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Big J
Profile Joined March 2011
Austria16289 Posts
February 01 2014 19:15 GMT
#221
On February 02 2014 04:08 SC2Toastie wrote:
Show nested quote +
On February 02 2014 02:02 tar wrote:
On February 02 2014 01:57 SC2Toastie wrote:
On February 02 2014 00:57 tar wrote:
On February 02 2014 00:33 Destructicon wrote:
On February 02 2014 00:10 tar wrote:
On February 01 2014 22:29 Destructicon wrote:
Damn, the amount off ignorance and hate being flung at Avilo is astounding.

Almost all the suggestions he has made are very sensible and much needed changes.

The problem with Protoss, the real imbalance is that they have way too many options, options that, also limit the options terrans can do. TvP late game isn't easy for Terran, but it isn't completely impossible either, you just need both T and P to enter it on even footing.

At the moment terrans can't enter it on even footing. The early aggressive options of toss, Oracles, Blink all-in, DTs etc, force the terran into using very safe and conservative builds. However because the builds are so safe protoss exploits them with extremely greedy builds, that can't be countered almost at all, because the MSC just gives way, way too much safety.
Terran is thus stuck between a rock and a hard place, they can't be aggressive at all, because of MSC, but they also can't be too greedy, because of all the lethal pressure toss has.

Something has to give, its either the toss lose some of their defensive power, so terran can actually be aggressive and force toss to be less greedy, or toss itself loses some of its aggressive options so that terran can be more greedy and enter the late game even. The logic here is perfectly fine, I only see outbreaks of QQ from protosses, fearful they will actually have to put in some effort to play.

I see nothing wrong reverting the oracle speed, it was a dumb buff to begin with, it was contested and complained against since the very beginning, even protoss pros agreed that it was a bad change. The oracle limits terrans build order choices, you always have to play safe, you always need to take them into account, because if you don't you just die to it, there is no middle ground there.

I also don't see anything wrong with reducing the sight range of MSC. The MSC already breaks so many rules in the game, its a scouting tool, army support/utility and defensive tool, its too versatile, it has too much, it does too much. The MSC should never have been made so strong, its high time two of its utilities got cut, at the very least the sight range should be reduced so that terran can't have a free scout and free vision of the high ground, with zero counterplay to it.

DT Shrine cost was also stupid. Protoss is already very safe because of MSC, it stands to reason then that if defense is so cheep for them then their aggressive options, at least early game, should be more expensive, to balance things out, so they can't actually put on aggression while still staying 100% safe. You don't see any creative DT strats either, they are used as a gimmick early game to gain a huge lead, or they are used as a reliable harass tool late game in all MUs, the cost of it won't nerf it in the late game, but it will tone down the huge number of possible game ending aggressive options toss has in the early game.

Finally, I have it makes 0 sense anymore for Missile turret to require a engy bay to build, the missile turret can only shoot up, it also costs 100 damn minerals and you need at least 1 per mineral line to be safe. Spore was even changed to not require Evo chambers any more, I don't see why Missile turrets can't get the same treatment. I'm not sure about the sensor tower, I think that should still require an ebay.

I also agree with the armory change, it doesn't affect any unit balance, it helps with one of the core problems of mech, setting up infrastructure, because for the longest time you'll be working off 2 base and have to spend gas on upgrades, infrastructure (factories, SP and all their addons) as well as army, and you can't do it all at once off just 440 gas per minute, which leaves the mech army player with glaring weaknesses, since all of the above cost shit loads of gas.

Quite frankly I just think most of you are hating on Avilo for no good reason, almost none of you presented any counter arguments as to why his suggestions are bad, you only vaguely touch on how it should, supposedly, break TvP by swinging it in terran favor, but I've yet to see explanations as to how that would happen.

All I see is mindless bashing and bronze league logic used to counter quite sensible, actually very conservative proposals.

Edit: And since I seem to have went off topic slightly, I hate all the proposed changes, the only good one is the time warp change, but it doesn't do enough, all the changes are bad because they fail to address the appropriate issue in the appropriate way, but I already explained why in the last thread.


It's funny that you start your post with claiming that shit was flung at someone yet then you yourself resort to condescending or plain insulting language.

