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-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 04 2014 11:51 GMT
#4941
On March 04 2014 20:30 Grumbels wrote:
Show nested quote +
On March 04 2014 17:23 Daumen wrote:
On March 04 2014 08:44 chrisrawr wrote:
Idea for Banelings:

Bring Swarmhost back as a Bio-Artillery unit. This unit has no attack, but can load up to 8 Banelings. The Swarmhost has an ability that launches a Baneling to target location within [some number] range, where it detonates upon hitting. Killing the Swarmhost detonates all Banelings inside of it.

Ideas like this sound funny but in reality its a hassle to set up. Load Banelings, burrow, aim fire. Maybe there is a way but I thought those "loading" aspects cost too much apm and distract your normal play too much. Kinda like those GDI Tanks/Copters in Command & Conquer 3 ;D


Haha. Awesome video. I would love a unit that shoots banelings, but I can see it being too imba :D
But if it is implemented let it have tank range, be zerg sieging unit. It could be tier 3 and replace Guardians :D
Ardias
Profile Joined January 2014
Russian Federation610 Posts
March 04 2014 12:31 GMT
#4942
On March 04 2014 20:50 RagequitBM wrote:
Wish more people played. "2 people searching" is not very inviting.


Thats because people mostly play with "Wide" search range, so they are connecting immediately to each other. Thats why there isn't many people searching at one moment of a time. In prime-time games are found very fast.
Mess with the best or die like the rest.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
March 04 2014 13:04 GMT
#4943
On March 04 2014 09:47 Hider wrote:
Show nested quote +
They make TvZ a very defensive match up from both sides that gets going several minutes later than in bw (and a less stable and interesting one)


I don't think that's the case actually. The zerg player will try to take a quicker 3rd against a terran player when he goes banelings. How does the terran response? By teching and benefiting from AOE units? No, instead he goes Firebat heavy which do really well in low/mid sized numbers, and thus the terran player seeks the constant army trading since he doesn't scale particularly well and he has a way of putting pressure on the zerg (since there is no spine wall) and is thus incentivied to be aggressive (to force the zerg to invest into army units instead of drones).


If you trade with a zerg going ling bane with 3 base 5 hatchery you will always end up behind. Even on a large amount of firebats. If you lose one army, you lose momentum, zerg can make a round of drones because you have to remake medics and then you are on 2 base economy, with a very small army, vs a zerg on 3 base with 4 close to 5 hatchery production.

They are then free to tech or build anything and Terran has no real options.

You can maybe trade with bad zergs who don't have solid enough timings or macro, but if you try and trade with someone who knows the mass drone into 6:30 ling, 7:30 10 drones, 8:00 mass ling timing you will end up behind.

Replays to the contrary would be interesting.
My. Copy. Is. Here.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-03-04 13:42:38
March 04 2014 13:40 GMT
#4944
On March 04 2014 22:04 Piy wrote:
Show nested quote +
On March 04 2014 09:47 Hider wrote:
They make TvZ a very defensive match up from both sides that gets going several minutes later than in bw (and a less stable and interesting one)


I don't think that's the case actually. The zerg player will try to take a quicker 3rd against a terran player when he goes banelings. How does the terran response? By teching and benefiting from AOE units? No, instead he goes Firebat heavy which do really well in low/mid sized numbers, and thus the terran player seeks the constant army trading since he doesn't scale particularly well and he has a way of putting pressure on the zerg (since there is no spine wall) and is thus incentivied to be aggressive (to force the zerg to invest into army units instead of drones).


If you trade with a zerg going ling bane with 3 base 5 hatchery you will always end up behind. Even on a large amount of firebats. If you lose one army, you lose momentum, zerg can make a round of drones because you have to remake medics and then you are on 2 base economy, with a very small army, vs a zerg on 3 base with 4 close to 5 hatchery production.

They are then free to tech or build anything and Terran has no real options.

You can maybe trade with bad zergs who don't have solid enough timings or macro, but if you try and trade with someone who knows the mass drone into 6:30 ling, 7:30 10 drones, 8:00 mass ling timing you will end up behind.

Replays to the contrary would be interesting.


Yeh, sure. I guess Dirty can upload his replays.

But the logic (against your post) goes something like this;

- It doens't matter how many Hatcehries the zerg have if the terran has a much higher worker count. By constant trading you can keep his worker count down below yours.

- Whether a race will turtle/defend or opt for army-trades depends on how well he scales. Siege Tanks scale well, so if players opted for that counter against Banelings, the meta (onec figured out) would be very timing-based (aka WOL late 2012) with little action occuring. But Firebats/Marine/Medic simply doesn't work like that. It fares better in medium sized armies IMO.

