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1/24 Balance test map - Page 33

Forum Index > SC2 General
1004 CommentsPost a Reply
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Constructive criticism is welcome, but no mindless SC2/Developer bashing in this thread.
Xequecal
Profile Joined October 2010
United States473 Posts
January 24 2014 13:03 GMT
#641
I really wish people would stop clamoring for Mech and let it die. Especially for TvP. BW-style Mech does not work at all in SC2, it's either crap or overpowered due to how the SC2 economy works. If the Mech army cannot be fought head on cost-effectively, as was the case in BW, it's simply overpowered. If it can be, it sucks, because it still comes with all those disadvantages.

In SC2, you max out on 3 mining bases, compared to like 6 in BW. This makes it very difficult to capitalize on the immobility of mech. Not only does the Terran have far less territory to defend from harassment, it also means that the loss of a mining base completely destroys your economy. You can't take advantage of Terran slow-pushing over your third by fucking with him in that time because you'll lose if you lose that base. The fact is, if Mech is buffed so a Mech army is not cost-effectively attackable, Terran can deal an unrecoverable deathblow every game simply by sieging up the newest mining expansion of the Protoss. There's no trying to beat that with harassment or flanking. Terran could trade their main and natural for Protoss' third and still easily win the game, because that mech army can now beat all the units Protoss has remaining plus all the units they could produce with their remaining resources.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-01-24 13:08:35
January 24 2014 13:04 GMT
#642
On January 24 2014 19:04 DooMDash wrote:
Show nested quote +
On January 24 2014 17:57 Asturas wrote:
As I observe the game is changing and being changed by balance team, I came to some conclusions. I wonder if any of you agree with me at some of them.
In the other topic concerning balance maps somebody wrote that Terrans are not innovative enough. That made me write this post.
I consider Korean Terran players to be the best players in SC2. They are, in my opinion, the most innovative, most stubborn in trying to find ways of winning and finally with some exceptions the are simply the best. I write with some exceptions, because we never can forget about brilliant geniuses like Jaedong, Parting, Rain and so on - absolutely top tier of Z and P.



The reason why Terrans seem to be non-innovative is because, like somebody already mentioned, over a time Terrans got stripped of from all timings, and all scary harassment options - usually if any Terran tactics seems to be to strong, Blizzard is not "observing". They just nerf immediately. On the other hand BL-infestor era lasted for many months and now we have all sorts of extremely strong tactics from Protoss. And I can't see Blizzard having idea, or even willing to change that quickly. Point is, that we came to the moment that only standard play from Terrans is viable.

I have the feeling that we are all being punished for the fact that Korean Terrans are simply the best. The best of the best will survive, will find the ways to win tournaments. And for that reason D. Kim will always have stats to prove his point. To prove that game is balanced.

And no, I don't like proposed changes. They will either create new all-in timings (Hydra change), some sort of rushes (Tempest change), are not enough (PO change) or will have different than intended effect (Ghost change).

Everyone knows the Korean Terrans are best. I'm just sick of being punished for it.



Korean Terrans are the best yet they are failing hard in GSL Right now LOL GM Race Distribution greatly favors toss in Korean server and all the other servers alike so yea while they are the best even they are faltering LOL

Edit: Guy above me knows what he talking about.... I'm for a SC2 Style mech but not a BW style mech with the current game and eco it just would never work it will be OP or UP no matter what the change. So if an aggressive style was available that was able to be made viable then I think we should have it along with Bio options lol