The problem with avilo's quite conservative proposals is, that in combination they are not conservative proposals anymore. It is a onesided approach to the issue that results in all problems for Terran solved while Toss would be where they were in the era of the infamous 1/1/1 with the added benefit of banshee buffs.
Back then, the complains of Tosses were similar to those of Terrans today:
lack of scouting info, variety of Terran harass options and macro follow ups as well a lack of harass options. Also, horribly strong Terran all ins (ie 1/1/1 or marine hellion drops)

Just some quick theorycrafting how avilo's changes would affect Tosses options:
-Going DTs? Well with old cost and no engibay-turrets? Reduced to an all in that needs to do significant damage (which it should not do anymore).
-Oracles? - slow oracles with turrets available on the fly basically make it the same as going DTs.
on the other hand:
-Tanks sieging your natural and cloaked banshees attacking your mineral line will be painfull without 14 vision range msc especially when you consider that tanks then would do bonus damage versus shields. This would be even stronger than in wol since tanks don't need siege mode research and cloak is considerably cheaper than it was back then.

All in all, the game would be back at super passive protoss turtle play with no aggressive options apart from heavy gateway all ins (only them being a lot weaker with widow mines, free siege mode and stuff)

I may reiterate that I don't find any one of those changes unreasonable in itself but they for sure add up and make mech play a round thing against Toss, while leaving Toss in a situation that reminds me very much of WoL and I don't want to think about the implications those change would have for PvZ.


You seem to have missed the point where I said that, Protoss is already extremely safe against terran aggression while being able to put on a load of pressure themselves or even kill, one of those has to be addressed. Its either toss defensive power needs to be toned down, to the point where terran can put on enough aggression to force the toss to potentially spend more gas on being safe (thus slowing their tech and reducing their greed), or the toss pressures need to be severely nerfed.

In the context of Toss still keeping their MSC defensive powers mostly intact (which is what this balance patch proposes), then having all the toss offensive options nerfed is a fair and justified. If you want toss to keep all its offensive toys then propose a nerf to the MSC defensive abilities, you can't have both extreme safety early game and extreme offensive power with no risk reward involved, that's not how an RTS is supposed to work.

I find it amusing you mention banshees, they are hard countered by almost anything in the protoss arsenal. If toss goes SG for quick oracle then they will be able to also make 1 phoenix to shut down the aggression. If they opened Robo they can get an obs and stalkers to chase it away.

Now, if siege tanks are sieging your nat, then you somehow lost your MSC early or threw down all your time warps willy nilly, which equates to you making a serious mistake and not having any Photon Overcharge, and if that results in you getting your nat nexus sieged then you fucked up royally and deserve to lose or got outplayed and still deserve to lose.

Even with Avilo's proposed changes the 1/1/1 is still trash, a simple move out with basic GW units and MSC just kills it, time warps prevent marines from kiting back and allow zealots to close the gap on marines and tanks. And even if the terran gets close to the nat a simple PO will keep the tanks out of range long enough to get Colossus. If you opened with SG its even more one sided because oracles can provide vision via revelation, can be used as as fighting units in conjuncture with GW units, way earlier I should add, leading to the quick destruction of the push, you can also add Phoenix in to kill banshees, much more effective then stalkers.

There is also no way a Terran player meching will push at you in the early game. A tank based army is very gas expensive, if he invested into that for a early push he is sacrificing infrastructure or upgrades, or both, and you gain a lead there, + he is sacrificing safety since he might not leave anything behind, and the mech army is still extremely fragile early game.
So if he pushes with a tank based mech army at you early game and you didn't see it in time and crush it, then you, again made a very grave mistake and still deserve to lose.

And if its tanks sieging your nat late game, then the game is over anyway and you are just delaying the inevitable.

The reason I am using such an aggressive and condescending tone is because a lot of posters here have earned it, throwing around speculation with nearly no analysis behind it, they don't deserve any mercy, a lot of the arguments are bad and they should be treated as such and shot down instantly.



I have not missed your point, I am just talking about avilo's proposals that you defended with regard to actually balancing and fixing the game. I am not proposing to keep the game as it is. I even agree that you have to somehow adjust the protoss aggressive and defensive options. However, taking away all the aggressive options completely can't be the solution. It might be fair if you want one side to be super passive and one having all the options but then we would just invert the roles in TvP instead of fixing the MU.

Also, you mentioning how amazing stargate vs 1/1/1 or banshees in general is. However, with avilo's changes going through, toss would not open stargate anymore since it would be almost useless against bio play.

And the power of the Msc and nexus cannon against tank based attacks is not that the nexus shoots but rather that the msc provides vision that is greater than the attack range of the tank.only that way you can actually protect the nexus from being shot at. This obviously is only a early/early-mid game problem, yet this is the stage that needs to be addressed in current tvp.