- If you don't attack, they are free to tech to w/e choice they like. Yes, and that's exactly why you don't wanna let them masss up drones while teching. Simply put, terran is incentivied to get ahead before Zerg hive tech.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
Last Edited: 2014-03-04 14:01:18
March 04 2014 14:00 GMT
#4945
On March 04 2014 22:40 Hider wrote:
Show nested quote +
On March 04 2014 22:04 Piy wrote:
On March 04 2014 09:47 Hider wrote:
They make TvZ a very defensive match up from both sides that gets going several minutes later than in bw (and a less stable and interesting one)


I don't think that's the case actually. The zerg player will try to take a quicker 3rd against a terran player when he goes banelings. How does the terran response? By teching and benefiting from AOE units? No, instead he goes Firebat heavy which do really well in low/mid sized numbers, and thus the terran player seeks the constant army trading since he doesn't scale particularly well and he has a way of putting pressure on the zerg (since there is no spine wall) and is thus incentivied to be aggressive (to force the zerg to invest into army units instead of drones).


If you trade with a zerg going ling bane with 3 base 5 hatchery you will always end up behind. Even on a large amount of firebats. If you lose one army, you lose momentum, zerg can make a round of drones because you have to remake medics and then you are on 2 base economy, with a very small army, vs a zerg on 3 base with 4 close to 5 hatchery production.

They are then free to tech or build anything and Terran has no real options.

You can maybe trade with bad zergs who don't have solid enough timings or macro, but if you try and trade with someone who knows the mass drone into 6:30 ling, 7:30 10 drones, 8:00 mass ling timing you will end up behind.

Replays to the contrary would be interesting.


Yeh, sure. I guess Dirty can upload his replays.

But the logic (against your post) goes something like this;

- It doens't matter how many Hatcehries the zerg have if the terran has a much higher worker count. By constant trading you can keep his worker count down below yours.

- Whether a race will turtle/defend or opt for army-trades depends on how well he scales. Siege Tanks scale well, so if players opted for that counter against Banelings, the meta (onec figured out) would be very timing-based (aka WOL late 2012) with little action occuring. But Firebats/Marine/Medic simply doesn't work like that. It fares better in medium sized armies IMO.

- If you don't attack, they are free to tech to w/e choice they like. Yes, and that's exactly why you don't wanna let them masss up drones while teching. Simply put, terran is incentivied to get ahead before Zerg hive tech.


Terran won't have a much higher worker count though. Because zerg plays with one gas, they get 3 bases with 10 drones at each quite quickly, which is more than Terran can possibly mine from only a 2 base economy. Even if you pressure, I've yet to see a timing, even post firebat buff, that can deal any damage to a zerg who makes the 20-30 lings at 6:30, into a few banelings transition. They have enough to defend, you die if you commit, they drone when you fall back, and you're in exactly the situation I've outlined.

I also disagree that bio scales badly vs ling bane. I actually think that firebat marine medic trades poorly in small numbers and trades very well in large numbers, such that when you play more defensively as terran to take your own third faster your army will be at a massive advantage in the later mid game stages if zerg doesn't tech in response. It's just easier to spread and harder for zerg to surround the more bio you have. That's why I stated that more defensive play from Terran is preferable.
My. Copy. Is. Here.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-03-04 14:38:22
March 04 2014 14:33 GMT
#4946
I think i know what piy is saying. Many zergs go fast third with lings/banes, but very few
play this strat piy is talking about.

I think i have encountered one zerg who does this i think.
So my experience are limited.

But to share my experience:
Against this style going heavy rax bio none-stop macro
with a third at 6-8rax~.
When u add factory, you can add spidermines/speed, i found this unit having good tempo vs banes/lings heavyplay.
Adding more factories, not bad at all but you need constant macro from your rax.

I found this particular style good against it.
You need to scan quite frequently, check his gases. Drones. Lair or hive play.

The problem is if he techswitches, lets say he skips the banes and goes lurkers instead.
Or he starts to use burrow at lair.
Sometimes muta play is annoying to since lets say u scan the spire in a good time, you have no idea if he will commit to mutas. If you know he will commit u can add 15turrets np and go more agressivestyle but u kinda do it with a dice.
Guardians great to since u have no SV. Addind vikings->mutas,guardians. But they suck vs everything else.
I miss that SV doesnt really work vs banes since this is the unit that deals with every techswitch from zerg

Iam not saying now that this works against it or is consistent.
Just sharing my experience
Kabel
Profile Joined September 2009
Sweden1746 Posts
March 04 2014 15:05 GMT
#4947
@Future

I aim to get the next patch up at the start of next week.

