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Suggestion for a Mech tvp Buff - Page 13

Forum Index > SC2 General
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Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2013-12-03 22:50:20
December 03 2013 22:49 GMT
#241
since Seeker Missile and Yamato are overlapping so much, remove Seeker Missile and give EMP

also increase Raven acceleration speed
KT FlaSh FOREVER
Aveng3r
Profile Joined February 2012
United States2411 Posts
December 03 2013 22:59 GMT
#242
its amazing that something like this hasnt been tried, just to see if it could work. Seriously, what does the balance team have to lose by giving something like this a shot? if it doesnt work, then fine, but how they can ignore constant petitioning to make mech viable tvp is beyond me.
I carve marble busts of assassinated world leaders - PM for a quote
Bagi
Profile Joined August 2010
Germany6799 Posts
December 03 2013 23:05 GMT
#243
On December 04 2013 07:59 Aveng3r wrote:
its amazing that something like this hasnt been tried, just to see if it could work. Seriously, what does the balance team have to lose by giving something like this a shot? if it doesnt work, then fine, but how they can ignore constant petitioning to make mech viable tvp is beyond me.

One would think that changes like these is what the test maps were intended for. Meaningful changes, not just giving tanks 0.2 seconds faster attack.
thirtyapm
Profile Joined January 2012
521 Posts
December 03 2013 23:09 GMT
#244
this is a really smart suggestion, it is atleast worth a try
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 03 2013 23:12 GMT
#245
On December 04 2013 08:05 Bagi wrote:
Show nested quote +
On December 04 2013 07:59 Aveng3r wrote:
its amazing that something like this hasnt been tried, just to see if it could work. Seriously, what does the balance team have to lose by giving something like this a shot? if it doesnt work, then fine, but how they can ignore constant petitioning to make mech viable tvp is beyond me.

One would think that changes like these is what the test maps were intended for. Meaningful changes, not just giving tanks 0.2 seconds faster attack.


A lot of the Viking's assault mode also gets massively improved if you made it 6x2 damage instead of 12 flat damage.

Hark, what baseball through yonder window breaks?
Nightshake
Profile Joined November 2010
France412 Posts
December 03 2013 23:14 GMT
#246
This is very interesting !
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
Last Edited: 2013-12-03 23:18:49
December 03 2013 23:17 GMT
#247
i dont like this idea - for 2 reasons.

- tanks dont really feel "tanky" anymore - they are supposed to be slow and hard hitting
- winning fights is not the problem of mech if you do it correctly and have the right composition (even tempests shouldnt be a problem, PDD guys) - it is immobility and the time it needs to reproduce army.


my suggestion would be to make the thor cheaper (or slighly buff it) and introduce Tech Lab Reactors for 100/50 at armory tech.
Furthermore, i would buff SCV's from 45 to 50 HP.

would be worth a try i think.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Arco
Profile Joined September 2009
United States2090 Posts
December 03 2013 23:22 GMT
#248
On December 03 2013 21:30 ( bush wrote:
Just add a bonus against protoss shields, while making tanks ignore (or at least being stronger) the immortal's hardened shields.

Let's just make Tanks launch nukes while they're at it.
Growiel
Profile Joined October 2010
Korea (South)363 Posts
December 03 2013 23:26 GMT
#249
On December 04 2013 08:17 KalWarkov wrote:
introduce Tech Lab Reactors for 100/50 at armory tech.
Furthermore, i would buff SCV's from 45 to 50 HP.


Those are two of the worst ideas ever had in term of StarCraft balance.

Buffing SVCs would destroy the early game scouting / worker wars and they can already be repaired and it wouldn't help with the issue at hand.

Techlab reactors are just plain OP, if Terran has those, I want raptor lings.
StarCraft II for ever.
peidongyang
Profile Joined January 2009
Canada2084 Posts
December 03 2013 23:27 GMT
#250
cool suggestion

but maybe make it so tanks can fire emp shells or some shit? idk, doesnt really fit into the whole lore doesnt it

nor does it make sense for a tank to fire like a thor...

maybe a tankthor?
the throws never bothered me anyway
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 03 2013 23:36 GMT
#251
On December 04 2013 08:17 KalWarkov wrote:
i dont like this idea - for 2 reasons.

- tanks dont really feel "tanky" anymore - they are supposed to be slow and hard hitting
- winning fights is not the problem of mech if you do it correctly and have the right composition (even tempests shouldnt be a problem, PDD guys) - it is immobility and the time it needs to reproduce army.


my suggestion would be to make the thor cheaper (or slighly buff it) and introduce Tech Lab Reactors for 100/50 at armory tech.
Furthermore, i would buff SCV's from 45 to 50 HP.

would be worth a try i think.


A.) Tanks are not very fast, nor do they deal much damage.
B.) PDD is useless because stalkers suck up their energy too quickly. Dark Swarm only worked because you couldn't "drain it" with a critical mass of troops.

Also, the last thing Terran needs is more reasons to pull SCVs

And what's the point of Armory reactors? if you don't like add-ons, don't play terran.
Hark, what baseball through yonder window breaks?
Bagi
Profile Joined August 2010
Germany6799 Posts
December 03 2013 23:40 GMT
#252
On December 04 2013 08:17 KalWarkov wrote:
- winning fights is not the problem of mech if you do it correctly and have the right composition (even tempests shouldnt be a problem, PDD guys) - it is immobility and the time it needs to reproduce army.

