movement orientated rather than creep/"static" defense/sh crawl). | ||
gingerfluffmuff
Austria4570 Posts
On September 24 2013 06:56 AnomalySC2 wrote: If you read the OP they stated they wanted there to be a nice mixture of mines + tanks to go along with bio. Thats the 2nd thing i wonder about: How should that even work? Flying the tanks in with medivacs? Leap frogging? Tanks are strong when they are set up, but the way is long to the Zs 4th and full of dangers. | ||
JustPassingBy
10776 Posts
On September 24 2013 07:01 Jerom wrote: Really? I'm proposing 3 protoss buffs... That I don't agree with the current buffs to protoss is just because I don't think they'd accomplish anything more than coin flippy cheese, not that I'm biased or sth. Sorry, but proposing anything that already existed in bw is pointless, I thought blizzard already made it clear by now. | ||
PerSe
United Kingdom550 Posts
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B1itZZ
United Kingdom70 Posts
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gingerfluffmuff
Austria4570 Posts
On September 24 2013 07:06 PerSe wrote: WM nerf was a tad bit harsh, but they can always re-buff it later, but it was a needed change. Even if you don't believe WM are imba (they were), they were killing the diversity of T-play. If tanks are used more in TvZ, we'll see Zergs use different units as well: i.e viper. Imo buffed tanks could kill the occasional roach hydra play (more by being build more often not because of the 10% ias buff). | ||
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Falling
Canada11265 Posts
On September 24 2013 05:32 Plansix wrote: Oh come on falling, its a faster game and the siege tank was the only one who didn't speed up. It can fire it alittle quicker and we will all be ok. The solution to that isn't to make everything else faster. That makes things even less microable. The tank trades off mobility and rate of fire for raw damage. The damage is already evenly spread and weaker. By making the rate of fire faster (which I believe it already is faster) makes the unit more samey. Mech play is as far as I can tell unique to SC, so I'm glad they are finally looking at it. Increasing the rate of fire is an easy fix, but it doesn't add microability to the extent that a slower rate of fire, but more powerful would. Even looking at making turret direction and rotation count for more would be an interesting, but subtle change if they bumped up the damage value. On a side note. I am also not in favour of combining mech and air upgrades. I have not idea whether it will improve the likihood of mech or air. Testing will discover that. What I do know that the more we get rid of upgrades, the more we lose a unique facet of the game. That is tech switching and it actually costing time and resources to tech switch. Unlike in Age of Empires where most of the upgrades are slightly better versions of the previous upgrades, SC has always had this interplay between units where one set was more powerful until an upgrade out which made the opposing units more powerful, until the next upgrade. So you had this back and forth. Plus the importance of +1 timings and all that. Furthermore tech switches are important for hiding tech, and scouting which is good gamewise, but also builds tension for the viewer on whether the opponent will discover the switch in time. The more upgrades disappear or are combined, the harder it is to scout because builds start to look very similar. (Imagine if in BW the forge upgrades had combined with air upgrades. Late cyber core spinning can be a tip-off that a tech switch is incoming. If units need help, then they need help, but streamlining the game to get rid of upgrades is a net loss in my opinion. | ||
Tosster
Poland299 Posts
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geokilla
Canada8218 Posts
Mech ground and air attack upgrades combined Um... What's the point of playing bio in TvT then? All I gotta do is play mech with mass Vikings and it's pretty much auto win. I'd rather see a reduction in costs for the attack upgrade. Widow mine splash radius decreased from 1.75 to 1.1 This is a huge nerf to Terran, and while the splash radius may seem like a small nerf, it would apparently reduce the amount of units it hits from 9 to around 3 or so, according to Reddit. That is a HUGE nerf, and it'll basically force Terrans to stop using Widow Mines. Instead, I propose that the cost of Widow Mines be raised to 100/50, while reducing the splash radius to 1.7. Siege tank attack period decreased from 3 to 2.7 This will definitely make Seige Tanks more viable in TvP early game and TvZ. However, I'm not so sure that it will have a huge effect on the game. Oracle cost decreased from 150/150 to 150/100 Yea.... No. Would a Terran player be able to get their defenses up in time, assuming they don't CC first? I don't think it'll be possible to defend this with CC first, but I'm not a progamer. Instead, I would give Oracles slightly more HP. They die off too easily. Dark Templar movement speed increased from 2.813 to 3.375 Can easily outrun Overseers, Stim Marines, and scan zones... Big fail. Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25 I think it'll make harassment more viable for Zerg players. | ||
Lock0n
United Kingdom184 Posts
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Fus
Sweden1112 Posts
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_SpiRaL_
Afghanistan1636 Posts
David Kim I hope you read this: You realise every single one of these you have done for HoTs shows that you clearly have absolutely no idea what you are doing.... | ||
mango_destroyer
Canada3914 Posts
On September 24 2013 06:43 NKexquisite wrote: It's official. They don't know what to do anymore. And casual players don`t know what they want....(aside from bitching) There is way too many armchair game designers in this forum just theory crafting without anything to show or test. At least attempt to go into detail of the ramifications of said suggestions. | ||
Cheren
United States2911 Posts
On September 24 2013 06:56 AnomalySC2 wrote: If you read the OP they stated they wanted there to be a nice mixture of mines + tanks to go along with bio. Yeah, terrans usually get 1 reactor and 1 tech lab on their factories in TvZ, with the tech lab being for drilling claws. If terrans are already getting a factory with tech lab as part of standard play then it only would take a slight siege tank buff to bring it back into professional TvZ. | ||
teddyoojo
Germany22369 Posts
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Vestrel
Canada271 Posts
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