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Updated Balance Test Map - Page 8

Forum Index > SC2 General
620 CommentsPost a Reply
Prev 1 6 7 8 9 10 32 Next All
Dvriel
Profile Joined November 2011
607 Posts
September 26 2013 00:00 GMT
#141
Where is the map? Name?
Cloak
Profile Joined October 2009
United States816 Posts
September 26 2013 00:00 GMT
#142
I agree with all the attenuations. I was honestly curious what a speed buff to DT would do. Guess it doesn't even warrant a week on a test map; even full energy Vipers seemed more reasonable to Blizzard.
The more you know, the less you understand.
Nyvis
Profile Joined November 2012
France284 Posts
September 26 2013 00:07 GMT
#143
On September 26 2013 04:03 KrazyTrumpet wrote:
I mean, trying to buff Revelation is nice and all, but I can't really imagine a situation in which I would rather use Revelation instead of having better Observer placement. idk, perhaps I'm underestimating things. My dream would be to have Stargate tech be so viable that you can skip out on Robo tech entirely if you choose to


Revelation is to be used when you don't have access to observers, pretty much.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 26 2013 00:14 GMT
#144
I think Oracles need another ability.

Something like .. an Air to Air AOE burst attack thats energy based (like units within 2 range radius of the oracle are affected). Might give protoss an incentive to atleast keep early game oracles til mid game for muta switches instead...

Some sort of interaction with air units would be good.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 26 2013 00:14 GMT
#145
On September 26 2013 09:07 Nyvis wrote:
Show nested quote +
On September 26 2013 04:03 KrazyTrumpet wrote:
I mean, trying to buff Revelation is nice and all, but I can't really imagine a situation in which I would rather use Revelation instead of having better Observer placement. idk, perhaps I'm underestimating things. My dream would be to have Stargate tech be so viable that you can skip out on Robo tech entirely if you choose to


Revelation is to be used when you don't have access to observers, pretty much.

No, Revelation is to be used when you have an Oracle left-over from the early/mid game. It can be really useful because Observers die to scans and Protoss/Zerg armies will usually have mobile detection to deny Observers. The problem is it's very easy to lose your Oracle by barely flying past Vikings or something, the speed/Revelation change is good for making the Oracle a much more useful unit that a good player can utilise all game instead of not bothering because it's too easy to lose it.
Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
September 26 2013 00:17 GMT
#146
The DT change gets axed, which is probably a good thing. DTs are playing pretty well in all matchups right now and quite honestly, I feel that if the change went through it would just make your opponents more mindful of it and be more careful about detection.

I like the tank change as I prefer using them to widow mines in general. The mine nerf is fairly substantial which is disappointing as a terran player but I think it might be justified. Of course I love the mech changes.

Burrow roach change is ok imo because rarely do people actually get tunneling claws, and this could make for some cool new strats.

Oracles are a little iffy. They are incredibly annoying harassment tools in the early game but are very fragile. With increased movement/acceleration, it will be so difficult to defend against them with marines. I don't know we'll see how it works out.
WriterRecently Necro'd (?)
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2013-09-26 00:19:58
September 26 2013 00:17 GMT
#147
..sigh
Lumi is correct.

Spreading workers doesn't help against oracles. You spread workers to mitigate splash damage. A fast flying single target attacker that kills 30 workers per minute does not care.
In general, you want to evacuate your workers to your closest source of anti-air as fast as possible. You don't spread them out and have them be picked off one after the other. You shouldn't waste your APM on such a futile task.

Hellions are entirely different. Their single target dps is very low. If your units are not clumped up, even 4 hellions take about 4-5 seconds per worker kill. Not to mention that more units can attack hellions then oracles, hellions can't fight back efficiently, and as the hellions die, the dps decreases significantly. They also can't retreat as easily.

..and proxy oracle hits much earlier than a 4 hellion medivac drop.
Blacklizard
Profile Joined May 2007
United States1194 Posts
September 26 2013 00:22 GMT
#148
The Oracle buff is of course better, glad they pulled this old buff out of their bag of tricks. I am disappointed we couldn't see how the DT change panned out and reduced the speed till it made sense. DT remains a coinflip first and foremost in all matches still. We are all still waiting for more solid play choices for Protoss. Been waiting a long time here. Oracle change is nice but not enough.


PineapplePizza
Profile Joined June 2010
United States749 Posts
September 26 2013 00:24 GMT
#149
Am I the only person here who thinks the upgrade-merger is a terrible idea that will do virtually nothing for non-mirrors, and remove what little is left of the bio vs mech dynamic in TvT? Does Blizzard really not know why they made the upgrades separate to begin with?

Why are you worrying about oracles, anyways? They're trashy units that, like the Reaper, should be removed from the game in LotV. There's no way they can't be.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
beesinyoface
Profile Joined May 2012
2450 Posts
September 26 2013 00:27 GMT
#150
Ah yes, good goy, keep buffing Protoss because they really need it.
aaaaa
althaz
Profile Joined May 2010
Australia1001 Posts
September 26 2013 00:27 GMT
#151
On September 26 2013 07:22 Lumi wrote:
Show nested quote +
On September 26 2013 07:20 Thieving Magpie wrote:
On September 26 2013 06:48 awesomoecalypse wrote:
Oh boy. You think it's reasonable to compare these to mutalisks at all?


