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6 possible balance changes - David Kim - Page 39

Forum Index > SC2 General
1350 CommentsPost a Reply
Prev 1 37 38 39 40 41 68 Next
dNa
Profile Blog Joined December 2010
Germany591 Posts
September 24 2013 05:57 GMT
#761
David :< If you want to see tanks in TvZ again, you'll have to change ultras+vipers, not the tank itself... 10% shooting rate increase does nothing as it is now. As soon as ultras are on the field terran will either lose his whole bio trying to defend the tanks or has to abandon them.

Tanks were always pretty bad against ultralisk based compositions, but before HotS you could at least keep them from getting to the tanks by 'blocking' with marines. Now that ultras cleave through everything the tanks shoot maybe once and then die off ._.

And that becomes even worse if the vipers come into play...
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
ghostH27
Profile Joined November 2012
15 Posts
September 24 2013 06:01 GMT
#762
David Kim likes speed up.
I guess he think if SC2 is speed up and many player will be happy.
So low apm player will struggle so much.
papaz
Profile Joined December 2009
Sweden4149 Posts
September 24 2013 06:02 GMT
#763
This speeding up units has got to stop. Soon SC2 will play out like Quake. Give marines railgun and we will be there.
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
September 24 2013 06:03 GMT
#764
The DT speed increase would be pretty crazy to see, but then there's the burrowed roach speed increase. It blows my skull out.

All good changes to me.
The best Flash meme ever: http://imgur.com/zquoK
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-09-24 06:08:52
September 24 2013 06:03 GMT
#765
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.
MJofdoom
Profile Joined September 2011
Denmark2 Posts
September 24 2013 06:12 GMT
#766
On September 24 2013 03:29 Eatme wrote:
Well protoss is going to be alot more annoying in teamgames. The two most common toss openings in 3:3 are buffed.
The terran changes seems quite fine since the "look away for a second and lose all your lings" should be decreased.

yeah but if the terran looks away for a second he will loose his army to your banelings, so i dont really see the problem there ?
you are just a toss
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
September 24 2013 06:12 GMT
#767
So they actually do buff the siege tank, what do you know.
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
Last Edited: 2013-09-24 06:14:15
September 24 2013 06:14 GMT
#768
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.


Because this is a very likely scenario in a real game!
TAMinator
Profile Joined February 2011
Australia2706 Posts
September 24 2013 06:16 GMT
#769
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.

in a real game you wont be having 1 tank vs 1 immortal
Alex1Sun
Profile Blog Joined April 2010
494 Posts
September 24 2013 06:17 GMT
#770
I like all of those changes a lot, but I think that DT speed should be a separate upgrade in DT shrine. Other than that sounds really good.
This is not Warcraft in space!
pmp10
Profile Joined April 2012
3347 Posts
September 24 2013 06:20 GMT
#771
On September 24 2013 15:14 CruelZeratul wrote:
Show nested quote +
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.


Because this is a very likely scenario in a real game!

No - real game will have 10 tanks vs. 5 immortals and the buff won't make any difference anyway.
Tanks usually don't live past 5-7 shots anyway which is why 10% firing speed buff makes no sense whatsoever.
samurai80
Profile Joined November 2011
Japan4225 Posts
September 24 2013 06:20 GMT
#772
On September 24 2013 15:12 MJofdoom wrote:
Show nested quote +
On September 24 2013 03:29 Eatme wrote:
Well protoss is going to be alot more annoying in teamgames. The two most common toss openings in 3:3 are buffed.
The terran changes seems quite fine since the "look away for a second and lose all your lings" should be decreased.

yeah but if the terran looks away for a second he will loose his army to your banelings, so i dont really see the problem there ?

I play protoss, but to me it looks like banelings are not really at the same level of "look away for a second and lose all" compared to mines. Well, imho.
SsDrKosS
Profile Joined March 2013
330 Posts
September 24 2013 06:21 GMT
#773
On September 24 2013 15:17 Alex1Sun wrote:
I like all of those changes a lot, but I think that DT speed should be a separate upgrade in DT shrine. Other than that sounds really good.

What comes into my mind was... the warp prism speed buff
"Ok. 3.375 speed DT is too fast?
We will give you 2.9 DT and you can upgrade it upto 3.375 :p"
Typical Blizzard response.
Rabiator
Profile Joined March 2010
Germany3948 Posts
September 24 2013 06:21 GMT
#774
On September 24 2013 03:26 Wildmoon wrote:
Keep in mind this is what they want to test. Nothing here is final. I wonder how big of a deal 3 to 2.7 attack speed is.