Last Edit I promise: I think if Protoss gets super oracle we should get Super Banshee and have the option to build turrets w/o ebay. I figure you would like that DK because it means making it faster possibly make " It gone plaid! "
Nebuchad
Profile Blog Joined December 2012
Switzerland12318 Posts
Last Edited: 2014-01-24 13:06:05
January 24 2014 13:05 GMT
#643
Oh btw why should the tempest ability against building be passive? They could do something fun with it, like have it be active but make it so that if it is used it is really shit against non-building. That way you have to micro to do effective damage vs both kinds

edit: also is there a way to make it vs zerg buildings only? cause terran or toss buildings don't need to die faster to tempests.
No will to live, no wish to die
Nebuchad
Profile Blog Joined December 2012
Switzerland12318 Posts
January 24 2014 13:13 GMT
#644
Honestly, apart from vision range MSC this is excellent patching. Even the hydras, I was reluctant at first but it makes sense to buff this type of ZvP comp in the current meta.
No will to live, no wish to die
Bagi
Profile Joined August 2010
Germany6799 Posts
January 24 2014 13:13 GMT
#645
On January 24 2014 22:03 Xequecal wrote:
I really wish people would stop clamoring for Mech and let it die. Especially for TvP. BW-style Mech does not work at all in SC2, it's either crap or overpowered due to how the SC2 economy works. If the Mech army cannot be fought head on cost-effectively, as was the case in BW, it's simply overpowered. If it can be, it sucks, because it still comes with all those disadvantages.

In SC2, you max out on 3 mining bases, compared to like 6 in BW. This makes it very difficult to capitalize on the immobility of mech. Not only does the Terran have far less territory to defend from harassment, it also means that the loss of a mining base completely destroys your economy. You can't take advantage of Terran slow-pushing over your third by fucking with him in that time because you'll lose if you lose that base. The fact is, if Mech is buffed so a Mech army is not cost-effectively attackable, Terran can deal an unrecoverable deathblow every game simply by sieging up the newest mining expansion of the Protoss. There's no trying to beat that with harassment or flanking. Terran could trade their main and natural for Protoss' third and still easily win the game, because that mech army can now beat all the units Protoss has remaining plus all the units they could produce with their remaining resources.

Bullshit, protoss already functions in a manner where the other player needs to capitalize on their immobility. All people ask is them to make mech work on a similar level to that for the sake of diversity. Mass marines get awfully boring eventually, its not a style thats very dynamic because of the lack of good transitions and how it forces you to be hyper-aggressive with the same timing attacks game after game.

Also cut the strawman about people wanting mech armies to be unattackable, what people want is for tanks to be able to trade cost efficiently against protoss. Which they almost never do once archons and immortals enter the field.
Fjodorov
Profile Joined December 2011
5007 Posts
January 24 2014 13:16 GMT
#646
Would love to hear DK comment on why he is so reluctant to reduce MsC vision range. Why is it so important for the MsC? Its like he refuses to implement a change that the community thought of first. haha
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2014-01-24 13:24:13
January 24 2014 13:23 GMT
#647
On January 24 2014 22:03 Xequecal wrote:
I really wish people would stop clamoring for Mech and let it die. Especially for TvP. BW-style Mech does not work at all in SC2, it's either crap or overpowered due to how the SC2 economy works. If the Mech army cannot be fought head on cost-effectively, as was the case in BW, it's simply overpowered. If it can be, it sucks, because it still comes with all those disadvantages.

In SC2, you max out on 3 mining bases, compared to like 6 in BW. This makes it very difficult to capitalize on the immobility of mech. Not only does the Terran have far less territory to defend from harassment, it also means that the loss of a mining base completely destroys your economy. You can't take advantage of Terran slow-pushing over your third by fucking with him in that time because you'll lose if you lose that base. The fact is, if Mech is buffed so a Mech army is not cost-effectively attackable, Terran can deal an unrecoverable deathblow every game simply by sieging up the newest mining expansion of the Protoss. There's no trying to beat that with harassment or flanking. Terran could trade their main and natural for Protoss' third and still easily win the game, because that mech army can now beat all the units Protoss has remaining plus all the units they could produce with their remaining resources.



