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Updated Balance Test Map - Page 22

Forum Index > SC2 General
620 CommentsPost a Reply
Prev 1 20 21 22 23 24 32 Next All
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
September 27 2013 06:51 GMT
#421
On September 27 2013 14:21 iaguz wrote:
If Tvz has 3 viable options, bio mine, marine tank and mech then that would be a healthy matchup. Each composition would require Zerg to play differently (probably? can see more infestor usage vs marine tank but roach hydra is never gonna happen)

As it is this is not the case it's almost all bio mine nowadays. Bomber plays a unique style of TvZ, consider him the exception and not the rule of TvZ


While I believe viable options will always make for diverse styles, as we saw in the past players sticking to a likely inferior style yet prefering it, I believe as long as one style is as superior as biomine to the other styles, we will simply not see those styles.

Hope they can fix it, as I actually enjoy Starcraft, but sometimes its hard to like.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 27 2013 07:01 GMT
#422
Oracles is the new APM toy for the Protoss.
Cauterize the area
ImperialFist
Profile Joined April 2013
790 Posts
September 27 2013 07:03 GMT
#423
On September 26 2013 04:12 sigm wrote:
Show nested quote +
On September 26 2013 04:07 ZAiNs wrote:
DTs :/


Yeah, unfortunately it seems like someone from Blizz read the TL thread and saw all the whiners, and instead of changing the proposed buff like they did with the Oracle, they just scrapped it altogether. Shame about that.


while they are at it they should increase marine range with to 9 and give them 13 attack=?
"In the name of Holy Terra I challenge, Take up arms, for the Emperor’s Justice falls on you!"
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-09-27 07:08:27
September 27 2013 07:07 GMT
#424
On September 27 2013 16:03 ImperialFist wrote:
Show nested quote +
On September 26 2013 04:12 sigm wrote:
On September 26 2013 04:07 ZAiNs wrote:
DTs :/


Yeah, unfortunately it seems like someone from Blizz read the TL thread and saw all the whiners, and instead of changing the proposed buff like they did with the Oracle, they just scrapped it altogether. Shame about that.


while they are at it they should increase marine range with to 9 and give them 13 attack=?

I think IF blizzard listened to qqs about marines they rather decrease marine health to 40 and give range +1 upgrade instead of combat shield like bw marines are.

Edit: and medic of course
wishr
Profile Joined February 2012
Russian Federation262 Posts
Last Edited: 2013-09-27 07:10:47
September 27 2013 07:10 GMT
#425
just loled about marines qq xD
* Only girls complain about balance! *
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-09-27 07:23:18
September 27 2013 07:17 GMT
#426
Anyway, back to the topic

I think givine oracle a straight buff is not a good option.
They should have research at cybernetics core (unlocks after stargate) to buff it.
like 100/100 60s or 50/50 110s

Edit: but still sad that oracle is good of nothing unless its stat gets broken
Bahiyaa
Profile Joined September 2013
Germany24 Posts
September 27 2013 07:24 GMT
#427
Soo excited about the Terran changes, hope they will change the Meta a little
Big J
Profile Joined March 2011
Austria16289 Posts
September 27 2013 08:24 GMT
#428
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2013-09-27 08:50:17
September 27 2013 08:48 GMT
#429
On September 27 2013 17:24 Big J wrote:
Show nested quote +
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.

Medivacs and Warp-ins are "hidden" fundamental problems of SC2, for several reasons:
1. There is no point not having them, therefore no decision-making involved.
2. Good at everything: general fighting, harassing and defending.
3. Ignore defender's advantage. Therefore we can't make any creative maps beyond what we have.

As a result we have stale game, with similar maps and strategies.

A unit or ability needs to have major downside so that opponent could overcome it by good play. Medivacs and warpins have none. And game revolves around it. iirc Ret or TLO said something along this, that warpin makes Protoss too volatile. Which is not good since bad protoss could beat anyone with sheer luck, in similar way good protoss could lose to anyone.
Big J
Profile Joined March 2011
Austria16289 Posts
September 27 2013 09:52 GMT
#430
On September 27 2013 17:48 saddaromma wrote:
Show nested quote +
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
September 27 2013 10:49 GMT
#431
On September 27 2013 18:52 Big J wrote:
Show nested quote +
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


Not true for every number of cost and supply, though. Zealots beat marines, but only for so long until the range>melee concept kicks in. 1 zealot easily beats 2 marines, 2 zealots beat 4 marines easily, I don't know for how long you can continue that, but if you want to talk about cost/supply efficiency, you cannot take control into account.

