6 possible balance changes - David Kim - Page 4
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Lukeeze[zR]
Switzerland6838 Posts
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AnomalySC2
United States2073 Posts
On September 24 2013 03:34 Plansix wrote: Or just tie their increased speed to the charge upgrade. Well think about it, you could even turn charge off auto and use it as an scape mechanism haha. | ||
pmp10
3239 Posts
On September 24 2013 03:38 MajOr wrote: and tanks still wont be used vs zerg problem isnt tank itself vs zerg its just tank isnt good in today playstyle vs zerg cause mutal play is too strong for tanks. What will you use then? Because I know half of a window mine won't cut it for me. | ||
Luolis
Finland7083 Posts
On September 24 2013 03:37 syriuszonito wrote: YES! Let the terran tears flow, tvz will no longer be a 3base rally into win anymore! You mean TvZ will be 70% winrate for Z now? | ||
Whatson
United States5356 Posts
On September 24 2013 03:38 Plansix wrote: Or opening for 2 match ups and then a bunch for TvT. It's what we get for having the 2 best matchups in the game | ||
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Plansix
United States60190 Posts
On September 24 2013 03:38 Erik.TheRed wrote: My point is that I don't think reducing the gas cost by 50 is going to make it any more viable. Good protoss harassment is largely based around spending minerals, which is why zealot warp ins/ warp prisms are always going to be a more solid choice for playing a macro game. Why can't we have both and have good harassment with both the oracle and zealot harass? The patch specifically says its it trying to bring new styles in, not reinforce the styles we already use. | ||
TelecoM
United States10645 Posts
On September 24 2013 03:38 MajOr wrote: people seem to miss the point about oracle, i wanna see you all terrans deal with a proxy stargate with oracle + msc coming at same time. and tanks still wont be used vs zerg problem isnt tank itself vs zerg its just tank isnt good in today playstyle vs zerg cause mutal play is too strong for tanks. dunno what sup about speedy dts but .w.e i guess and mech upgrades in 1 < good That would imply that MSC + Oracles would be coming in the early game, and the changes being made to the oracle ( as stated in the article ) , are being made in order to see the oracle more in the mid -- to late game.... | ||
jakethesnake
Canada4948 Posts
Speed DT just seems strange. I have no idea what the point of that is, but I do like the oracle buff and should be interesting to see if that one works out. Zerg changes seem ok as ideas to try. | ||
Doc Brawler
United States260 Posts
If so how do we get them?!! | ||
mechengineer123
Ukraine711 Posts
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Whatson
United States5356 Posts
On September 24 2013 03:40 pmp10 wrote: What will you use then? Because I know half of a window mine won't cut it for me. Might go back to hellbat bio lol | ||
Chairman Ray
United States11903 Posts
Late game, you usually have one oracle just for the vision spell. Even though they have the potential to shred through marines or hydras, their short range makes it so that once a critical mass or marines or hydras hit, oracles can't do anything. | ||
PhoenixVoid
Canada32736 Posts
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J_EU
47 Posts
* Upgrades will make T more focused on mech/air * WM wont devastate as much as it used to do anymore in the workerline (specially earlygame) * Tankspeed to make more people go mech? * Oracle i cant say ive seen that much after earlygame, since if it gets alot of workerkills, you are so ahead you wont need anymore of them. Pherhaps they more get into the armymix now? * DT speed im abit unshure of, a DT expand will just hit a microsecond faster? OS and Raven allready were slower than them, so i guess its for the scans theyre thinking off, a way for a comeback if P behind? Dunno? * The burrowed roaches i think is not only to promote usage of that, but pherhaps make burrow abit more viable in general as you gotta get the upgrade afterall? I like that Blizz is looking into "unused" options instead of just "nerf issueunits", only unit they might affect in this case is the WM, make it less viable, and make the other units more viable. Overall, on paper, i think this looks like some nice changes. | ||
Grumbels
Netherlands7028 Posts
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uh-oh
Hong Kong135 Posts
Point being: in many cases oracles are ineffective after their first attack because of non-regenerating hp. After that they either join the deathball, suicide for scouting/a bit more damage/revelation(still the most underrated spell ever TT) Thus decreasing the gas cost of oracles wont do much to encourage mid/late game oracle usage, because we are too busy spending every last bit of our gas on templars/colossi/upgrades. Decreasing the gas cost will only prompt more early oracle based aggression, most likely accompanied by some sort of gateway all in. Trade oracle hp for more shields. This rewards players who actively keep their oracles alive and allows the initial oracles to be used in the later stages, instead of having your half dead oracle falling to a salvo of viking missiles. It doesn't just help oracles as a harassment unit, but allows more bold uses of revelation as well. I like the siege tank buff, TvZ issues aside increased firing frequency means immortals wont be as good vs tanks, which means mech TvP and I love going vs mech as a protoss. not sure about the other changes | ||
Deleted User 137586
7859 Posts
I also don't see what the siege tank buff does. Now an archon dies in just under 30 in-game seconds instead of 33. That's not really going to make a difference. 3 tanks kill an archon in 10.8 seconds, while before it was 12 seconds. 4 tanks kill an archon in 8 seconds, while before it was 9 seconds. I don't see the point. The real problem with tanks is that it's immobile, it does very little damage to a whole lot of units, it's prone to counters, flanks and muta swoops. I quite like the burrowed roach speed upgrade. It's a funky harass option I always liked. The mech change is also very nice, albeit useless for most MUs. | ||
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syriuszonito
Poland332 Posts
On September 24 2013 03:39 SolidMoose wrote: DT change is awful. WM might be too extreme, I don't see it being cost effective anymore. Everything else seems good. Mine is cost effective when killing 6 lings but I do understand that terrans atm are used to different trades (30 lings vs 1 mine) so it might seem like it wont be anymore. | ||
Hider
Denmark9341 Posts
This way it becomes way worse as an early-game gimmick (since it arrives later), but more efficient for later game harass (where bt's don't matter that much). | ||
FrostedMiniWheats
United States30730 Posts
The others could be good, especially the roach one. Potentially make one of the most boring units cool? Let's try it. | ||
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