3 to 2.7 is 10% ... or in short NOTHING, because the tank will be dead by the time it could take another shot anyways. How fast can Zerglings cross that distance from "in range and taking a first shot" to "minimum range"? That takes far less and yet each Siege Tank only kills a maximum of 3 Zerglings outright - or 75 minerals worth - while the surviving Zerglings are much more efficient because of the added splash damage friendly fire from the far end of the Siege Tank position. The Siege Tank even gets the full "vs armored" treatment ...

Far too few Zerglings die in such a rush down scenario and the splash damage should be high enough to kill them outright in the secondary splash radius too instead of the primary only. The damage of the Siege Tank still only tickles Zealots too AND the super fast and easy creep spreading mechanics prevents the Terran from building/landing protective buildings at all to create a defensive position.

Soo ... 10% more "theoretical damage" wont cut it.
If you cant say what you're meaning, you can never mean what you're saying.
SsDrKosS
Profile Joined March 2013
330 Posts
September 24 2013 06:22 GMT
#775
On September 24 2013 15:20 pmp10 wrote:
Show nested quote +
On September 24 2013 15:14 CruelZeratul wrote:
On September 24 2013 15:03 larse wrote:
I just tested in editor.

Tank with 3.0 attack speed fires two shots before getting killed by immortal

Tank with 2.7 attack speed fires two shots before getting killed by immortal

David Kim: "faster attack speed naturally means Siege Tanks will be better against their hard counters."

Yeah right.


Because this is a very likely scenario in a real game!

No - real game will have 10 tanks vs. 5 immortals and the buff won't make any difference anyway.
Tanks usually don't live past 5-7 shots anyway which is why 10% firing speed buff makes no sense whatsoever.

imo they should buffed the dmg instead but I'm zerg and won't allow you to have it :p
nicknack
Profile Joined January 2011
Australia189 Posts
September 24 2013 06:23 GMT
#776
Is the possible tank firing increase in siege mode or attack mode? or both?
kidcrash
Profile Joined September 2009
United States620 Posts
September 24 2013 06:24 GMT
#777
Mech ground and air attack upgrades combined
Thumbs down. Please don't take away our decision making and make the game more streamlined. There are other ways to improve sky terran that don't involve simplifying the game.

Widow mine splash radius decreased from 1.75 to 1.1
Thumbs down. Heart is in the right place with this one but it's going to be too big of a nerf. Better off nerfing something more subtle like attack cool down.

Siege tank attack period decreased from 3 to 2.7
Thumbs up. Should be interesting to see how siege tanks fair against various compositions now.

Oracle cost decreased from 150/150 to 150/100
Thumbs down. 50 less gas only means a stronger early game oracle. Unit needs a redesign if Blizzard expects oracles to be useful late game.

Dark Templar movement speed increased from 2.813 to 3.375
Thumps up. Might make for some exciting games, especially when used in conjunction with warp prism play. If it's too powerful it could always be added for a cheap upgrade at the dark shrine.

Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25
Thumbs up. More burrowed roach play might be interesting to see, can't see how it could hurt.
SsDrKosS
Profile Joined March 2013
330 Posts
September 24 2013 06:24 GMT
#778
On September 24 2013 15:23 nicknack wrote:
Is the possible tank firing increase in siege mode or attack mode? or both?

Siege mode. normal attack cooldown is 1.04
Moka
Profile Joined August 2010
Canada942 Posts
September 24 2013 06:25 GMT
#779
If we get to see siege tanks in TvZ , I might just start to watch SC2 again.
ヾ(@⌒_⌒@)ノ
kidcrash
Profile Joined September 2009
United States620 Posts
Last Edited: 2013-09-24 06:28:39
September 24 2013 06:25 GMT
#780
Mech ground and air attack upgrades combined
Thumbs down. Please don't take away our decision making and make the game more streamlined. There are other ways to improve sky terran that don't involve simplifying the game.

Widow mine splash radius decreased from 1.75 to 1.1
Thumbs down. Heart is in the right place with this one but it's going to be too big of a nerf. Better off nerfing something more subtle like attack cool down.

Siege tank attack period decreased from 3 to 2.7
Thumbs up. Should be interesting to see how siege tanks fair against various compositions now. Still don't think it's enough to make a big impact though. Would like to see upgrade damage intervals increased.

Oracle cost decreased from 150/150 to 150/100
Thumbs down. 50 less gas only means a stronger early game oracle. Unit needs a redesign if Blizzard expects oracles to be useful late game.

Dark Templar movement speed increased from 2.813 to 3.375
Thumps up. Might make for some exciting games, especially when used in conjunction with warp prism play. If it's too powerful it could always be added for a cheap upgrade at the dark shrine.

Roach speed upgrade also increases the burrowed roach movement speed from 1.41 to 2.25
Thumbs up. More burrowed roach play might be interesting to see, can't see how it could hurt.
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