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Jan 2nd Balance Test Map - Page 28

Forum Index > SC2 General
757 CommentsPost a Reply
Prev 1 26 27 28 29 30 38 Next All
IMPrime
Profile Joined September 2011
United States715 Posts
Last Edited: 2014-01-04 02:00:07
January 04 2014 01:54 GMT
#541
The tank buff doesn't address the big problem. Mech is fine in tvt and tvz. But the immortal just totally laughs at mech. Chargelots are also a problem but not as bad as immortals.

also the ghost change is stupid. The point of mech is to make mech units, not to make a bio unit to go with the mech. Plus it would make ghosts way too good vs high templars and such.
mikumegurine
Profile Joined May 2013
Canada3145 Posts
Last Edited: 2014-01-04 02:04:22
January 04 2014 02:00 GMT
#542
said this in topics many seasons ago

just make tanks do extra bonus +damage to shields

infact widow mines do damage like that

from liqipedia:

Ground Attack: 125 (Splash)
Air Attack: 125 (Splash)
Bonus: +35 vs Shields
Range: 5

So why is it so hard for the SC2 balance team to consider that for siege tanks?



TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
Last Edited: 2014-01-04 02:05:05
January 04 2014 02:00 GMT
#543
Mech is not fine in T v Z because Mass Swarmhost is an autowin through attrition. The Zerg can just get any number of Hydralisks (which are crazy good) and/or Broodlord-Corruptor to clean up.

David Kim needs to stop "buffing" mech without a clear vision. It should be painfully obvious by now that the one thing that Mech is missing is an all around reliable unit - such as a Goliath. Or something like a Roach but can also shoot air. Flat damage and no BS. Hell Bats might have been able to fill this role, but they can't shoot air and too much crying got it nerfed a while back.

Buffing Tank damage is not necessary - it should be map terrain that would buff Tanks. I forget the map but it was in 2012 WoL with a xel'naga tower on a high ground in the middle. Above and below the high ground there was high yield minerals. Tank's situated there in a power position had no problems with damage.

The only worthwhile and relevant change to mech so far was the combination of air/vehicle upgrades, but that is still a bandaid because David Kim just assumes that Terrans can automatically tech switch to air to counter Zerg/Protoss obviously superior air - forgetting that the aforementioned factions have ground units that can also shoot air.
Big J
Profile Joined March 2011
Austria16289 Posts
January 04 2014 02:05 GMT
#544
On January 04 2014 11:00 mikumegurine wrote:
said this in topics many seasons ago

just make tanks do extra bonus +damage to shields

infact widow mines do damage like that

from liqipedia:

Ground Attack: 125 (Splash)
Air Attack: 125 (Splash)
Bonus: +35 vs Shields
Range: 5

So why is it so hard for the SC2 balance team to consider that for siege tanks?




because tanks already have bonus vs armored and they are not doing 2boni for one unit.
mikumegurine
Profile Joined May 2013
Canada3145 Posts
Last Edited: 2014-01-04 02:09:10
January 04 2014 02:07 GMT
#545
On January 04 2014 11:05 Big J wrote:
Show nested quote +
On January 04 2014 11:00 mikumegurine wrote:
said this in topics many seasons ago

just make tanks do extra bonus +damage to shields

infact widow mines do damage like that

from liqipedia:

Ground Attack: 125 (Splash)
Air Attack: 125 (Splash)
Bonus: +35 vs Shields
Range: 5

So why is it so hard for the SC2 balance team to consider that for siege tanks?




because tanks already have bonus vs armored and they are not doing 2boni for one unit.


why not?

why is it a big deal that tanks would have 2 bonuses? the additional +damage to shield bonus only affects the TvP matchup (the one that mech is not worth doing)
TheDwf
Profile Joined November 2011
France19747 Posts
January 04 2014 02:07 GMT
#546
On January 04 2014 11:05 Big J wrote:
Show nested quote +
On January 04 2014 11:00 mikumegurine wrote:
said this in topics many seasons ago

just make tanks do extra bonus +damage to shields

infact widow mines do damage like that

from liqipedia:

Ground Attack: 125 (Splash)
Air Attack: 125 (Splash)
Bonus: +35 vs Shields
Range: 5

So why is it so hard for the SC2 balance team to consider that for siege tanks?




because tanks already have bonus vs armored and they are not doing 2boni for one unit.