Finally, I am rather astonished about what you say about tank pushes. with the proposed changes,toss would be forced to play very passive to be safe while Terran now gets free siege, cheaper cloak and a cheaper armory while being able to build emergency turrents without the need for an engibay. Thus Terran mech pushes would hit harder and/or earlier with a lot less draw backs.

What?
The power of the msc vs 1/1/1 tank pushes is the vision not Overcharge?

I'm sorry, but with less vision it can accomplish exactly the same, PO is 13 range, MSC vision is 11, Tanks 13, Vikings 9, Marines 5.
You can still provide vision ezpz no risk exactly like vikings in tvt do. Msc vision reduce changes NOTHING in Tank vs PO Ne us.


Msc vision is 14 atm but even with 11 it would be alright, however, it was suggested to eliminate its vision or reduce it to a point it can't grant vision for stalkers to shoot up ramps (that would be about 3 range). With those changes PO would be useless against tanks

I think you misinterpret that suggestion people do.
Stalkers shooting high ground or blinking, no problem. That's fine.
BUT
the huge vision range makes the blink 100% safe because you have perfect information AND the MSC is nigh undeniable.


Na, avilo is talking about nerfing the vision range to the point where you cannot pressure depots with MsC+stalkers anymore (which in numbers means like 6-7vision at most) and Destructicon talks about ranges where the MsC becomes vulnerable to provide highground vision, which (since the stalkers cover the MsC from beyond, so you can only snipe it if it has to be roughly at the ledge to provide reasonable vision for blinking) means again that the visionrange has to be quite tiny.

I think 11vision range would be quite reasonable, yet wouldn't touch blinkallins too much. (though it would make early game MsC scouting for Protoss a little harder).
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
February 01 2014 19:27 GMT
#222
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.
TheDwf
Profile Joined November 2011
France19747 Posts
February 01 2014 19:30 GMT
#223
On February 02 2014 04:27 Clbull wrote:
Show nested quote +
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.

They could also suggest sensible changes instead of breaking the game with Roaches/Hydras timings and not even addressing TvP issues.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 01 2014 19:31 GMT
#224
On February 02 2014 04:15 Big J wrote:
Show nested quote +
On February 02 2014 04:08 SC2Toastie wrote:
On February 02 2014 02:02 tar wrote:
On February 02 2014 01:57 SC2Toastie wrote:
On February 02 2014 00:57 tar wrote:
On February 02 2014 00:33 Destructicon wrote:
On February 02 2014 00:10 tar wrote:
On February 01 2014 22:29 Destructicon wrote:
Damn, the amount off ignorance and hate being flung at Avilo is astounding.

Almost all the suggestions he has made are very sensible and much needed changes.

The problem with Protoss, the real imbalance is that they have way too many options, options that, also limit the options terrans can do. TvP late game isn't easy for Terran, but it isn't completely impossible either, you just need both T and P to enter it on even footing.

At the moment terrans can't enter it on even footing. The early aggressive options of toss, Oracles, Blink all-in, DTs etc, force the terran into using very safe and conservative builds. However because the builds are so safe protoss exploits them with extremely greedy builds, that can't be countered almost at all, because the MSC just gives way, way too much safety.
Terran is thus stuck between a rock and a hard place, they can't be aggressive at all, because of MSC, but they also can't be too greedy, because of all the lethal pressure toss has.

Something has to give, its either the toss lose some of their defensive power, so terran can actually be aggressive and force toss to be less greedy, or toss itself loses some of its aggressive options so that terran can be more greedy and enter the late game even. The logic here is perfectly fine, I only see outbreaks of QQ from protosses, fearful they will actually have to put in some effort to play.

I see nothing wrong reverting the oracle speed, it was a dumb buff to begin with, it was contested and complained against since the very beginning, even protoss pros agreed that it was a bad change. The oracle limits terrans build order choices, you always have to play safe, you always need to take them into account, because if you don't you just die to it, there is no middle ground there.

I also don't see anything wrong with reducing the sight range of MSC. The MSC already breaks so many rules in the game, its a scouting tool, army support/utility and defensive tool, its too versatile, it has too much, it does too much. The MSC should never have been made so strong, its high time two of its utilities got cut, at the very least the sight range should be reduced so that terran can't have a free scout and free vision of the high ground, with zero counterplay to it.