Not saying you are wrong but immobility and production time are not something that are going to go away, so mech armies should to be accordingly powerful to compensate for this.

So instead of "mech can beat any army if it gets the perfect engagement" it should be "the other guy needs to get a perfect flank to beat a mech army if he failed to do econ damage".
Lorch
Profile Joined June 2011
Germany3710 Posts
December 03 2013 23:42 GMT
#253
On December 04 2013 07:49 Lunareste wrote:
since Seeker Missile and Yamato are overlapping so much, remove Seeker Missile and give EMP

also increase Raven acceleration speed


Imo this by itself would fix the immortal issue. EMPing + target firing + not having to go barracks/ghost academy to counter them would be huge for my personal meching. Plus I'd go in line with blizzards idea to make mech into air or a mech/air army THE army to go for when you mech that they started to establish by combining upgrades.
GrimZeRo
Profile Joined January 2011
United States113 Posts
December 03 2013 23:57 GMT
#254
On December 04 2013 08:22 Arco wrote:

Let's just make Tanks launch nukes while they're at it.


I second this, tank nukes please.
Hearthstone, Borderlands, SC2, D3 and more! http://www.twitch.tv/promisesplays
RaZorwire
Profile Joined April 2012
Sweden718 Posts
Last Edited: 2013-12-04 00:14:50
December 04 2013 00:12 GMT
#255
On December 04 2013 07:49 Lunareste wrote:
since Seeker Missile and Yamato are overlapping so much, remove Seeker Missile and give EMP

also increase Raven acceleration speed


Why would you want to do that? You would be making Ravens more or less useless vs Z and T, in order to get them to perform as slower, more expensive, non-cloaking flying Ghosts. What's the point?

I mean, sure, you'd prefer to build Ravens rather than Ghosts when goiong mech, but why remove it from the othet two MUs?

Besides, Yamato and Seeker don't really overlap. One has splash, the other does not.
wongfeihung
Profile Blog Joined May 2010
United States763 Posts
Last Edited: 2013-12-04 00:17:49
December 04 2013 00:13 GMT
#256
On December 04 2013 08:36 Thieving Magpie wrote:
Show nested quote +
On December 04 2013 08:17 KalWarkov wrote:
i dont like this idea - for 2 reasons.

- tanks dont really feel "tanky" anymore - they are supposed to be slow and hard hitting
- winning fights is not the problem of mech if you do it correctly and have the right composition (even tempests shouldnt be a problem, PDD guys) - it is immobility and the time it needs to reproduce army.


my suggestion would be to make the thor cheaper (or slighly buff it) and introduce Tech Lab Reactors for 100/50 at armory tech.
Furthermore, i would buff SCV's from 45 to 50 HP.

would be worth a try i think.


A.) Tanks are not very fast, nor do they deal much damage.
B.) PDD is useless because stalkers suck up their energy too quickly. Dark Swarm only worked because you couldn't "drain it" with a critical mass of troops.

Also, the last thing Terran needs is more reasons to pull SCVs

And what's the point of Armory reactors? if you don't like add-ons, don't play terran.

You took what he said completely out of context; he said to use PDD to counteract Tempest shots, e.g. when a Protoss player is trying to snipe your units from far away. If you're engaging an army that includes a large quantity of Stalkers, i.e. enough to quickly suck up PDD energy, then you don't just use one PDD, you use enough to absorb a significant number of projectiles.

I'm not agreeing with the guy you quoted by any means, because, frankly, his balance suggestions are pretty outrageous. It's just that the fact that there are players who think PDD is useless is quite baffling, to me.

As for the proposed Siege Tank buff, it's quote interesting. As long as it was one instantaneous shot with 2 "attacks", it sounds like it would, at te very least, be worth testing. I doubt this proposal has gone under Blizzard's radar by now. I have faith in their attention to the community.
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
December 04 2013 00:14 GMT
#257
Funny that it'd make it twice as hard on CPU. Tank volleys create some pretty hard FPS dips :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
habibe
Profile Joined March 2011
Canada43 Posts
Last Edited: 2013-12-06 08:41:54
December 04 2013 00:14 GMT
#258
Whitewing
Profile Joined October 2010
United States7483 Posts
December 04 2013 00:34 GMT
#259
How about for LOTV we just do a complete protoss overhaul to fix the TvP mech problem, rather than a band aid fix for mech right now?

I'm pretty sure if you made warp gate way later, nerfed immortals a bit, put them down to 3 supply and put them back on the gateway where they were originally intended to be, made warp gates produce slower than gateways so it's a choice which one, and did a few other changes, mech wouldn't be as weak vs. toss.

Because the problem here isn't the mech units really, it's that their counters are too strong. Vs. zerg swarm hosts and vipers are a problem, vs. protoss immortals are an issue.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
claybones
Profile Blog Joined September 2011
United States244 Posts
December 04 2013 00:36 GMT
#260
You would have to make the armor bonus it's own shot so that lings still always die in one hit with +1 attack.
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