Any dev want to comment on this? I'm curious if being able to move command an unburrowed mine indefinitely is its intentional design.


Sounds like a strange bug. It will be looked into.
Creator of Starbow
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
Last Edited: 2014-03-04 15:12:21
March 04 2014 15:11 GMT
#4948
On March 04 2014 23:33 Foxxan wrote:
I think i know what piy is saying. Many zergs go fast third with lings/banes, but very few
play this strat piy is talking about.

I think i have encountered one zerg who does this i think.
So my experience are limited.

But to share my experience:
Against this style going heavy rax bio none-stop macro
with a third at 6-8rax~.
When u add factory, you can add spidermines/speed, i found this unit having good tempo vs banes/lings heavyplay.
Adding more factories, not bad at all but you need constant macro from your rax.

I found this particular style good against it.
You need to scan quite frequently, check his gases. Drones. Lair or hive play.

The problem is if he techswitches, lets say he skips the banes and goes lurkers instead.
Or he starts to use burrow at lair.
Sometimes muta play is annoying to since lets say u scan the spire in a good time, you have no idea if he will commit to mutas. If you know he will commit u can add 15turrets np and go more agressivestyle but u kinda do it with a dice.
Guardians great to since u have no SV. Addind vikings->mutas,guardians. But they suck vs everything else.
I miss that SV doesnt really work vs banes since this is the unit that deals with every techswitch from zerg

Iam not saying now that this works against it or is consistent.
Just sharing my experience


Yah this is pretty much the response I've been doing also. Lot's of macro, 3 base quite fast, mines and vultures. I've actually been doing 2 port vessels, but using the 3rd gas at the third to add in many marauders and firebats, so you have an unkillable army at about 13 min.

I actually think it's very strong, and don't think theres a balance issue. I do worry about the mu once zergs figure out the timings to ling and bling to defend safely though, it can already be difficult to deal with the switches when you are defending in 3 different spots. Also, if they just build a baneling nest for 100/50, you need to completely alter your style of play.

My main concern is that it's boring lol
My. Copy. Is. Here.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2581 Posts
March 04 2014 15:17 GMT
#4949
I've been thinking all day about the Abduct issue, since I feel like I should at least make some suggestion if I'm going to be critical of Abduct.

How about this: The Viper and the target (friendly targets allowed) swap positions. This would allow the same use as Abduct currently (single target finger of death) with either the cost of sacrificing the Viper or requiring clever use to snipe units that aren't well protected. I could also imagine scenarios in which this could be used like Blink, allowing Vipers to teleport away from an attacker by trading places with a cheaper friendly unit, or allowing an immobile unit (Lurkers) to teleport into a favorable position.

What this doesn't offer that I'd like to see is counter-micro potential. It offers some options to the Zerg player that I think would be more interesting than Abduct, but you still can't do much against it. Maybe if the swap were triggered by a destructable projectile that couldn't be auto-targeted?
The frumious Bandersnatch
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
March 04 2014 15:23 GMT
#4950
Why do you think abduct is an issue? I think it's a perfectly fun and reasonable spell. There's Zero need to change it.
aka ChillyGonzalo / GnozL
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 04 2014 15:30 GMT
#4951
Poll: Abduct?

nay (21)
 
66%

yay (11)
 
34%

32 total votes

Your vote: Abduct?

(Vote): yay
(Vote): nay

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.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
March 04 2014 15:32 GMT
#4952
Abduct is good vs templar in zvp, not great, but usable. Same vs mech. There are always better options than vipers right now though.
My. Copy. Is. Here.
Jawra
Profile Joined June 2011
Sweden146 Posts
March 04 2014 15:47 GMT
#4953
My problem with the Viper is that it's way too cost effective in comparison to the Brood War equivalent Queen.

It's "instant kill" ability costs half the amount of energy.
It can acquire energy for free by consuming Evo chambers or other low-cost buildings.
Abduct works on any unit.

If the best players were to use a Viper-centric army composition versus Mech, it would just obliterate that army. I suppose we'll have to wait for that to happen before it's balanced.

Personally I like how the unit fits into the Zerg arsenal aesthetically and the consume looks quite badass and I'd have no problem with the unit if it wasn't so cost effective.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
March 04 2014 15:54 GMT
#4954
On March 05 2014 00:47 Jawra wrote:
My problem with the Viper is that it's way too cost effective in comparison to the Brood War equivalent Queen.

It's "instant kill" ability costs half the amount of energy.
It can acquire energy for free by consuming Evo chambers or other low-cost buildings.
Abduct works on any unit.

If the best players were to use a Viper-centric army composition versus Mech, it would just obliterate that army. I suppose we'll have to wait for that to happen before it's balanced.