If someone controls units well, its a benefit of the player.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
nachtkap
Profile Joined February 2011
Germany197 Posts
September 27 2013 10:56 GMT
#432
In all the pro games I've watched I never felt that the widow mine did to much damage. However I think there isn't enough risk in using them. I felt the problem has been their behavior. A different lock on behavior coupled with a frontal arc AE extending into the direction the missile flying would have been my choice. It would make them harder to use and as such require more skill to get the most out of them.
xyzz
Profile Joined January 2012
567 Posts
September 27 2013 11:04 GMT
#433
On September 27 2013 19:49 NarutO wrote:
Show nested quote +
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


Not true for every number of cost and supply, though. Zealots beat marines, but only for so long until the range>melee concept kicks in. 1 zealot easily beats 2 marines, 2 zealots beat 4 marines easily, I don't know for how long you can continue that, but if you want to talk about cost/supply efficiency, you cannot take control into account.

If someone controls units well, its a benefit of the player.


Still fighting the good Terran lobby fight I see. Since we're not allowed to take control into account because it's the benefit of the player, to make the pro games more interesting to watch, could you please teach all the Protoss players of the world how to micro their Zealots so they can beat stutter stepping Marines of equal value without getting horrendously ineffective trades?

Some units simply don't have the same amount of micro potential as others. They're as close to +a move units as anything gets. Easy to use decently, impossible to use in a particularly good way. Add the fact that Terran has a brilliant anti-micro ability called the concussive shell that exists only to suck skill out of the game the problem becomes even easier to see.
Decendos
Profile Joined August 2011
Germany1341 Posts
September 27 2013 11:05 GMT
#434
On September 27 2013 19:49 NarutO wrote:
Show nested quote +
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


Not true for every number of cost and supply, though. Zealots beat marines, but only for so long until the range>melee concept kicks in. 1 zealot easily beats 2 marines, 2 zealots beat 4 marines easily, I don't know for how long you can continue that, but if you want to talk about cost/supply efficiency, you cannot take control into account.

If someone controls units well, its a benefit of the player.


he is talking about real game cost efficiency...you are talking about something like going in a unit test map and a-move both sides...gotta wonder which is more realistic for a real game situation

oh boy if only blizz would do insane stuff in LotV and rebalance stuff like marines, warpgates, FFs, colossus and introduced better space control units like better tanks or lurker and make the game more stategy and multitasking BW like where smaller amounts of units could hold a position vs much bigger amount of units...basically antideathball play for all races.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-09-27 11:47:43
September 27 2013 11:47 GMT
#435
On September 27 2013 20:05 Decendos wrote:
Show nested quote +
On September 27 2013 19:49 NarutO wrote:
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


Not true for every number of cost and supply, though. Zealots beat marines, but only for so long until the range>melee concept kicks in. 1 zealot easily beats 2 marines, 2 zealots beat 4 marines easily, I don't know for how long you can continue that, but if you want to talk about cost/supply efficiency, you cannot take control into account.

If someone controls units well, its a benefit of the player.


he is talking about real game cost efficiency...you are talking about something like going in a unit test map and a-move both sides...gotta wonder which is more realistic for a real game situation


Nope, I'm taling exactly what he is talking. Which is true for a few units that they beat marines cost for cost in those low scenarios on amove. (zerglings, roaches, marauders)
Thing is, even without control this swings into the marines favor already in quite low numbers.

And then we start to add all of those advantages we know about from design/ingame experience, like shooting air, glass canon design being generally superior due to harassment situations. Range/speed relations leading to micro advantages/possibilities against a lot of units; range/size relations leading to terrain advantages. They are just very strong+very universal which is very hard to balance gameplaywise.
Lomo
Profile Joined September 2010
Germany137 Posts
September 27 2013 11:53 GMT
#436
The biggest problem in mech TvP ist not vs ground units! I play low gm and only lose to Air toss (Tempest, Carrier), we just need something good vs Air. I mean you lose if P hits 1-2 good storms into Vikings and if u face a lot of Carrier you cant win anymore... I dont like the Tank buff at all but as a Terran Player i say why not :D !
http://www.youtube.com/watch?v=8pOEvN9n9MI&feature=related
vthree
Profile Joined November 2011
Hong Kong8039 Posts
September 27 2013 12:00 GMT
#437
On September 27 2013 17:48 saddaromma wrote:
Show nested quote +
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.

Medivacs and Warp-ins are "hidden" fundamental problems of SC2, for several reasons:
1. There is no point not having them, therefore no decision-making involved.
2. Good at everything: general fighting, harassing and defending.
3. Ignore defender's advantage. Therefore we can't make any creative maps beyond what we have.

As a result we have stale game, with similar maps and strategies.

A unit or ability needs to have major downside so that opponent could overcome it by good play. Medivacs and warpins have none. And game revolves around it. iirc Ret or TLO said something along this, that warpin makes Protoss too volatile. Which is not good since bad protoss could beat anyone with sheer luck, in similar way good protoss could lose to anyone.