I love mech in TvP as is. Well, excluding all the timings and bogus P stuff going on right now. If I make it into late game I do great.
S1 3500+ Master T. S2 1600+ Master T.
Deleted User 137586
Profile Joined January 2011
7859 Posts
January 24 2014 13:23 GMT
#648
On January 24 2014 22:16 Fjodorov wrote:
Would love to hear DK comment on why he is so reluctant to reduce MsC vision range. Why is it so important for the MsC? Its like he refuses to implement a change that the community thought of first. haha


The funny thing is, first he gave protoss the free hallucination scout, and then he increased the range of the msc sight. So now no-one uses the hallucination scout with the exception of mid-late game ZvP to scout for muta switches.
Cry 'havoc' and let slip the dogs of war
pali_
Profile Joined February 2011
Germany48 Posts
Last Edited: 2014-01-24 13:27:28
January 24 2014 13:27 GMT
#649
As already mentioned, I don't think the changes proposed in the patch will do much.
PO -10sec
Early pressure in TvP will still be impossible and I agree that the biggest impact this will have will be on PvP

Hydra 25gas
This will create crazy 2base Hydra-Bust-Timings where P will have to only rely on Collossi and Terrans on Tanks. As a Terran, I think this will become another scout it or die all-in to hold

Tempest Passive Ability
Can't really say anything regarding that except that I completely dislike the design of the unit itself, as a Terran, I don't see Tempests too often - and if I do, it's GG anyway

Ghost Free Energy Up
May create some new push timings in TvP, I don't think it will make ghost-mech more viable, since you need the barracks / ghost academy anyway, saving 100/100 won't change much imo. But let's give it a try.

BTW: Code A is done: 2 out of 16 Terrans made it. Code S starts with 3 Terrans in the round of 32. Now, I didn't watch the matches, but did the T players really play THAT bad? Imho, this is just another proof that T is struggling MASSIVELY right now, especially as even Korean Terrans are failing.

BTW2: Why isn't Taeja in actually? Oo
ㅈㅈ
Frex
Profile Joined March 2012
Finland888 Posts
Last Edited: 2014-01-24 13:30:02
January 24 2014 13:29 GMT
#650
On January 24 2014 19:13 75 wrote:
Show nested quote +
On January 24 2014 19:03 Waise wrote:
On January 24 2014 18:53 75 wrote:
is there a reason why they dont make changes in specific matchups?
like reduced overcharge duration in PvZ and PvT but same duration in PvP as it is?

balance things would get easier i guess.

because then you have 9 races instead of 3. i see what you're saying, and ironically i was just debating another guy over the "avoid specific changes to keep the game understandable" argument, but in the case of matchup-specific changes i think it's actually correct. one of the things that makes the game exciting is knowing that your race's tools are what they are and it's up to you as a player to pioneer the metagame and do what you can with them. SC2 doesn't always play out perfectly to that ideal, but i still prefer the way it is over the idea of "ZvP" and "ZvT" having their own stat sheets. it would be confusing and if you went too far down that slippery slope you would just end up with the same problem: a stale metagame where blizzard is practically designing your build orders for you

yeah, i know what you mean.

i just thought about it as an exception to prevent too much 1base vs 1base PvPs


You also have to consider other things in the game as well. How would team games be played out from now on as there wouldn´t be a standard protoss, terran and zerg design. I feel it would be just impossible to do when you consider that there is more to Starcraft II than 1v1 ladder.
Destructicon
Profile Blog Joined September 2011
4713 Posts
January 24 2014 13:30 GMT
#651
On January 24 2014 22:27 pali_ wrote:
As already mentioned, I don't think the changes proposed in the patch will do much.
PO -10sec
Early pressure in TvP will still be impossible and I agree that the biggest impact this will have will be on PvP

Hydra 25gas
This will create crazy 2base Hydra-Bust-Timings where P will have to only rely on Collossi and Terrans on Tanks. As a Terran, I think this will become another scout it or die all-in to hold

Tempest Passive Ability
Can't really say anything regarding that except that I completely dislike the design of the unit itself, as a Terran, I don't see Tempests too often - and if I do, it's GG anyway

Ghost Free Energy Up
May create some new push timings in TvP, I don't think it will make ghost-mech more viable, since you need the barracks / ghost academy anyway, saving 100/100 won't change much imo. But let's give it a try.

