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Balance Test map Changes - Page 28

Forum Index > SC2 General
674 CommentsPost a Reply
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Sissors
Profile Joined March 2012
1395 Posts
October 18 2013 15:17 GMT
#541
With all respect to qxc, but that comparison is beyond ridiculous. If you can drop PDDs on top of the tempests without any support they are useless. No shit sherlock! However it is a completely unrealistic scenario. Considering even bio sometimes has issues dealing with tempests, it simply is much larger for mech. If tempests had a reasonable supply of 5-6 or so it might be better.

The last fight might be slightly more realistic, but really, the toss there has 3 high templar against something like 10 ghosts + shitload of energy based units.

Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
October 18 2013 15:25 GMT
#542
On October 18 2013 22:48 Big J wrote:
Show nested quote +
On October 18 2013 21:27 Chaggi wrote:
On October 18 2013 21:14 Killmouse wrote:
On October 18 2013 21:12 S1eth wrote:
On October 18 2013 21:09 Killmouse wrote:
On October 18 2013 19:16 Bagi wrote:
On October 18 2013 19:03 Killmouse wrote:
On October 18 2013 18:42 iHirO wrote:
With the new combined upgrades and siege tank buff, will it be possible to play bio in TvP and then do a full mech switch in the late game?

You generally get the air upgrades anyway (to kill colossus harder and make medivacs harder to snipe) and I can definitely see adding in 3/3 hellbats to deal with late game chargelots.

But would it be worth making tanks and thors on 4 bases or will Protoss easily counter it?

prob not to ground mech, but air mech switch would be super viable, mass bcs raven vikings+ ghost , is pretty gud vs toss late late game

It really is not good against tempest HT at all.

Point defense drone and tempest is useless

HT can feedback PDDs.

Cloack ghost snipe obs , snipe hts gg


you can do this all day, there's no point in listing counters and counters. Tempest vs PDD is useless because PDD will run out of energy fast if there's a decent number of Tempest's and you don't even have to engage there.


Well, on paper you can just go for mass raven when he goes mass tempests and the energy regeneration really is strong enough to make you basically invulnerable infinitely.
But I'd rather ask:
- How do you get there consistently? (even with merged upgrades, you'd proably need to go Mech to begin with to have those upgrades and all the tech in the lategame... and how viable is defensive Mech play?)
- How do you deal with all the other Protoss possibilities? (Carriers, Voidrays are incredibly powerful as well and cannot be stopped by PDDs)
- How do you deal with massive counterplay? (PDDing one location is nice, but how do you defend 4+ bases that you need for such a composition, once you start your slow push)


In the (few) games I have played Mech/Airmech vs Protoss and the Protoss went for Air compositions in HotS, I have found it easier to deal with pure Tempest/HT than when the core of the units is Carriers/Voidrays.


If only we knew... Mech might actually be viable in TvP...

On October 18 2013 23:07 Killmouse wrote:
Show nested quote +
On October 18 2013 21:27 Chaggi wrote:
On October 18 2013 21:14 Killmouse wrote:
On October 18 2013 21:12 S1eth wrote:
On October 18 2013 21:09 Killmouse wrote:
On October 18 2013 19:16 Bagi wrote:
On October 18 2013 19:03 Killmouse wrote:
On October 18 2013 18:42 iHirO wrote:
With the new combined upgrades and siege tank buff, will it be possible to play bio in TvP and then do a full mech switch in the late game?

You generally get the air upgrades anyway (to kill colossus harder and make medivacs harder to snipe) and I can definitely see adding in 3/3 hellbats to deal with late game chargelots.

But would it be worth making tanks and thors on 4 bases or will Protoss easily counter it?

prob not to ground mech, but air mech switch would be super viable, mass bcs raven vikings+ ghost , is pretty gud vs toss late late game

It really is not good against tempest HT at all.

Point defense drone and tempest is useless

HT can feedback PDDs.