WoL Voids.
Ramiz1989
Profile Joined July 2012
12124 Posts
January 04 2014 02:12 GMT
#547
On January 04 2014 11:07 TheDwf wrote:
Show nested quote +
On January 04 2014 11:05 Big J wrote:
On January 04 2014 11:00 mikumegurine wrote:
said this in topics many seasons ago

just make tanks do extra bonus +damage to shields

infact widow mines do damage like that

from liqipedia:

Ground Attack: 125 (Splash)
Air Attack: 125 (Splash)
Bonus: +35 vs Shields
Range: 5

So why is it so hard for the SC2 balance team to consider that for siege tanks?




because tanks already have bonus vs armored and they are not doing 2boni for one unit.

WoL Voids.

Or Ultralisks in the early WoL when they had Headbutt against buildings, normal attack, and bonus against armored.

There certainly are ways to make it work, and giving STs bonus against shields doesn't sound like a bad idea and it isn't that complicated, but Blizzard is pretty stubborn about these things.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
matthy
Profile Joined January 2013
66 Posts
January 04 2014 02:13 GMT
#548
EMP ability for the siege tank exactly what i have been saying for 2 years now :D
This only affects TvP mech.

Air mech better depends can be very hard vs Z but the battle cruiser is so bad they should fix that

thumbs up to all ideas!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-01-04 02:16:43
January 04 2014 02:13 GMT
#549
yeah voids, but they made it a 20% passive ability button right? And the VR damage vs so weird and complicated that they probably just said fuck it anyways when they introduced that.

It's at least what Im guessing, why they never consider such damage changes and goes kindof with what DB said about the replicator ("cant do massive or workers or air... the rules got too long")


and with ultras, the building atzack got cut because the normal one got the bonus vs armored!
Meepman
Profile Joined December 2009
Canada610 Posts
January 04 2014 02:21 GMT
#550
Poor poor david kim.... Imagine how sad this is if he's actually trying his best to balance the game for everybody instead of dicking us around.

Correct me if I'm wrong, but haven't we all been suggesting changes to make mech viable for ages now? You may as well try some of them, what have you got to lose? Even with the test maps, they aren't willing to try anything but the smallest changes possible.
Hell, why not just give tanks EMP, and change one of the other "support" units so they aren't just meat shields.
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
January 04 2014 03:43 GMT
#551
On January 04 2014 03:37 Nebuchad wrote:
Show nested quote +
On January 04 2014 03:36 Faust852 wrote:
On January 04 2014 03:30 Nebuchad wrote:
You can see the biggest problem with SC2 in this thread.

PO change is announced, first reaction is negative. Everyone says that's not what should be done to help PvT and it won't change shit in PvZ. So it's not helping these match-ups.


[spoiler=Poll]
Poll: Photon Overcharge Change

Thumbs Up (1175)
 
78%

Thumbs Down (282)
 
19%

Neutral (49)
 
3%

1506 total votes

Your vote: Photon Overcharge Change

(Vote): Thumbs Up
(Vote): Thumbs Down
(Vote): Neutral



mhh?


Read the thread?

Your first reaction was "meh", as I recall. All the little côterie of terrans who keep writing the same post were negative about it, from snusmum to imperialfist. Avilo was pretty adamant about it, he made a long post and had an insufferable streaming session.

I really hope people don't think Avilo is a representative for Terran, he is 100% bad for the game.
I think the game is well balanced right now, but tvp is frustrating. I don't think PO is too strong, it's just incredibly frustrating to play against. Oracles aren't too strong, they are just obnoxious and frustrating. Everything protoss is frustrating. Or #dirty
kwark_uk: @father_sc learn to play maybe?
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
January 04 2014 04:11 GMT
#552
On January 03 2014 10:09 RyLai wrote:
Show nested quote +
On January 03 2014 07:51 mewo wrote:
Won't the msc thing just screw up pvp? Were terrans really worried about chain photon overcharges?


1) Who gives a shit, it's a mirror matchup, and the nerf won't hurt macro PvP play.


After balance the next important thing is entertainment. Back in the beginning of WoL PvP was simply 4-gate or die, and it was an abomination. Just because it's a mirror match up and is 'balanced by default' doesn't mean you shouldn't take into account how little changes like these can alter the match up. Just look at what Hellbats did to TvT at HotS release.
Nebuchad
Profile Blog Joined December 2012
Switzerland12470 Posts
January 04 2014 05:07 GMT
#553
On January 04 2014 09:11 Waise wrote:
Show nested quote +
On January 04 2014 09:11 Plansix wrote:
We should totally argue about personal opinion about which match up is best and most robust.

