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1/24 Balance test map - Page 24

Forum Index > SC2 General
1004 CommentsPost a Reply
Prev 1 22 23 24 25 26 51 Next
Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread.
liberate71
Profile Joined October 2011
Australia10252 Posts
January 24 2014 00:25 GMT
#461
I find it kinda ironic(?) that the "Photon Overcharge" nerf has received mostly "doesn't go far enough" votes... hahaha
Minelord Stimfestor, also known as karma.
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 24 2014 00:30 GMT
#462
On January 24 2014 09:25 liberate71 wrote:
I find it kinda ironic(?) that the "Photon Overcharge" nerf has received mostly "doesn't go far enough" votes... hahaha


Hehe... Took me a while ^^
Cry 'havoc' and let slip the dogs of war
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
January 24 2014 00:31 GMT
#463
I dont understand the logic of that tempest change. When it gets to the point of zerg massing crawlers, the game must have probably been extremely stale already, and now we get to watch 15 mins more of tempest ploughing through that? Please

The thing is, they just refuse to change a terrible unit called SH. Thats it.
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
Last Edited: 2014-01-24 00:33:36
January 24 2014 00:33 GMT
#464
On January 24 2014 09:25 liberate71 wrote:
I find it kinda ironic(?) that the "Photon Overcharge" nerf has received mostly "doesn't go far enough" votes... hahaha

The Terrans are strong in this poll(s)!

Edit: darn. now I get it.

I'm not sure if we couldn't let mapmakers fix the blink/vision all in with less accessible starting bases.
Countdown to victory: 1 200!
TheBorg
Profile Joined March 2010
Netherlands56 Posts
January 24 2014 00:35 GMT
#465
- Photon overcharge should be decreased from 60 to 45 seconds;
- Time Warp energy increase seems good: you can still cast it twice in a row but at a later stage in the game;
- Ghost change seems fine;
- Hydralisk cost decrease is too much. May be make the Hydra 125/25?
- Why not give that building damage upgrade to the Carrier? Carrier's Interceptors shoot Spines, Corrupters shoot Carrier, Void Rays shoot Corrupters, Hydras shoot Void Rays, Collosi shoot Hydras, Spines poke Collosi. What's not to like?
We are theBorg...
Tossim111
Profile Joined October 2009
United States246 Posts
January 24 2014 00:38 GMT
#466
I really dont know about the photon overcharge nerf... Holding a proxy stargate into voids is difficult to hold off but im not sure. Anyone test it?
Squat
Profile Joined September 2013
Sweden7978 Posts
January 24 2014 00:41 GMT
#467
On January 24 2014 09:08 playa wrote:
The swarm host needs to have an increase in supply, if the unit isn't going to change. If I'm making colossi and then filling up the rest of the my supply with void rays, yet I'm getting a moved by corrupters, then there's probably a problem. It's called stop adding free units into a game, yet thinking a 200 cap across the board isn't a problem. Instead of a balance report, I'd love to see a fun report on the swarm host. Does anyone actually enjoy using swarm hosts, playing against them, or watching them. Buffing the tempest... who cares. Photon overcharge reduced by 10 seconds? What does that do in p vs t? If a change is going to be made, can there at least be a scenario given where it makes a difference?

Swarm hosts are indispensable, just like force fields. Both of them suck, and both of them are needed for the race to work.

You cannot nerf SH in a meaningful way without changing how late game ZvP works. It is THE ONLY option for zerg to deal with mass air/templar protoss armies.
"Digital. They have digital. What is digital?" - Donald J Trump
Swisslink
Profile Joined March 2011
2956 Posts
Last Edited: 2014-01-24 00:52:12
January 24 2014 00:43 GMT
#468
On January 24 2014 07:18 Chvol wrote:
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.



No, Zerg are not doing the SH turtle because it works incredibly well, they do it, because they CAN'T engage a late game Protoss army without them. It's simply not possible. There's no unit-composition which is able to fight such an army in any way. Even with multiple re-maxes, Zerg aren't able to kill the Protoss' units.
If you want to get rid of the strategy, Zerg needs a buff for some other units, otherwise every Protoss will just turtle up to a 200/200 army and roll over the Zerg - and since Protoss are quite save nowadays, thad would just completely break the matchup.