Cloack ghost snipe obs , snipe hts gg


you can do this all day, there's no point in listing counters and counters. Tempest vs PDD is useless because PDD will run out of energy fast if there's a decent number of Tempest's and you don't even have to engage there.


4:30 till end
+ Show Spoiler +


Honestly, I clicked it and saw it wasn't a real game and was just qxc theorycrafting, and I stopped watching. Watch any of the more "famous" mech streamers. Hell, watch one of Avilo's games and you see him running around with lots of Ravens, trading well up to the late game point, and just fall apart when Tempest's come in. Only when large amounts of seekers connect does he win. Avilo isn't the best player, but he does know how to use Raven's and uses it a lot in a real game situation. Not a theorycraft.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
October 19 2013 00:16 GMT
#543
I hope we get to see more mech someday. At least, WM nerf wasn't as crippling as last time
Seed's # 1 fan!!! #ForVengeance
Kalfos
Profile Joined March 2013
Dominican Republic34 Posts
Last Edited: 2013-10-19 03:30:02
October 19 2013 03:29 GMT
#544
On October 19 2013 09:16 hansonslee wrote:
I hope we get to see more mech someday. At least, WM nerf wasn't as crippling as last time


I think if we want to see more Mech in both TvZ or TvP without doing too much changes to the Siege Tanks and other Mech units they would have to do some drastic changes. Honestly a 10% Increased Attack Speed wont change much in a 10 second engagement where you would only get 1 extra shot.

They could add a (+# vs. shields) to Siege Tanks and Thor's to increase the damage vs Protoss while maintaining the same of damage against Zergs but I'm not too sure it would work that effective.

They could also reduce the cost of getting armory's. It's too expensive to get both armory's and afford to set up 4-5 factories and then start producing units at the same time. They could try and reduce the Armory price down to 100 Minerals & 50 Gas.

I mean there are some changes that could make it viable but It feels like they are too afraid to try them even on there test maps (you would think they'd used them for such reasons) and see how they work.
pmp10
Profile Joined April 2012
3396 Posts
October 19 2013 07:01 GMT
#545
On October 19 2013 12:29 Kalfos wrote:
I think if we want to see more Mech in both TvZ or TvP without doing too much changes to the Siege Tanks and other Mech units they would have to do some drastic changes. Honestly a 10% Increased Attack Speed wont change much in a 10 second engagement where you would only get 1 extra shot.

That's precisely the problem.
Blizzard is willing to consider a 60% nerf on the widow mine but the absolute upper bounds of a tank buff is 10%.
This makes it clear that they will never agree to a sizable mech buff unless a virtual lynch mob starts gathering like was the case with infestors.

And this is what happened in a mech oriented expansion.
Think what the future could bring with LotV.
Big J
Profile Joined March 2011
Austria16289 Posts
October 19 2013 07:23 GMT
#546
On October 19 2013 16:01 pmp10 wrote:
Show nested quote +
On October 19 2013 12:29 Kalfos wrote:
I think if we want to see more Mech in both TvZ or TvP without doing too much changes to the Siege Tanks and other Mech units they would have to do some drastic changes. Honestly a 10% Increased Attack Speed wont change much in a 10 second engagement where you would only get 1 extra shot.

That's precisely the problem.
Blizzard is willing to consider a 60% nerf on the widow mine but the absolute upper bounds of a tank buff is 10%.
This makes it clear that they will never agree to a sizable mech buff unless a virtual lynch mob starts gathering like was the case with infestors.

And this is what happened in a mech oriented expansion.
Think what the future could bring with LotV.


Aaaaaaaaaaaaaaaaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrrrrrrrrggggggggggggggggggggg.
Which 60% nerf?
Which 10% buff?
Mines are not 60% worse when you nerf the splash area by 60% (which they don't even do).
Tanks are not 10% better when you buff the attack speed of them by 10%.

