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Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread. |
On January 24 2014 04:35 goody153 wrote:Show nested quote +On January 24 2014 04:34 The_Templar wrote:On January 24 2014 04:33 BlueLanterna wrote: TBQH i would prefer a revert of ghost cost to 150/150 instead of 200/100 hmmm... why? 200/100 is better than the 150/150 . Or they could just make it 150/100 or 150/75 150/75? Let's not go crazy here. That's only slightly more costly than a stalker and I know which one I would take.
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So minor changes to TvP? Exactly as expected from the man. I wonder if he intends to back-track on those the first chance he gets.
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Published a new extension mod under the name 'Proposed Balance Changes' which implements all of these new changes so you can try them out on any map. Simple use the new Create with Mod under Custom Game, let me know if anything isn't working as expected.
Currently Tempest damage vs. Structures is set to 2.5 times normal damage as a median between the proposed 2-3 times!
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your Country52797 Posts
On January 24 2014 04:39 battleboy wrote: where is the mech buff? they buffed ghosts slightly, but I'm sure they'll do more
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On January 24 2014 04:35 DarkLordOlli wrote:Show nested quote +On January 24 2014 04:30 The_Templar wrote:On January 24 2014 04:30 DarkLordOlli wrote: The hydra change can never go through so I'm not even gonna start worrying about it Hopefully everyone goes mass hydralisk/corrupter on ladder now or something They'll just hit a ling/hydra timing on my third base if I open stargate. There's just gonna be twice the amount of hydras. And if I can't open stargate because simple hydra timings are too strong then I'm already dead. Dunno, it's just too strong, too restricting for protoss, too cutthroat. I would like the change in ZvZ and TvZ though. Hell, why not 2base hydra all in every game. Not sure what's supposed to kill it with half the gas cost for hydras Like 2 base stalker all-ins but just like 2 times harder to hold ? Does photon overcharge help when zergs go ling-hydra timings ?
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On January 24 2014 04:38 pmp10 wrote: So minor changes to TvP? Exactly as expected from the man. Better then breaking the match up so Protoss looses all the time/. That would be just as bad
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So DK wants to phase out bio now? Maybe Flash can start doing better.
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Austria24417 Posts
On January 24 2014 04:40 goody153 wrote:Show nested quote +On January 24 2014 04:35 DarkLordOlli wrote:On January 24 2014 04:30 The_Templar wrote:On January 24 2014 04:30 DarkLordOlli wrote: The hydra change can never go through so I'm not even gonna start worrying about it Hopefully everyone goes mass hydralisk/corrupter on ladder now or something They'll just hit a ling/hydra timing on my third base if I open stargate. There's just gonna be twice the amount of hydras. And if I can't open stargate because simple hydra timings are too strong then I'm already dead. Dunno, it's just too strong, too restricting for protoss, too cutthroat. I would like the change in ZvZ and TvZ though. Hell, why not 2base hydra all in every game. Not sure what's supposed to kill it with half the gas cost for hydras Like 2 base stalker all-ins but just like 2 times harder to hold ? Does photon overcharge help when zergs go ling-hydra timings ?
No, you don't have overcharge against 2base ling/hydra unless you gateway expand. Even if you do, hydras outrange overcharge and break down the wall, then lings flood in.
If it's a ling/hydra timing on the third then it does help but it still mostly comes down to forcefields and getting a colossus out in time.
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On January 24 2014 04:40 Plansix wrote:Show nested quote +On January 24 2014 04:38 pmp10 wrote: So minor changes to TvP? Exactly as expected from the man. Better then breaking the match up so Protoss looses all the time/. That would be just as bad
yeah cause that'll happen if you change early game Protoss. let's take things to the extreme
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On January 24 2014 04:38 Plansix wrote:Show nested quote +On January 24 2014 04:35 goody153 wrote:On January 24 2014 04:34 The_Templar wrote:On January 24 2014 04:33 BlueLanterna wrote: TBQH i would prefer a revert of ghost cost to 150/150 instead of 200/100 hmmm... why? 200/100 is better than the 150/150 . Or they could just make it 150/100 or 150/75 150/75? Let's not go crazy here. That's only slightly more costly than a stalker and I know which one I would take. 150/100 ? or 125/100 would be the more appropriate since i hear terrans saying that ghosts are too expensive mineral wise.