Ready? GO!

I think PvT is the best because I like the animation that marines make when the colossi burn them and zealots slice them. PROVE ME WRONG!

i'm not sure what the alternative to arguing about personal opinions is.


And this is why it's really hard to argue seriously in here.
No will to live, no wish to die
Phanekim
Profile Joined April 2003
United States777 Posts
January 04 2014 05:09 GMT
#554
the problem may not be the speed of burrow but how soon you can get it for it to be viable.

i think mech is a glaring problem and probably cant be addressed properly until new units are introduced in hots.

the photon overcharge redution is needed. but gut instinct is 40 is too severe...try 45?
i like cheese
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 04 2014 05:09 GMT
#555
On January 04 2014 12:43 9-BiT wrote:
Show nested quote +
On January 04 2014 03:37 Nebuchad wrote:
On January 04 2014 03:36 Faust852 wrote:
On January 04 2014 03:30 Nebuchad wrote:
You can see the biggest problem with SC2 in this thread.

PO change is announced, first reaction is negative. Everyone says that's not what should be done to help PvT and it won't change shit in PvZ. So it's not helping these match-ups.


[spoiler=Poll]
Poll: Photon Overcharge Change

Thumbs Up (1175)
 
78%

Thumbs Down (282)
 
19%

Neutral (49)
 
3%

1506 total votes

Your vote: Photon Overcharge Change

(Vote): Thumbs Up
(Vote): Thumbs Down
(Vote): Neutral



mhh?


Read the thread?

Your first reaction was "meh", as I recall. All the little côterie of terrans who keep writing the same post were negative about it, from snusmum to imperialfist. Avilo was pretty adamant about it, he made a long post and had an insufferable streaming session.

I really hope people don't think Avilo is a representative for Terran, he is 100% bad for the game.
I think the game is well balanced right now, but tvp is frustrating. I don't think PO is too strong, it's just incredibly frustrating to play against. Oracles aren't too strong, they are just obnoxious and frustrating. Everything protoss is frustrating. Or #dirty

But Avilo gives so much ammo for the balance whiners of the terran empire. He is Idra without all the dry humor and awesome cat.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MirageTaN
Profile Joined June 2012
Singapore871 Posts
January 04 2014 05:20 GMT
#556
Preapre to roll up the Jaws music .
#TLWIN TI7, TLDota BEST TL
yokohama
Profile Joined February 2005
United States1116 Posts
January 04 2014 05:48 GMT
#557
Even though I am a Protoss player I feel these changes are for the better future of the game, I approve of them, at least in theory.
LongShot27
Profile Joined May 2013
United States2084 Posts
January 04 2014 06:37 GMT
#558
well say goodbye to gateway expands, back to the tried and true FFE
If all men were created equal there would be no reason to declare it.
DemigodcelpH
Profile Joined August 2011
1138 Posts
January 04 2014 07:01 GMT
#559
Protoss nerf seems a bit light.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 04 2014 07:04 GMT
#560
I know this is been repeated several times, but I just want to throw in my input:

Reducing the duration of photon overcharge to 40 seconds is disastrous for PvP while having almost no effect on the other matchups. Almost all timings in PvP revolve around the timing of nexus cannon; many expand builds will no longer be viable with the reduction of the nexus cannon time and will completely disappear at some point. This means that PvP will be a matchup dominated by 1-base plays again, and probably the return of purely colossus mid games. The entire matchup will have to be restructured, many builds will become extinct, and PvP will return to the dark ages.

I may be over-dramatizing this a bit, but I think there's a definite possibility of all these things coming true.

After talking with some people, I'd be open to the idea of reducing the range of photon overcharge though. I agree that most aggressive terran plays, particularly ones that revolve around marine/tank have been completely shut down by photon overcharge, primarily because photon overcharge range is the same as siege tank range. However, by reducing the range by 1-2, terrans could easily siege protoss bases and make tank pushes/contains and such much more reliable in the future. I think giving terran the opportunity to open up different ways is overall very good for the matchup.
StrategyAllyssa Grey <3<3
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