Isolated those numbers say absolutly nothing about how the unit will perform afterwards.
Sissors
Profile Joined March 2012
1395 Posts
October 19 2013 07:31 GMT
#547
Mines are 60% worse when you nerf their splash area with 60% against zerglings and banelings. It is true that for example vs toss they aren't much worse, considering there they aren't used at all. And when they are used it is really early game to single shot some units.
But their primary goal is to take out (bane)lings in TvZ. There a 60% lower area will generally just mean 60% lower damage. Secondary is vs mutas, where the single target damage is reasonably important, so there it will be a bit better, but still a huge nerf. Granted with the last ideas it isn't 60% anymore, but it was in the first iteration.

And tanks are indeed 11% better, not 10%, woopdiedoop.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
October 19 2013 07:31 GMT
#548
On October 18 2013 21:14 Killmouse wrote:
Show nested quote +
On October 18 2013 21:12 S1eth wrote:
On October 18 2013 21:09 Killmouse wrote:
On October 18 2013 19:16 Bagi wrote:
On October 18 2013 19:03 Killmouse wrote:
On October 18 2013 18:42 iHirO wrote:
With the new combined upgrades and siege tank buff, will it be possible to play bio in TvP and then do a full mech switch in the late game?

You generally get the air upgrades anyway (to kill colossus harder and make medivacs harder to snipe) and I can definitely see adding in 3/3 hellbats to deal with late game chargelots.

But would it be worth making tanks and thors on 4 bases or will Protoss easily counter it?

prob not to ground mech, but air mech switch would be super viable, mass bcs raven vikings+ ghost , is pretty gud vs toss late late game

It really is not good against tempest HT at all.

Point defense drone and tempest is useless

HT can feedback PDDs.

Cloack ghost snipe obs , snipe hts gg


This is the thing I hate about TvP. Its a matchup balanced on a knife-edge relationship in the form of EMP/Feedbacks/Snipes which is not fun to watch or play. Its the matchup that really emphasis the flaws of SC2's countering the counter system.

Generally speaking, I really think Blizzard needs to get rid of this relationship that causes TvP to be so boring to watch (lets dance with your opponents blob because I dont wanna slip!) and frustrating to play.

Feedbacks I think are the biggest issue (ever since the days of WoL). Doesn't have to researched, and it affects all energy based units which is almost half the T units. I can see why such a spell had to be researched and be only available to a dark archon which couldn't attack in BW. In the same token, snipe and emp should be removed from the ghost and given to another unit like the raven. Terran needs an incentive to use the gas bank .. but all of their high tech units are useless and relatively get countered very easily.

Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-10-19 08:22:39
October 19 2013 07:54 GMT
#549
On October 19 2013 16:31 Sissors wrote:
Mines are 60% worse when you nerf their splash area with 60% against zerglings and banelings. It is true that for example vs toss they aren't much worse, considering there they aren't used at all. And when they are used it is really early game to single shot some units.
But their primary goal is to take out (bane)lings in TvZ. There a 60% lower area will generally just mean 60% lower damage. Secondary is vs mutas, where the single target damage is reasonably important, so there it will be a bit better, but still a huge nerf. Granted with the last ideas it isn't 60% anymore, but it was in the first iteration.

And tanks are indeed 11% better, not 10%, woopdiedoop.


Not really. Units have certain formations when moving which affect the real splash output greatly. Not to mention that you haven't done the human component, as people don't run with maximum clumps into mines. E.g. in a scenario where a guy only runs 1-10units forward, the difference between a 1.75 and a 1.1 radius mine is surely not 60%.
60% is a theoretical maximum.

And then you still only calculated how their splash damage was nerfed. Their main target damage which is incredibly important (mutas, roaches, ultralisks) stays the same. So does the amount of hits they can take. You'd have to nerf all of that by 60% as well to get an 60% nerf to the unit.
FragQuenz
Profile Joined May 2013
Germany21 Posts
October 19 2013 08:54 GMT
#550
To quote some progames: "terran is weak at the moment"

so why do we nerf the widow mine?