The best way to get rid of this strategy is to give the Zerg another option to fight Protoss Air Units, because right now Zerg has NONE. Air + Storm basically hardcounters everything the Zerg could possibly throw at the Protoss.
And the exact same thing goes for a meching Terran: At one stage the Zerg NEEDS Swarmhosts. They don't WANT to use them, they HAVE to. And just nerfing will break that matchup as well...
So: Nope, it's definitely not as simple as you think it ist.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
Last Edited: 2014-01-24 00:46:20
January 24 2014 00:44 GMT
#469
Haha, that poll.

IF ITS NOT TERRAN ITS NOT ALLOWED


I really hope that hydra buff goes through, it would be a lot more feasible to play a mass hydra style with lots of micro like marines, if they weren't so heartbreaking to trade with since they're 50g.
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
January 24 2014 00:49 GMT
#470
Why not just remove the need to get Hydra upgrades, the cost of upgrading them costs you like what, 5 Hydras early on? It also caps the gas savings relatively low.
Die tomorrow - Live today
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
January 24 2014 00:57 GMT
#471
On January 24 2014 09:49 DarKcS wrote:
Why not just remove the need to get Hydra upgrades, the cost of upgrading them costs you like what, 5 Hydras early on? It also caps the gas savings relatively low.


Because that will improve how soon you can do a timing, not improve their use in sustained engagements, those are still nice tools for them to tweak if the timings become to strong with the new gas cost.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2014-01-24 01:00:20
January 24 2014 00:59 GMT
#472
Hahahaha that hydra buff will make me so happy. With just 25 gas I'll never make a roach again and win 30% more games.

The tempest change is utterly retarted. Buffing them so Zerg have less incentive to go boring passive mode? How about changing the stupid swarmhost unit/and or hard-to-stop-protoss-defense options that causes it?

If the tempest buff goes through Rotti will win WCS NA with his proxy tempest build though.
Neosteel Enthusiast
Sogetsu
Profile Joined July 2011
514 Posts
January 24 2014 01:01 GMT
#473
Awesome Patch!! With this more people will have faith on StarBow, I hope they revert the Ghost buff because it is the only one that has sense.
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
Sprouter
Profile Joined December 2009
United States1724 Posts
January 24 2014 01:05 GMT
#474
Hm with the ghost change will Terrans just start spamming ghosts re: pre-snipe nerfs re: khaydarin amulet.
fighter2_40
Profile Blog Joined December 2010
United States420 Posts
January 24 2014 01:09 GMT
#475
On January 24 2014 10:05 Sprouter wrote:
Hm with the ghost change will Terrans just start spamming ghosts re: pre-snipe nerfs re: khaydarin amulet.


Naw dude. Snipe was a damage nerf, not energy. It still doesn't do enough DPS for it to be economically efficient to get ghosts vs non-casters. The amulet was only broken because you can warp in templar.

Side note, when people vote for changes, they should consider not only the effects of the change itself, but also the opportunity cost of balancing the game design in the way that blizzard proposes.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
January 24 2014 01:14 GMT
#476
On January 24 2014 10:05 Sprouter wrote:
Hm with the ghost change will Terrans just start spamming ghosts re: pre-snipe nerfs re: khaydarin amulet.


Do you mean pre-emp nerf?

TvP was never really effected by the snipe nerf because templar were still psionic that was more to do with TvZ.

I mean, anythings possible, but that emp nerf I feel was more targetted at terran's breaking through 2 base sentry defences even when the sentries were perfectly spread, with the mothership core that seems like less of an issue.
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
January 24 2014 01:15 GMT
#477
I'm just afraid of constant town hall sniping from tempests, in & out bai bai. (or tech structures)
since 98'
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 24 2014 01:20 GMT
#478
On January 24 2014 10:15 LarJarsE wrote:
I'm just afraid of constant town hall sniping from tempests, in & out bai bai. (or tech structures)

Tempest still require the fleet beacon and cost a mint. If someone goes that route, you can likely just push across the map and kill them.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Rhythmic
Profile Joined September 2013
Russian Federation14 Posts
January 24 2014 01:22 GMT
#479
Good job blizzard.
Keep promoting brainless buildorder wins with brainless units,and having only one viable strategy in a strategy game...but without me.
Talack
Profile Joined September 2010
Canada2742 Posts
January 24 2014 01:22 GMT
#480
Why not give terran an upgrade buff similar to what they did for protoss back in WOL.

I think it was a time or cost reduction on all upgrades. Would help with bio across all fields.
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