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1/24 Balance test map - Page 20

Forum Index > SC2 General
1004 CommentsPost a Reply
Prev 1 18 19 20 21 22 51 Next
Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2014-01-23 22:00:11
January 23 2014 21:55 GMT
#381
Hydra change may make pvz more colussus focussed. I don't know if i really like that. It may also path the way to some midgame timings, like +1 speed hydra or something.

I don't know how much the tempest change will change pvz. I'm more worried for pvt, where p has some insane dps against buildings with this change. I think defending expansions as t will become a lot harder in late game as i feel the time to react to base snipes has decreased with this change.

But i am noob, so if i'm wrong, please learn me a thing or two. :$

edit: I think ffadicted makes a good point when he pointed out the weakening of stargate openers. I can imagine committing to much on stargate tech will make p very vulnerable, as hydras are massed much easier now.
ReMinD_
Profile Joined May 2013
Croatia846 Posts
January 23 2014 21:56 GMT
#382
On January 24 2014 06:19 DinoMight wrote:
Who says that a 12 min hydra bust would be slow hydras w no upgrades? You could work in ups.

Now picture this:

PvZ on Deadalus pt. Zerg goes for 2 base Hydra timing.

or PvZ on habitation station. Zerg goes for 3 base Hydra timing w/ gold base.


God forbid that a Protoss has to worry about a timing.
Parting: Well, even I can make better maps than these.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 23 2014 21:56 GMT
#383
On January 24 2014 06:51 Tossim111 wrote:
yes it will be easier to obtain because you dont have to get the upgrade and you can produce ghosts earlier... I think it would be very helpful.

And it can't be stated enough how much Protoss hate EMP. It takes the wind out of any Protoss push.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
NotSoHappy
Profile Joined November 2010
445 Posts
January 23 2014 22:00 GMT
#384
On January 24 2014 06:56 ReMinD_ wrote:
Show nested quote +
On January 24 2014 06:19 DinoMight wrote:
Who says that a 12 min hydra bust would be slow hydras w no upgrades? You could work in ups.

Now picture this:

PvZ on Deadalus pt. Zerg goes for 2 base Hydra timing.

or PvZ on habitation station. Zerg goes for 3 base Hydra timing w/ gold base.


God forbid that a Protoss has to worry about a timing.


12m roach max and before that any of the infamous zerg/roach gate expo busts.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
January 23 2014 22:00 GMT
#385
On January 24 2014 06:56 ReMinD_ wrote:
Show nested quote +
On January 24 2014 06:19 DinoMight wrote:
Who says that a 12 min hydra bust would be slow hydras w no upgrades? You could work in ups.

Now picture this:

PvZ on Deadalus pt. Zerg goes for 2 base Hydra timing.

or PvZ on habitation station. Zerg goes for 3 base Hydra timing w/ gold base.


God forbid that a Protoss has to worry about a timing.


Shhh. They'll turn photon overcharge into a colossus attack soon.
ProgamerAustralian alcohol user follow @iaguzSC2
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 23 2014 22:06 GMT
#386
On January 24 2014 07:00 NotSoHappy wrote:
Show nested quote +
On January 24 2014 06:56 ReMinD_ wrote:
On January 24 2014 06:19 DinoMight wrote:
Who says that a 12 min hydra bust would be slow hydras w no upgrades? You could work in ups.

Now picture this:

PvZ on Deadalus pt. Zerg goes for 2 base Hydra timing.

or PvZ on habitation station. Zerg goes for 3 base Hydra timing w/ gold base.


God forbid that a Protoss has to worry about a timing.


12m roach max and before that any of the infamous zerg/roach gate expo busts.

To be fair the 12 max roach was really powerful due to an ungodly amount of hp, not raw damage.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Ayrkrane
Profile Joined June 2013
Canada15 Posts
Last Edited: 2014-01-23 22:10:00
January 23 2014 22:07 GMT
#387
What would you think about reducing the PO net DPS but add some sort of big EMP when it is being cast that reduces the shield of every enemy unit in a certain area around the Nexus to 0 (or maybe adjust that number) ?