AND

why dont we change Storm the same way?
What keeps me going is goals - Muhammad Ali
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
October 19 2013 09:48 GMT
#551
On October 19 2013 17:54 FragQuenz wrote:
To quote some progames: "terran is weak at the moment"

so why do we nerf the widow mine?

AND

why dont we change Storm the same way?


Same like winfestors, they weren't a support unit, they were the core of the army.
You are no longer automatically breathing and blinking.
Dwayn
Profile Joined October 2011
Germany949 Posts
October 19 2013 10:00 GMT
#552
It's a joke that it took them so long to finally address the WM issues. Everyone who isn't completely biased towards T knows they are broken. The "we'll have to wait and see how thing develope" mentality needs to stop. Even the hellbat nerf took them much too long, a unit which was so ridiculously imbalanced it almost funny and sad at the same time. When something is obviously broken just go and fix it asap.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
October 19 2013 10:17 GMT
#553
I don't understand, are they no longer considering the tank change?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 19 2013 10:20 GMT
#554
On October 19 2013 19:17 Grumbels wrote:
I don't understand, are they no longer considering the tank change?

It is still there IIRC, they just tweaked oracle and WM changes.
DeMoN pulls off a Miracle and Flies to the Moon
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-10-19 22:20:37
October 19 2013 22:19 GMT
#555
Let's hope that DK is watching the top zergs in WCS and see that WM at actually fine ATM as long as the Zerg micros. If he wants to balance the game for non top tier, then he might as well nerf baneling AoE and storm AoE. Those 2 are just as punishing if not micro'ed against.
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
October 20 2013 00:47 GMT
#556
On October 20 2013 07:19 vthree wrote:
Let's hope that DK is watching the top zergs in WCS and see that WM at actually fine ATM as long as the Zerg micros. If he wants to balance the game for non top tier, then he might as well nerf baneling AoE and storm AoE. Those 2 are just as punishing if not micro'ed against.


I'm sorry that I have to reply with such bullshit but here it is:

- if you make Widow Mines visible, I have no problem with that, Banelings are visible 98% of the time and storms can be seen with a simple scan
You are no longer automatically breathing and blinking.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-10-20 01:05:45
October 20 2013 01:02 GMT
#557
On October 20 2013 09:47 ysnake wrote:
Show nested quote +
On October 20 2013 07:19 vthree wrote:
Let's hope that DK is watching the top zergs in WCS and see that WM at actually fine ATM as long as the Zerg micros. If he wants to balance the game for non top tier, then he might as well nerf baneling AoE and storm AoE. Those 2 are just as punishing if not micro'ed against.


I'm sorry that I have to reply with such bullshit but here it is:

- if you make Widow Mines visible, I have no problem with that, Banelings are visible 98% of the time and storms can be seen with a simple scan


Isn't WMs visible if you have overseer? Or are the top Zerg microing using their 'game sense'? It would be funny if they made WM castable without burrowing similar to storms and same range. And then the zergs will know what is OP...
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
October 20 2013 01:08 GMT
#558
On October 20 2013 10:02 vthree wrote:
Show nested quote +
On October 20 2013 09:47 ysnake wrote:
On October 20 2013 07:19 vthree wrote:
Let's hope that DK is watching the top zergs in WCS and see that WM at actually fine ATM as long as the Zerg micros. If he wants to balance the game for non top tier, then he might as well nerf baneling AoE and storm AoE. Those 2 are just as punishing if not micro'ed against.


I'm sorry that I have to reply with such bullshit but here it is:

- if you make Widow Mines visible, I have no problem with that, Banelings are visible 98% of the time and storms can be seen with a simple scan


Isn't WMs visible if you have overseer? Or are the top Zerg microing using their 'game sense'?