Personally I like how the unit fits into the Zerg arsenal aesthetically and the consume looks quite badass and I'd have no problem with the unit if it wasn't so cost effective.


Vipers are mediocre vs mech. They're nowhere near as effective as queens were in bw vs tanks.
My. Copy. Is. Here.
Koz
Profile Joined October 2010
Brazil13 Posts
March 04 2014 16:09 GMT
#4955
On March 05 2014 00:54 Piy wrote:
Show nested quote +
On March 05 2014 00:47 Jawra wrote:
My problem with the Viper is that it's way too cost effective in comparison to the Brood War equivalent Queen.

It's "instant kill" ability costs half the amount of energy.
It can acquire energy for free by consuming Evo chambers or other low-cost buildings.
Abduct works on any unit.

If the best players were to use a Viper-centric army composition versus Mech, it would just obliterate that army. I suppose we'll have to wait for that to happen before it's balanced.

Personally I like how the unit fits into the Zerg arsenal aesthetically and the consume looks quite badass and I'd have no problem with the unit if it wasn't so cost effective.


Vipers are mediocre vs mech. They're nowhere near as effective as queens were in bw vs tanks.


You talk like queens have always been effective in BW.
It took lots of years to people figure it out a way to use them in a cost effective way in bw.
Maybe if you give time, people will create build orders and ways to use vipers in a way you would never imagine...
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 04 2014 16:09 GMT
#4956
On March 05 2014 00:17 AmericanUmlaut wrote:
I've been thinking all day about the Abduct issue, since I feel like I should at least make some suggestion if I'm going to be critical of Abduct.

How about this: The Viper and the target (friendly targets allowed) swap positions. This would allow the same use as Abduct currently (single target finger of death) with either the cost of sacrificing the Viper or requiring clever use to snipe units that aren't well protected. I could also imagine scenarios in which this could be used like Blink, allowing Vipers to teleport away from an attacker by trading places with a cheaper friendly unit, or allowing an immobile unit (Lurkers) to teleport into a favorable position.

What this doesn't offer that I'd like to see is counter-micro potential. It offers some options to the Zerg player that I think would be more interesting than Abduct, but you still can't do much against it. Maybe if the swap were triggered by a destructable projectile that couldn't be auto-targeted?

Only if the same applies to every SV that casts Irradiate or every HT that casts Storm...
Jawra
Profile Joined June 2011
Sweden146 Posts
Last Edited: 2014-03-04 16:13:05
March 04 2014 16:10 GMT
#4957
It's most likely the splash from spawned Broodlings making the difference from Viper to Queen, I suppose the best approach would be a wait and see...which should be done with most things until more tournaments have been played.

Viper is probably fine for now, despite the abduct looking really weird and wonky.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 04 2014 16:10 GMT
#4958
On March 05 2014 00:47 Jawra wrote:
My problem with the Viper is that it's way too cost effective in comparison to the Brood War equivalent Queen.

It's "instant kill" ability costs half the amount of energy.
It can acquire energy for free by consuming Evo chambers or other low-cost buildings.
Abduct works on any unit.

If the best players were to use a Viper-centric army composition versus Mech, it would just obliterate that army. I suppose we'll have to wait for that to happen before it's balanced.

Personally I like how the unit fits into the Zerg arsenal aesthetically and the consume looks quite badass and I'd have no problem with the unit if it wasn't so cost effective.

Except Terran has SV that can both EMP and Irradiate Vipers..
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
March 04 2014 17:11 GMT
#4959
Queens 1 shot kill tanks and templar. Vipers have to run over turret goliath to abduct the tank a short distance. They also cost the same.

Beyond the timing issue of having to wait for broodling energy, I don't think you can really say that the viper is anywhere near as good at either task.

Vipers definitely viable late game vs mech though, just not optimal currently.
My. Copy. Is. Here.
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
March 04 2014 17:38 GMT
#4960
On March 04 2014 20:50 RagequitBM wrote:
Show nested quote +
On March 04 2014 12:11 FT.aCt)Sony wrote:
3k+ Zerg player streaming ranked games. www.twitch.tv/ftactsony

Free to talk strategy, balance, ideas, etc... as well as ranked games.

Your stream was okay, but if you want my honest opinion, calling people stream cheaters on stream is very tasteless. Made me tune out immediately. Maybe I'm alone on that though. Anyway, you're pretty good!

Wish more people played. "2 people searching" is not very inviting.


When you ask someone right upfront in the start of the game "are you streaming?" gives off a "stream cheater" persona about them. Why do you want to know if someone is streaming other than to watch them play while playing you? Yes I have a delay but that doesn't stop anything. That was the only time I said anything about that aspect.
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