It doesnt seem like it would hinder PvP that much, all the opposite, but would allow more early aggression in the other match ups.

Also, the timing of the casting would become very important (all or nothing kind of stuff) in PvP and could make it more exciting than what it is now.

I am no Protoss player, so I am open to any constructive criticism.
Tossim111
Profile Joined October 2009
United States246 Posts
January 23 2014 22:07 GMT
#388
On January 24 2014 06:56 Plansix wrote:
Show nested quote +
On January 24 2014 06:51 Tossim111 wrote:
yes it will be easier to obtain because you dont have to get the upgrade and you can produce ghosts earlier... I think it would be very helpful.

And it can't be stated enough how much Protoss hate EMP. It takes the wind out of any Protoss push.


i still think it evens it out. helps vs mech and immortals are still tough units regardless. the splash dmg tanks do to immortals isnt effective.

its a favor for terrans in the transition from early to mid game. however ghosts are used primarily to neutralize high templars rather than deal dmg to shields of the oppositions army. and protoss, during that time, can still have an effective army even with EMP'd high templar; all the while being defensive with the mcore. I doubt it'll be very OP for protoss.
Tossim111
Profile Joined October 2009
United States246 Posts
January 23 2014 22:10 GMT
#389
On January 24 2014 07:07 Ayrkrane wrote:
What would you think about reducing the PO net DPS but add some sort of big EMP when it is being cast that reduces the shield of every enemy unit in a certain area to 0 (or maybe adjust that number) ?

It doesnt seem like it would hinder PvP that much, all the opposite, but would allow more early aggression in the other match ups.

Also, the timing of the casting would become very important (all or nothing kind of stuff) in PvP and could make it more exciting than what it is now.

I am no Protoss player, so I am open to any constructive criticism.



This makes me think all Blizzard did was secretly implement a No Rush rule into the game...
Lizarb
Profile Joined March 2011
Denmark307 Posts
January 23 2014 22:10 GMT
#390
How about letting Terran build Turret if they either have an engineering bay or a factory. This would help a mech terran in the earlier part of the game

Lower the gas cost of the armory could also be an interesting change.
Only thing I know is that I know nothing.
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-01-23 22:13:10
January 23 2014 22:10 GMT
#391

Ok first of all, yes about the roach, but god no about hydraling... it destroys gateway hahaha

It actually doesn't. Gateway units with good forcefields can beat hydra/ling quite easily.
This will kill SG openings.

Good. Protoss has too many viable openings as it is, zerg needs some way to shut down a few of them without committing fully.
"Digital. They have digital. What is digital?" - Donald J Trump
kroko
Profile Blog Joined May 2004
Finland2136 Posts
January 23 2014 22:11 GMT
#392
Weird stuff.

I think the best idea was posted here by few ppl, remove the MSC vision. It will help atleast blink all in. But the late game TvP needs something. I feel it needs to be somekinda nerf, so it would also help in ZvP and sametime SH needs to be nerfed bit (so P stands a chance in lategame ZvP).
What are these chances? I dunno, I feel this game is fucked up already T_T.

I also hope random small buff for BC and Carrier, I think both need bit more range so they could be microed. Also BC energybar should be removed, so it wouldnt get megahardcountered by HT's. Make it like 'blink'-spell.

Just my random 2 cents.
I have Sick Timing and UnReal Macro
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
January 23 2014 22:13 GMT
#393
These changes have discombobulated me. In TvP mech play how are you supposed to afford ghosts without crippling your mech count? The Ghost Academy is 50 gas, every ghost is 200mins & 100 gas. Where does the spare gas come from when you are building factories and tanks? Is just 1-2 ghosts mixed in with tanks useful? Has anyone tried this previously?
Tossim111
Profile Joined October 2009
United States246 Posts
January 23 2014 22:13 GMT
#394
On January 24 2014 07:10 Squat wrote:
Show nested quote +

Ok first of all, yes about the roach, but god no about hydraling... it destroys gateway hahaha

It actually doesn't. Gateway units with good forcefields can beat hydra/ling quite easily.


that will not take you very far as the hydra will trade VERY efficiently.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 23 2014 22:14 GMT
#395
At first glance the hydra buff looks silly to me, but thinking a bit about it I'm interested to see how it works out. Argument is like this:

Mass hydra is not really limited by gas. Or maybe just barely. So yes, you will be able to produce a bit more hydras if you decide to mass them, but seeing how bad mass hydra is now, I don't see that as a big issue. Or so I hope, if they do a test map, we will see. With some luck mass hydra will not be a problem.