When someone says "nothing can catch this unit", when the unit is the exact same speed as another unit that fills a similar role for another race, then yes pointing out their equivalent speed is relevant. Obviously there are significant differences, but "OMG a 150/150 harass unit with speed 4 is so imba!!11!" is just not really a supportable statement.

So is you thinking that having to do extreme micro as if this is some intense avoid-the-banelings game is now the new way people should be handling 150/150 harass air harass units.


Correct, I think an expensive harass unit being effectively neutralized by a single move command given to a whole worker line is silly, and that countermicro should be somewhat more involved than that. Its not like "split your workers when you see an Oracle" is some sort of impossible task.


Works for Hellion drops.


Which cost 500/100, 10 supply, the mineral and gas cost of more tech infrastructure, and involves ground units. I think I'm actually becoming a fan of these absurd comparisons.

Hellions and medivacs are permenantly useful to virtually any army and the tech cost for them is zero (most hellion drops involve a starport and factory at normal times). Building an Oracle is 300/300 with possibly no further utility for either the stargate or the oracle. An Oracle is also much more fragile and easier to stop. Stopping an Oracle requires warping in a stalker, sending a handful of marines or moving a queen over. There is usually no real lost mining time with Oracle harass, Oracles die fast enough for it to not really be an issue.
The first rule we don't talk about race conditions. of race conditions is
Advantageous
Profile Blog Joined May 2012
China1350 Posts
September 26 2013 00:29 GMT
#152
Too many Zerg players out there imo... that's why roach buff is so heavily approved...
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
Survivor61316
Profile Joined July 2012
United States470 Posts
September 26 2013 00:31 GMT
#153
Is it just me, or is changing the rate of fire on the tank from 3.0 to 2.7 not really doing much? That being said, I wouldn't want it much faster than that either, bc then TvT would become even more of a camp fest.

I think maybe decreasing the amount of time it takes to siege the tank, perhaps from like 4 to 2.75, would be a better way to go.
Liquid Fighting
FreedomSC2
Profile Joined April 2011
Canada224 Posts
Last Edited: 2013-09-26 00:39:38
September 26 2013 00:31 GMT
#154
I like the new changes they are a bit more realistic; in terms of setting a new standard without completely overhauling certain aspects the window mine specifically. I wish they looked at keeping the dark templar buff with a slightly slower speed around 3 instead but this is definitely a good step forward. Hope blizzard considers adding dark templar speed in the future; I feel the DT speed buff slightly more moderate could of really revolutionized the protoss race. Solid improvements though just wish window mine was a bit less of a drastic change. (But I'm happy they ad least made it better then the 1.15 :D.)

Props to blizzard though for considering community feedback.

Please look at future dt speed implement and maybe look at giving the window mine a bit more attention.

Proud of the ideas though; great step forward.
FlyingSheeP
Profile Joined March 2011
China45 Posts
September 26 2013 00:34 GMT
#155
No matter how you nerfed widow mines David Kim, SC2 siege tanks will always be a joke~ :D
Baaaaaaaaaaaaaaaaaaaaaa~
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2013-09-26 00:38:55
September 26 2013 00:34 GMT
#156
On September 26 2013 09:24 PineapplePizza wrote:
Am I the only person here who thinks the upgrade-merger is a terrible idea that will do virtually nothing for non-mirrors, and remove what little is left of the bio vs mech dynamic in TvT? Does Blizzard really not know why they made the upgrades separate to begin with?

Why are you worrying about oracles, anyways? They're trashy units that, like the Reaper, should be removed from the game in LotV. There's no way they can't be.


I disagree that it will do virtually nothing for the non-mirrors, but I think there are definitely problems with combining them.

I think Blizzard just wants to increased the synergy despite the problems, allowing hellbat transitions for bio and easier air transitions for mech, I think the techlab based upgrades is where they really want people to have to specialize, not the + upgrades and they're willing to balance accordingly if this goes through.
IcED Bk
Profile Joined December 2012
Canada245 Posts
September 26 2013 00:36 GMT
#157
DT buff removed, makes sense since it all takes micro and shouldnt be able to move that fast
Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
mikumegurine
Profile Joined May 2013
Canada3145 Posts
September 26 2013 00:40 GMT
#158
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P
14pool
Profile Joined September 2013
Canada7 Posts
Last Edited: 2013-09-26 01:13:04
September 26 2013 00:48 GMT
#159
Increasing the speed of burrowed roaches is exciting, but I wish they would reduce the cost of tunneling claws as well; 150/150 is kinda expensive >.>
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2013-09-26 00:52:54
September 26 2013 00:52 GMT
#160
On September 26 2013 09:40 mikumegurine wrote:
try making tanks do extra +damage to shields or something? lol

might make mech more viable vs P


They avoid doing changes where units have unintuitive special cases and don't function as described.
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