DT Shrine cost was also stupid. Protoss is already very safe because of MSC, it stands to reason then that if defense is so cheep for them then their aggressive options, at least early game, should be more expensive, to balance things out, so they can't actually put on aggression while still staying 100% safe. You don't see any creative DT strats either, they are used as a gimmick early game to gain a huge lead, or they are used as a reliable harass tool late game in all MUs, the cost of it won't nerf it in the late game, but it will tone down the huge number of possible game ending aggressive options toss has in the early game.

Finally, I have it makes 0 sense anymore for Missile turret to require a engy bay to build, the missile turret can only shoot up, it also costs 100 damn minerals and you need at least 1 per mineral line to be safe. Spore was even changed to not require Evo chambers any more, I don't see why Missile turrets can't get the same treatment. I'm not sure about the sensor tower, I think that should still require an ebay.

I also agree with the armory change, it doesn't affect any unit balance, it helps with one of the core problems of mech, setting up infrastructure, because for the longest time you'll be working off 2 base and have to spend gas on upgrades, infrastructure (factories, SP and all their addons) as well as army, and you can't do it all at once off just 440 gas per minute, which leaves the mech army player with glaring weaknesses, since all of the above cost shit loads of gas.

Quite frankly I just think most of you are hating on Avilo for no good reason, almost none of you presented any counter arguments as to why his suggestions are bad, you only vaguely touch on how it should, supposedly, break TvP by swinging it in terran favor, but I've yet to see explanations as to how that would happen.

All I see is mindless bashing and bronze league logic used to counter quite sensible, actually very conservative proposals.

Edit: And since I seem to have went off topic slightly, I hate all the proposed changes, the only good one is the time warp change, but it doesn't do enough, all the changes are bad because they fail to address the appropriate issue in the appropriate way, but I already explained why in the last thread.


It's funny that you start your post with claiming that shit was flung at someone yet then you yourself resort to condescending or plain insulting language.

The problem with avilo's quite conservative proposals is, that in combination they are not conservative proposals anymore. It is a onesided approach to the issue that results in all problems for Terran solved while Toss would be where they were in the era of the infamous 1/1/1 with the added benefit of banshee buffs.
Back then, the complains of Tosses were similar to those of Terrans today:
lack of scouting info, variety of Terran harass options and macro follow ups as well a lack of harass options. Also, horribly strong Terran all ins (ie 1/1/1 or marine hellion drops)

Just some quick theorycrafting how avilo's changes would affect Tosses options:
-Going DTs? Well with old cost and no engibay-turrets? Reduced to an all in that needs to do significant damage (which it should not do anymore).
-Oracles? - slow oracles with turrets available on the fly basically make it the same as going DTs.
on the other hand:
-Tanks sieging your natural and cloaked banshees attacking your mineral line will be painfull without 14 vision range msc especially when you consider that tanks then would do bonus damage versus shields. This would be even stronger than in wol since tanks don't need siege mode research and cloak is considerably cheaper than it was back then.

All in all, the game would be back at super passive protoss turtle play with no aggressive options apart from heavy gateway all ins (only them being a lot weaker with widow mines, free siege mode and stuff)

I may reiterate that I don't find any one of those changes unreasonable in itself but they for sure add up and make mech play a round thing against Toss, while leaving Toss in a situation that reminds me very much of WoL and I don't want to think about the implications those change would have for PvZ.


You seem to have missed the point where I said that, Protoss is already extremely safe against terran aggression while being able to put on a load of pressure themselves or even kill, one of those has to be addressed. Its either toss defensive power needs to be toned down, to the point where terran can put on enough aggression to force the toss to potentially spend more gas on being safe (thus slowing their tech and reducing their greed), or the toss pressures need to be severely nerfed.

In the context of Toss still keeping their MSC defensive powers mostly intact (which is what this balance patch proposes), then having all the toss offensive options nerfed is a fair and justified. If you want toss to keep all its offensive toys then propose a nerf to the MSC defensive abilities, you can't have both extreme safety early game and extreme offensive power with no risk reward involved, that's not how an RTS is supposed to work.

I find it amusing you mention banshees, they are hard countered by almost anything in the protoss arsenal. If toss goes SG for quick oracle then they will be able to also make 1 phoenix to shut down the aggression. If they opened Robo they can get an obs and stalkers to chase it away.