In case you haven't noticed, that's the biggest problem with dealing with Widow Mines.

Zerg's detection is the worst of all three races, they need a visible, easy to snipe, unit to go in and reveal the burrowed/stealthed units. Other races have it in form of Raven, Observer, Scan, and on top of that, Marines are the core of the army, and consequently, they are the best anti-air in this game (if you don't include buffed Spore Crawlers vs Mutalisks). A Zerg cannot fly over Terran army and see the position of WMs in order to micro.

There have been several times where Widow Mines failed completely, and there have been way too many times where they have been way too good.

Personally, I have stopped playing Starcraft 2 just because of the Widow Mines, the MU is no longer any fun for me, the game is no fun to me when I see the 12min Marine rally.

Note, in order to keep players playing this game, you must make it fun, as I said in a previous post, I doubt that most of us here meet Jaedong, Innovation or Taeja on regular basis, so, making the game fun for all players is essential (Diamond Zerg here).
You are no longer automatically breathing and blinking.
Kare
Profile Joined March 2009
Norway786 Posts
Last Edited: 2013-10-20 01:16:31
October 20 2013 01:13 GMT
#559
I've gone back to brood war, maybe I will give starcraft2 some time again when it gets balanced and properly designed. Wouldn't be hoping for that to happen very soon though.. especially looking at how good these new changes are!
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-10-20 01:21:33
October 20 2013 01:19 GMT
#560
On October 20 2013 10:08 ysnake wrote:
Show nested quote +
On October 20 2013 10:02 vthree wrote:
On October 20 2013 09:47 ysnake wrote:
On October 20 2013 07:19 vthree wrote:
Let's hope that DK is watching the top zergs in WCS and see that WM at actually fine ATM as long as the Zerg micros. If he wants to balance the game for non top tier, then he might as well nerf baneling AoE and storm AoE. Those 2 are just as punishing if not micro'ed against.


I'm sorry that I have to reply with such bullshit but here it is:

- if you make Widow Mines visible, I have no problem with that, Banelings are visible 98% of the time and storms can be seen with a simple scan


Isn't WMs visible if you have overseer? Or are the top Zerg microing using their 'game sense'?


In case you haven't noticed, that's the biggest problem with dealing with Widow Mines.

Zerg's detection is the worst of all three races, they need a visible, easy to snipe, unit to go in and reveal the burrowed/stealthed units. Other races have it in form of Raven, Observer, Scan, and on top of that, Marines are the core of the army, and consequently, they are the best anti-air in this game (if you don't include buffed Spore Crawlers vs Mutalisks). A Zerg cannot fly over Terran army and see the position of WMs in order to micro.

There have been several times where Widow Mines failed completely, and there have been way too many times where they have been way too good.

Personally, I have stopped playing Starcraft 2 just because of the Widow Mines, the MU is no longer any fun for me, the game is no fun to me when I see the 12min Marine rally.

Note, in order to keep players playing this game, you must make it fun, as I said in a previous post, I doubt that most of us here meet Jaedong, Innovation or Taeja on regular basis, so, making the game fun for all players is essential (Diamond Zerg here).


Well, you are suppose to keep the overseers slightly behind your muta ball and have ling bling support underneath. If you are flying your army over the terran with your zerg army, then you have a lot more issues than WMs.

Scan cost minerals and are not FREE. Raven is slow as hell and overseers are the least expensive. Funny thing you mention about balance at not the tip top level. Even slightly below the top korean level, terrans are having a hard time. Or do you think all the good foreigners play zerg and protoss? Why do foreign terrans struggle the most?

And Diamond terrans have trouble vs splitting vs banes and dodging storms as well. I don't think terrans are too fond of ling bling muta, blink-all-ins, protoss deathballs either. If you want to quit because you lost a game, then it is not the games problem. Generally, players have more fun when they win. But in a 1v1 game, it is pretty hard to have everyone with 60% win rate.
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