What about queen's? Good early game defensive units, macro mechanics and creep. MId to Late game can transfuse.
submarine
Profile Joined March 2012
Germany290 Posts
September 27 2013 12:08 GMT
#438
On September 27 2013 20:47 Big J wrote:
Show nested quote +
On September 27 2013 20:05 Decendos wrote:
On September 27 2013 19:49 NarutO wrote:
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


Not true for every number of cost and supply, though. Zealots beat marines, but only for so long until the range>melee concept kicks in. 1 zealot easily beats 2 marines, 2 zealots beat 4 marines easily, I don't know for how long you can continue that, but if you want to talk about cost/supply efficiency, you cannot take control into account.

If someone controls units well, its a benefit of the player.


he is talking about real game cost efficiency...you are talking about something like going in a unit test map and a-move both sides...gotta wonder which is more realistic for a real game situation


Nope, I'm taling exactly what he is talking. Which is true for a few units that they beat marines cost for cost in those low scenarios on amove. (zerglings, roaches, marauders)
Thing is, even without control this swings into the marines favor already in quite low numbers.

And then we start to add all of those advantages we know about from design/ingame experience, like shooting air, glass canon design being generally superior due to harassment situations. Range/speed relations leading to micro advantages/possibilities against a lot of units; range/size relations leading to terrain advantages. They are just very strong+very universal which is very hard to balance gameplaywise.


Marines need to be as strong as they are because:
-In the early game zerg and toss can have huge army value advantages (lower infrastructure cost, front loaded production)
-In the later stages of the game the other races have strong counters.
-Terran production is not flexible, a rax with a reactor is a huge investment and it can only produce marines.
-Terran can only adjust the supporting units to to enemy army. The core stays the same. If you go Bio the core of the army are Marines. That is the way the terran race works.This will never ever change.
wishr
Profile Joined February 2012
Russian Federation262 Posts
September 27 2013 12:13 GMT
#439
Whan about getting mines self-destruction ability?
For example: after mine not being shoot for X time it kills itself,doing damage in X circle?
Or
after mine has been produced it lives for X time, then destroys itself, damaging units around it. Just my stupid thoughts, but maybe thay would be helful for somebody...
* Only girls complain about balance! *
Big J
Profile Joined March 2011
Austria16289 Posts
September 27 2013 12:17 GMT
#440
On September 27 2013 21:08 submarine wrote:
Show nested quote +
On September 27 2013 20:47 Big J wrote:
On September 27 2013 20:05 Decendos wrote:
On September 27 2013 19:49 NarutO wrote:
On September 27 2013 18:52 Big J wrote:
On September 27 2013 17:48 saddaromma wrote:
On September 27 2013 17:24 Big J wrote:
On September 27 2013 16:10 wishr wrote:
just loled about marines qq xD


yeah. It's so old, one would think that someone at blizzard would understand at some point that this unit is the whole problem why terran can't have other nice things, if everybody repeats it for 3years.

Marines are totally fine.


yeah, marines are fine. Because the whole game has been rebalanced for them, from the siege tank nerf, barracks nerfs, bunker nerfs, stim nerf, BC nerf (and despite announcing it, not going through with the "big" BC buff in HotS), immortal buff... everything is hugely connected to how 50/0/1 marines counter every other singlefire unit cost for cost in the game.


Not true for every number of cost and supply, though. Zealots beat marines, but only for so long until the range>melee concept kicks in. 1 zealot easily beats 2 marines, 2 zealots beat 4 marines easily, I don't know for how long you can continue that, but if you want to talk about cost/supply efficiency, you cannot take control into account.

If someone controls units well, its a benefit of the player.


he is talking about real game cost efficiency...you are talking about something like going in a unit test map and a-move both sides...gotta wonder which is more realistic for a real game situation


Nope, I'm taling exactly what he is talking. Which is true for a few units that they beat marines cost for cost in those low scenarios on amove. (zerglings, roaches, marauders)
Thing is, even without control this swings into the marines favor already in quite low numbers.

And then we start to add all of those advantages we know about from design/ingame experience, like shooting air, glass canon design being generally superior due to harassment situations. Range/speed relations leading to micro advantages/possibilities against a lot of units; range/size relations leading to terrain advantages. They are just very strong+very universal which is very hard to balance gameplaywise.


Marines need to be as strong as they are because:
-In the early game zerg and toss can have huge army value advantages (lower infrastructure cost, front loaded production)
-In the later stages of the game the other races have strong counters.
-Terran production is not flexible, a rax with a reactor is a huge investment and it can only produce marines.
-Terran can only adjust the supporting units to to enemy army. The core stays the same. If you go Bio the core of the army are Marines. That is the way the terran race works.This will never ever change.

Yes, this is true now after the game has been balanced (tanknerf, stim/bunker/ marauder/barracks nerfs...) like this. I completely agree with you.
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