Now, if siege tanks are sieging your nat, then you somehow lost your MSC early or threw down all your time warps willy nilly, which equates to you making a serious mistake and not having any Photon Overcharge, and if that results in you getting your nat nexus sieged then you fucked up royally and deserve to lose or got outplayed and still deserve to lose.

Even with Avilo's proposed changes the 1/1/1 is still trash, a simple move out with basic GW units and MSC just kills it, time warps prevent marines from kiting back and allow zealots to close the gap on marines and tanks. And even if the terran gets close to the nat a simple PO will keep the tanks out of range long enough to get Colossus. If you opened with SG its even more one sided because oracles can provide vision via revelation, can be used as as fighting units in conjuncture with GW units, way earlier I should add, leading to the quick destruction of the push, you can also add Phoenix in to kill banshees, much more effective then stalkers.

There is also no way a Terran player meching will push at you in the early game. A tank based army is very gas expensive, if he invested into that for a early push he is sacrificing infrastructure or upgrades, or both, and you gain a lead there, + he is sacrificing safety since he might not leave anything behind, and the mech army is still extremely fragile early game.
So if he pushes with a tank based mech army at you early game and you didn't see it in time and crush it, then you, again made a very grave mistake and still deserve to lose.

And if its tanks sieging your nat late game, then the game is over anyway and you are just delaying the inevitable.

The reason I am using such an aggressive and condescending tone is because a lot of posters here have earned it, throwing around speculation with nearly no analysis behind it, they don't deserve any mercy, a lot of the arguments are bad and they should be treated as such and shot down instantly.



I have not missed your point, I am just talking about avilo's proposals that you defended with regard to actually balancing and fixing the game. I am not proposing to keep the game as it is. I even agree that you have to somehow adjust the protoss aggressive and defensive options. However, taking away all the aggressive options completely can't be the solution. It might be fair if you want one side to be super passive and one having all the options but then we would just invert the roles in TvP instead of fixing the MU.

Also, you mentioning how amazing stargate vs 1/1/1 or banshees in general is. However, with avilo's changes going through, toss would not open stargate anymore since it would be almost useless against bio play.

And the power of the Msc and nexus cannon against tank based attacks is not that the nexus shoots but rather that the msc provides vision that is greater than the attack range of the tank.only that way you can actually protect the nexus from being shot at. This obviously is only a early/early-mid game problem, yet this is the stage that needs to be addressed in current tvp.

Finally, I am rather astonished about what you say about tank pushes. with the proposed changes,toss would be forced to play very passive to be safe while Terran now gets free siege, cheaper cloak and a cheaper armory while being able to build emergency turrents without the need for an engibay. Thus Terran mech pushes would hit harder and/or earlier with a lot less draw backs.

What?
The power of the msc vs 1/1/1 tank pushes is the vision not Overcharge?

I'm sorry, but with less vision it can accomplish exactly the same, PO is 13 range, MSC vision is 11, Tanks 13, Vikings 9, Marines 5.
You can still provide vision ezpz no risk exactly like vikings in tvt do. Msc vision reduce changes NOTHING in Tank vs PO Ne us.


Msc vision is 14 atm but even with 11 it would be alright, however, it was suggested to eliminate its vision or reduce it to a point it can't grant vision for stalkers to shoot up ramps (that would be about 3 range). With those changes PO would be useless against tanks

I think you misinterpret that suggestion people do.
Stalkers shooting high ground or blinking, no problem. That's fine.
BUT
the huge vision range makes the blink 100% safe because you have perfect information AND the MSC is nigh undeniable.

I think 11vision range would be quite reasonable, yet wouldn't touch blinkallins too much. (though it would make early game MsC scouting for Protoss a little harder).

Then what's the point of the change? Why should there be an entire patch to fix a minor consistency issue instead of just waiting until lotv? I'd rather have Blizzard leave the game alone instead of constantly micromanaging it.

People should distrust serendipity. The msc vision range fix won't magically solve the game.
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.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 01 2014 19:34 GMT
#225
On February 02 2014 04:27 Clbull wrote:
Show nested quote +
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.


I'm starting to question if they even listen to pro feedback at this point. We pointed out to them that the Queen buff was a bad idea, but it still went trough, we pointed out that the WM nerf would be a bad idea, it still went trough, we pointed out the oracle buff would be a bad idea, it still went trough.