What it does do, is to allow for hydras in otherwise gas heavy combinations. 4-1 mineral to gas almost makes hydras a mineral dump. Hydra-ultra maybe? Hydra-BL?

It may be too much, but I'm curious to see how it works out if tested.
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2014-01-23 22:16:21
January 23 2014 22:15 GMT
#396
On January 24 2014 07:10 Squat wrote:
Show nested quote +

Ok first of all, yes about the roach, but god no about hydraling... it destroys gateway hahaha

It actually doesn't. Gateway units with good forcefields can beat hydra/ling quite easily.
Show nested quote +
This will kill SG openings.

Good. Protoss has too many viable openings as it is, zerg needs some way to shut down a few of them without committing fully.


Idk what point of your post was more ridiculous, the fact you think sentry zealot stalker is good composition against mass hydraling (unless you're counting storm and archons as gateway, in which case, you're kinda missing the point of the issue with this thing), or the fact you think it's good to get rid of stargate openings lol
SooYoung-Noona!
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
January 23 2014 22:17 GMT
#397
The ghost buff seems really good, especially for someone like me with a 20% TvP win rate. Well done!
Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
Chvol
Profile Joined August 2010
United States200 Posts
January 23 2014 22:18 GMT
#398
Zergs are only doing SH turtles because it works incredibly well. If Blizzard evens the tables so that protoss is on even footing in the LATE game, almost no zerg is gonna bother going to all the trouble of playing the strat anymore. That's probably for the best, since it's a really boring thing to watch. However, if they want to get rid of the strategy, I'd be more decisive about it. Just change the swarm host into a different type of unit and be done with it.
NotSoHappy
Profile Joined November 2010
445 Posts
January 23 2014 22:19 GMT
#399
On January 24 2014 07:06 Plansix wrote:
Show nested quote +
On January 24 2014 07:00 NotSoHappy wrote:
On January 24 2014 06:56 ReMinD_ wrote:
On January 24 2014 06:19 DinoMight wrote:
Who says that a 12 min hydra bust would be slow hydras w no upgrades? You could work in ups.

Now picture this:

PvZ on Deadalus pt. Zerg goes for 2 base Hydra timing.

or PvZ on habitation station. Zerg goes for 3 base Hydra timing w/ gold base.


God forbid that a Protoss has to worry about a timing.


12m roach max and before that any of the infamous zerg/roach gate expo busts.

To be fair the 12 max roach was really powerful due to an ungodly amount of hp, not raw damage.


I was mainly pointing out a timing. Honestly, all the zergs have forgotten really fast how long the bl/infestor era was.
Squat
Profile Joined September 2013
Sweden7978 Posts
January 23 2014 22:20 GMT
#400
On January 24 2014 07:15 ffadicted wrote:
Show nested quote +
On January 24 2014 07:10 Squat wrote:

Ok first of all, yes about the roach, but god no about hydraling... it destroys gateway hahaha

It actually doesn't. Gateway units with good forcefields can beat hydra/ling quite easily.
This will kill SG openings.

Good. Protoss has too many viable openings as it is, zerg needs some way to shut down a few of them without committing fully.


Idk what point of your post was more ridiculous, the fact you think sentry zealot stalker is good composition against mass hydraling (unless you're counting storm and archons as gateway, in which case, you're kinda missing the point of the issue with this thing), or the fact you think it's good to get rid of stargate openings lol

You're being overly dramatic. This will not kill SG openings, it will make them more risky. Which is good, currently protoss can get away more or less any opening because of PO. Giving Z and T more ways to punish bad/greedy P openings is a good move.

And no, zealot sentry stalker of roughly equal army size can beat hydra/ling. You may not be able to, but many protoss players are.
"Digital. They have digital. What is digital?" - Donald J Trump
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