BTW: Code A is done: 2 out of 16 Terrans made it. Code S starts with 3 Terrans in the round of 32. Now, I didn't watch the matches, but did the T players really play THAT bad? Imho, this is just another proof that T is struggling MASSIVELY right now, especially as even Korean Terrans are failing.

BTW2: Why isn't Taeja in actually? Oo


Taeja is in WCS AM.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 24 2014 13:33 GMT
#652
On January 24 2014 22:23 Ghanburighan wrote:
Show nested quote +
On January 24 2014 22:16 Fjodorov wrote:
Would love to hear DK comment on why he is so reluctant to reduce MsC vision range. Why is it so important for the MsC? Its like he refuses to implement a change that the community thought of first. haha


The funny thing is, first he gave protoss the free hallucination scout, and then he increased the range of the msc sight. So now no-one uses the hallucination scout with the exception of mid-late game ZvP to scout for muta switches.


somewhere in the testing, they found it nice that the MsC could be used offensive. But since it was rather slow people lost it to easy, so they increased the vision so people could evade stuff more easily. So they probably don't want to get rid of the vision because it would flat out kill MsC early aggression.

Another thing might be the lategame vision. Protoss had the lowest and often got hit off guard. I mean Revelation and free hallucination were attempts to fix that. I guess they made the MsC a soft version to all the issues Protoss was facing in WoL. Which is why it feels so overpowered.
Nebuchad
Profile Blog Joined December 2012
Switzerland12318 Posts
January 24 2014 13:37 GMT
#653
On January 24 2014 22:33 FeyFey wrote:
Show nested quote +
On January 24 2014 22:23 Ghanburighan wrote:
On January 24 2014 22:16 Fjodorov wrote:
Would love to hear DK comment on why he is so reluctant to reduce MsC vision range. Why is it so important for the MsC? Its like he refuses to implement a change that the community thought of first. haha


The funny thing is, first he gave protoss the free hallucination scout, and then he increased the range of the msc sight. So now no-one uses the hallucination scout with the exception of mid-late game ZvP to scout for muta switches.


somewhere in the testing, they found it nice that the MsC could be used offensive. But since it was rather slow people lost it to easy, so they increased the vision so people could evade stuff more easily. So they probably don't want to get rid of the vision because it would flat out kill MsC early aggression.


Well you don't have to give it a shitty vision. There is a middle ground between 14 and shitty :p

Also lategame vision isn't a true problem.
No will to live, no wish to die
Big J
Profile Joined March 2011
Austria16289 Posts
January 24 2014 13:55 GMT
#654
On January 24 2014 22:33 FeyFey wrote:
Show nested quote +
On January 24 2014 22:23 Ghanburighan wrote:
On January 24 2014 22:16 Fjodorov wrote:
Would love to hear DK comment on why he is so reluctant to reduce MsC vision range. Why is it so important for the MsC? Its like he refuses to implement a change that the community thought of first. haha


The funny thing is, first he gave protoss the free hallucination scout, and then he increased the range of the msc sight. So now no-one uses the hallucination scout with the exception of mid-late game ZvP to scout for muta switches.


somewhere in the testing, they found it nice that the MsC could be used offensive. But since it was rather slow people lost it to easy, so they increased the vision so people could evade stuff more easily. So they probably don't want to get rid of the vision because it would flat out kill MsC early aggression.

Another thing might be the lategame vision. Protoss had the lowest and often got hit off guard. I mean Revelation and free hallucination were attempts to fix that. I guess they made the MsC a soft version to all the issues Protoss was facing in WoL. Which is why it feels so overpowered.


wait, when did they increase the vision?
I always thought that the 14vision is just a relic from the Mothership having 14vision and they somehow forgot to change that in the beta.
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
January 24 2014 13:55 GMT
#655
Half this thread won't be happy until the notes look like:

- Charge Removed
- Mothership Core now has no abilities
- Blink Removed
- Storm Removed
- Colossus no longer deal AoE damage
- Marines now deal extra +psi damage
- Marines now deal extra damage to shields
- Tanks now ignore shields
shaGuar :: elemeNt :: XeqtR :: naikon :: method
TW
Profile Joined March 2012
Poland255 Posts
January 24 2014 14:16 GMT
#656
I believe that the patch should also focus bio play against Zerg, as I don't remember the last time T won against Z using MMM.