There where countless pages worth of feedback on how to properly fix MSC and mech on TL and well as on Battle.net, nothing came of it.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
TheDwf
Profile Joined November 2011
France19747 Posts
February 01 2014 19:35 GMT
#226
On February 02 2014 04:31 Grumbels wrote:
Show nested quote +
On February 02 2014 04:15 Big J wrote:
On February 02 2014 04:08 SC2Toastie wrote:
On February 02 2014 02:02 tar wrote:
On February 02 2014 01:57 SC2Toastie wrote:
On February 02 2014 00:57 tar wrote:
On February 02 2014 00:33 Destructicon wrote:
On February 02 2014 00:10 tar wrote:
On February 01 2014 22:29 Destructicon wrote:
Damn, the amount off ignorance and hate being flung at Avilo is astounding.

Almost all the suggestions he has made are very sensible and much needed changes.

The problem with Protoss, the real imbalance is that they have way too many options, options that, also limit the options terrans can do. TvP late game isn't easy for Terran, but it isn't completely impossible either, you just need both T and P to enter it on even footing.

At the moment terrans can't enter it on even footing. The early aggressive options of toss, Oracles, Blink all-in, DTs etc, force the terran into using very safe and conservative builds. However because the builds are so safe protoss exploits them with extremely greedy builds, that can't be countered almost at all, because the MSC just gives way, way too much safety.
Terran is thus stuck between a rock and a hard place, they can't be aggressive at all, because of MSC, but they also can't be too greedy, because of all the lethal pressure toss has.

Something has to give, its either the toss lose some of their defensive power, so terran can actually be aggressive and force toss to be less greedy, or toss itself loses some of its aggressive options so that terran can be more greedy and enter the late game even. The logic here is perfectly fine, I only see outbreaks of QQ from protosses, fearful they will actually have to put in some effort to play.

I see nothing wrong reverting the oracle speed, it was a dumb buff to begin with, it was contested and complained against since the very beginning, even protoss pros agreed that it was a bad change. The oracle limits terrans build order choices, you always have to play safe, you always need to take them into account, because if you don't you just die to it, there is no middle ground there.

I also don't see anything wrong with reducing the sight range of MSC. The MSC already breaks so many rules in the game, its a scouting tool, army support/utility and defensive tool, its too versatile, it has too much, it does too much. The MSC should never have been made so strong, its high time two of its utilities got cut, at the very least the sight range should be reduced so that terran can't have a free scout and free vision of the high ground, with zero counterplay to it.

DT Shrine cost was also stupid. Protoss is already very safe because of MSC, it stands to reason then that if defense is so cheep for them then their aggressive options, at least early game, should be more expensive, to balance things out, so they can't actually put on aggression while still staying 100% safe. You don't see any creative DT strats either, they are used as a gimmick early game to gain a huge lead, or they are used as a reliable harass tool late game in all MUs, the cost of it won't nerf it in the late game, but it will tone down the huge number of possible game ending aggressive options toss has in the early game.

Finally, I have it makes 0 sense anymore for Missile turret to require a engy bay to build, the missile turret can only shoot up, it also costs 100 damn minerals and you need at least 1 per mineral line to be safe. Spore was even changed to not require Evo chambers any more, I don't see why Missile turrets can't get the same treatment. I'm not sure about the sensor tower, I think that should still require an ebay.

I also agree with the armory change, it doesn't affect any unit balance, it helps with one of the core problems of mech, setting up infrastructure, because for the longest time you'll be working off 2 base and have to spend gas on upgrades, infrastructure (factories, SP and all their addons) as well as army, and you can't do it all at once off just 440 gas per minute, which leaves the mech army player with glaring weaknesses, since all of the above cost shit loads of gas.

Quite frankly I just think most of you are hating on Avilo for no good reason, almost none of you presented any counter arguments as to why his suggestions are bad, you only vaguely touch on how it should, supposedly, break TvP by swinging it in terran favor, but I've yet to see explanations as to how that would happen.

All I see is mindless bashing and bronze league logic used to counter quite sensible, actually very conservative proposals.

Edit: And since I seem to have went off topic slightly, I hate all the proposed changes, the only good one is the time warp change, but it doesn't do enough, all the changes are bad because they fail to address the appropriate issue in the appropriate way, but I already explained why in the last thread.


It's funny that you start your post with claiming that shit was flung at someone yet then you yourself resort to condescending or plain insulting language.