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I like these changes, i used to think the hydras were too expensive compared to their strenght and only 80 health. this might be too big a change. We will see what blizzard decides to do with it.
Some hydra number crunching to think about: + Show Spoiler + On a normal base with 8 minerals 2 gasses, a trip with every worker is 8 gas and 32 minerals.
Which is an old hydra every 6th trip with 92 minerals left (excluding overlords).
Now you can make a hydra every 4th trip with 28 minerals left (excluding overlords), a 50 % increase.
100 trips before would give 16 hydras 4 overlords and 1200 minerals left. now 100 trips give 24 hydras, 8 overlords 0 minerals and 200 gas left, still exactly a 50% increase if we calculate it this way.
Making pure hydralisks is now also alot more economically effecient, since you used to have 1000 resources more that you could not fit into pure hydralisk production every 100 trips on a saturated base.
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-MC nerfs are ok i guesse (have to see range in game first) -ghost is ok too, but will not have any use for mech... -hydra buff is just... now stephano will come back with new style of roach hyrda max and overrune toss...(it is like 12 min 200/200 roach hydra...  but we will see.... -also to tempest: could be pretty interesting because you can kill spines faster in ultra late turtle game against zerg; Could be really good or have no effect xD
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On January 24 2014 04:42 Chaggi wrote:Show nested quote +On January 24 2014 04:40 Plansix wrote:On January 24 2014 04:38 pmp10 wrote: So minor changes to TvP? Exactly as expected from the man. Better then breaking the match up so Protoss looses all the time/. That would be just as bad yeah cause that'll happen if you change early game Protoss. let's take things to the extreme I don't even know what you are saying. Big changes to the match up could just make it more broken. The goal is to make it both sides have an equal chance to win.
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So they release a test map where they said they are going to adress TvP and the only change worth talking about is the hydra one. Thank you so much blizzard.
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On January 24 2014 04:39 ThorminatorSC wrote: Published a new extension mod under the name 'Proposed Balance Changes' which implements all of these new changes so you can try them out on any map. Simple use the new Create with Mod under Custom Game, let me know if anything isn't working as expected.
Currently Tempest damage vs. Structures is set to 2.5 times normal damage as a median between the proposed 2-3 times! Ah yes, forgot about this one. Can't wait to see a complete nonsense such as proxy Oracle into proxy Tempests become a legit opening!
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On January 24 2014 04:40 Plansix wrote:Show nested quote +On January 24 2014 04:38 pmp10 wrote: So minor changes to TvP? Exactly as expected from the man. Better then breaking the match up so Protoss looses all the time/. That would be just as bad
What could they possibly do to end up with such result. It is not like protoss is playing against the clock, their late game is still super strong against terran. We are only talking about early game changes anyway.
In fact with such minor early game nerfs to protoss, terran could actually use a late game buff.
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I like the changes. Zerg early aggression does not even work now with MC and no siege upgrade and mines. Early hydra rushes will at least give them aggressive options, and we will have less roach centric games in ZvZ.
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In so many comments I get the feeling that David Kim, as well as as the players, think that Zerg WANT to play passive. But... that's not really the case tbh... If they want to get rid of this silly Swarmhost-Turtle-Style, they should just do something about the Zerg's Anti-Air (And no, the Hydra buff won't help there). Right now there's no chance to fight a late game Protoss army beside this silly mass spore + Viper style with Swarmhosts to defend on the ground. Which is completely stupid: Zerg has to build units which can't shoot up in order to even stand a chance against a flying army...
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That hydra change will genuinely completely change all matchups. Zergs will be able to rush mass hydra so early.
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