Widow mine nerf was a bit too much, and the tank buff doesn't really pay off especially on bigger maps.
Today, Dream was crushed using bio even on T favored map.

Maybe +10 damage for the turrets so that once Zerg has 15+ mutas they are not sniped so easily.
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
Last Edited: 2014-01-24 14:29:51
January 24 2014 14:27 GMT
#657
Since a lot of ppl complaining about msc vision, i propose to decrease the starting vision of msc and add vision upgrade inside fleet beacon with little cost and research time like (50/50 and 90 sec of researching)

Also, do the same with observers and add some vision uprgade inside robobay.

That will nerf possible blink attacks a bit and won't affect the whole situation.
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
January 24 2014 14:40 GMT
#658
On January 24 2014 23:27 cSc.Dav1oN wrote:
Since a lot of ppl complaining about msc vision, i propose to decrease the starting vision of msc and add vision upgrade inside fleet beacon with little cost and research time like (50/50 and 90 sec of researching)

Also, do the same with observers and add some vision uprgade inside robobay.

That will nerf possible blink attacks a bit and won't affect the whole situation.


That's actually not a bad idea. If the msc was more snipeable during blink attacks, it'd be easier to defend. I disagree on the Obs though.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Xamo
Profile Joined April 2012
Spain881 Posts
January 24 2014 14:57 GMT
#659
Trying to be constructive here...

Photon Overcharge duration decreased from 60 to 50

I'm not sure this is the best way to facilitate early game pressure in TvP. It wil not affect it too much, as pokes and drops last less that 50 seconds, and it will make PvP more unstable and favour 1-base play. I'd rather change the damage of the Photon Overcharge from 20 to 10+10 armored. That would help marine pressure/drops and still be ok against marauder drops (quick kill of the nexus) and stalker 1-base plays.

Time Warp energy cost increased from 75 to 100

Agree with this change. But I would add a reduction in MSC sight range, from 14 to 12, to nerf blink play in PvT.

Ghosts build with the energy upgrade built in

I almost like this change, but I'm concerned about timings here. SCV pulls with bio and 2/3 ghosts will perhaps become too strong and the preferred (only?) choice for terran. I'd rather reduce the research time from 80 to 60 (1st ghost coming out w/o it, second with it), and also the gas cost to help mech.

Hydralisk cost decreased from 100/50 to 100/25

Fully disagree with this, way too big of a change. Alternatively improve the (boring) corruptor by increasing its speed and/or acceleration and/or range, so that they can be microed against storms.

Late game PvZ

A Passive Tempest ability that allows them to deal 2-3 times more damage vs. Structures (We’re not 100% set on the actual value yet.)

Cool idea, worth to explore. In order to avoid proxy play in PvT, this should come as an upgrade in the Fleet Beacon, with long reseach time.

The question here is: If this changes discourages this kind of very slow late late game play, what strategies has zerg left? So please plan for this next step...
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Exceed_SC2
Profile Joined January 2014
United States13 Posts
January 24 2014 15:11 GMT
#660
I think the MSC nerfs should be good, I will have to play with it to see though. The ghost buff is great and should help TvP a good amount coupled with the MSC nerfs. I think the Tempest damage vs structure makes sense, it is a siege unit, but maybe reduce its regular damage and have vs structure 3x. The range maybe should be an upgrade, like start with 10 and upgrade to 15, just a thought. The Hydra cost decrease is interesting, it helps to balance end game, but it will probably make a hydra rush pretty powerful, then again you have to consider that toss has really good early aggression so it might be okay. All of this needs to be tested and the test map is a great way to do this, thank you for trying these kind of changes out.
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