The problem with avilo's quite conservative proposals is, that in combination they are not conservative proposals anymore. It is a onesided approach to the issue that results in all problems for Terran solved while Toss would be where they were in the era of the infamous 1/1/1 with the added benefit of banshee buffs.
Back then, the complains of Tosses were similar to those of Terrans today:
lack of scouting info, variety of Terran harass options and macro follow ups as well a lack of harass options. Also, horribly strong Terran all ins (ie 1/1/1 or marine hellion drops)

Just some quick theorycrafting how avilo's changes would affect Tosses options:
-Going DTs? Well with old cost and no engibay-turrets? Reduced to an all in that needs to do significant damage (which it should not do anymore).
-Oracles? - slow oracles with turrets available on the fly basically make it the same as going DTs.
on the other hand:
-Tanks sieging your natural and cloaked banshees attacking your mineral line will be painfull without 14 vision range msc especially when you consider that tanks then would do bonus damage versus shields. This would be even stronger than in wol since tanks don't need siege mode research and cloak is considerably cheaper than it was back then.

All in all, the game would be back at super passive protoss turtle play with no aggressive options apart from heavy gateway all ins (only them being a lot weaker with widow mines, free siege mode and stuff)

I may reiterate that I don't find any one of those changes unreasonable in itself but they for sure add up and make mech play a round thing against Toss, while leaving Toss in a situation that reminds me very much of WoL and I don't want to think about the implications those change would have for PvZ.


You seem to have missed the point where I said that, Protoss is already extremely safe against terran aggression while being able to put on a load of pressure themselves or even kill, one of those has to be addressed. Its either toss defensive power needs to be toned down, to the point where terran can put on enough aggression to force the toss to potentially spend more gas on being safe (thus slowing their tech and reducing their greed), or the toss pressures need to be severely nerfed.

In the context of Toss still keeping their MSC defensive powers mostly intact (which is what this balance patch proposes), then having all the toss offensive options nerfed is a fair and justified. If you want toss to keep all its offensive toys then propose a nerf to the MSC defensive abilities, you can't have both extreme safety early game and extreme offensive power with no risk reward involved, that's not how an RTS is supposed to work.

I find it amusing you mention banshees, they are hard countered by almost anything in the protoss arsenal. If toss goes SG for quick oracle then they will be able to also make 1 phoenix to shut down the aggression. If they opened Robo they can get an obs and stalkers to chase it away.

Now, if siege tanks are sieging your nat, then you somehow lost your MSC early or threw down all your time warps willy nilly, which equates to you making a serious mistake and not having any Photon Overcharge, and if that results in you getting your nat nexus sieged then you fucked up royally and deserve to lose or got outplayed and still deserve to lose.

Even with Avilo's proposed changes the 1/1/1 is still trash, a simple move out with basic GW units and MSC just kills it, time warps prevent marines from kiting back and allow zealots to close the gap on marines and tanks. And even if the terran gets close to the nat a simple PO will keep the tanks out of range long enough to get Colossus. If you opened with SG its even more one sided because oracles can provide vision via revelation, can be used as as fighting units in conjuncture with GW units, way earlier I should add, leading to the quick destruction of the push, you can also add Phoenix in to kill banshees, much more effective then stalkers.

There is also no way a Terran player meching will push at you in the early game. A tank based army is very gas expensive, if he invested into that for a early push he is sacrificing infrastructure or upgrades, or both, and you gain a lead there, + he is sacrificing safety since he might not leave anything behind, and the mech army is still extremely fragile early game.
So if he pushes with a tank based mech army at you early game and you didn't see it in time and crush it, then you, again made a very grave mistake and still deserve to lose.

And if its tanks sieging your nat late game, then the game is over anyway and you are just delaying the inevitable.

The reason I am using such an aggressive and condescending tone is because a lot of posters here have earned it, throwing around speculation with nearly no analysis behind it, they don't deserve any mercy, a lot of the arguments are bad and they should be treated as such and shot down instantly.



I have not missed your point, I am just talking about avilo's proposals that you defended with regard to actually balancing and fixing the game. I am not proposing to keep the game as it is. I even agree that you have to somehow adjust the protoss aggressive and defensive options. However, taking away all the aggressive options completely can't be the solution. It might be fair if you want one side to be super passive and one having all the options but then we would just invert the roles in TvP instead of fixing the MU.

Also, you mentioning how amazing stargate vs 1/1/1 or banshees in general is. However, with avilo's changes going through, toss would not open stargate anymore since it would be almost useless against bio play.

And the power of the Msc and nexus cannon against tank based attacks is not that the nexus shoots but rather that the msc provides vision that is greater than the attack range of the tank.only that way you can actually protect the nexus from being shot at. This obviously is only a early/early-mid game problem, yet this is the stage that needs to be addressed in current tvp.

Finally, I am rather astonished about what you say about tank pushes. with the proposed changes,toss would be forced to play very passive to be safe while Terran now gets free siege, cheaper cloak and a cheaper armory while being able to build emergency turrents without the need for an engibay. Thus Terran mech pushes would hit harder and/or earlier with a lot less draw backs.

What?
The power of the msc vs 1/1/1 tank pushes is the vision not Overcharge?

I'm sorry, but with less vision it can accomplish exactly the same, PO is 13 range, MSC vision is 11, Tanks 13, Vikings 9, Marines 5.
You can still provide vision ezpz no risk exactly like vikings in tvt do. Msc vision reduce changes NOTHING in Tank vs PO Ne us.


Msc vision is 14 atm but even with 11 it would be alright, however, it was suggested to eliminate its vision or reduce it to a point it can't grant vision for stalkers to shoot up ramps (that would be about 3 range). With those changes PO would be useless against tanks

I think you misinterpret that suggestion people do.
Stalkers shooting high ground or blinking, no problem. That's fine.
BUT
the huge vision range makes the blink 100% safe because you have perfect information AND the MSC is nigh undeniable.

I think 11vision range would be quite reasonable, yet wouldn't touch blinkallins too much. (though it would make early game MsC scouting for Protoss a little harder).

Then what's the point of the change? Why should there be an entire patch to fix a minor consistency issue instead of just waiting until lotv? I'd rather have Blizzard leave the game alone instead of constantly micromanaging it.

People should distrust serendipity. The msc vision range fix won't magically solve the game.

Indeed, but it's too late now. You cannot leave the game alone anymore or we are going to watch PvP finals in 75% of the tournaments until LotV.
Nagano
Profile Blog Joined July 2010
United States1157 Posts
February 01 2014 19:36 GMT
#227
On February 02 2014 04:34 Destructicon wrote:
Show nested quote +
On February 02 2014 04:27 Clbull wrote:
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.


I'm starting to question if they even listen to pro feedback at this point. We pointed out to them that the Queen buff was a bad idea, but it still went trough, we pointed out that the WM nerf would be a bad idea, it still went trough, we pointed out the oracle buff would be a bad idea, it still went trough.

There where countless pages worth of feedback on how to properly fix MSC and mech on TL and well as on Battle.net, nothing came of it.


That's why I applaud when people still have the passion to try and make suggestions since I know DKim could care less what the community thinks.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
Nagano
Profile Blog Joined July 2010
United States1157 Posts
February 01 2014 19:38 GMT
#228
On February 02 2014 04:35 TheDwf wrote:
Show nested quote +
On February 02 2014 04:31 Grumbels wrote:
On February 02 2014 04:15 Big J wrote:
On February 02 2014 04:08 SC2Toastie wrote:
On February 02 2014 02:02 tar wrote:
On February 02 2014 01:57 SC2Toastie wrote:
On February 02 2014 00:57 tar wrote:
On February 02 2014 00:33 Destructicon wrote:
On February 02 2014 00:10 tar wrote:
On February 01 2014 22:29 Destructicon wrote:
Damn, the amount off ignorance and hate being flung at Avilo is astounding.

Almost all the suggestions he has made are very sensible and much needed changes.

The problem with Protoss, the real imbalance is that they have way too many options, options that, also limit the options terrans can do. TvP late game isn't easy for Terran, but it isn't completely impossible either, you just need both T and P to enter it on even footing.

At the moment terrans can't enter it on even footing. The early aggressive options of toss, Oracles, Blink all-in, DTs etc, force the terran into using very safe and conservative builds. However because the builds are so safe protoss exploits them with extremely greedy builds, that can't be countered almost at all, because the MSC just gives way, way too much safety.
Terran is thus stuck between a rock and a hard place, they can't be aggressive at all, because of MSC, but they also can't be too greedy, because of all the lethal pressure toss has.

Something has to give, its either the toss lose some of their defensive power, so terran can actually be aggressive and force toss to be less greedy, or toss itself loses some of its aggressive options so that terran can be more greedy and enter the late game even. The logic here is perfectly fine, I only see outbreaks of QQ from protosses, fearful they will actually have to put in some effort to play.

I see nothing wrong reverting the oracle speed, it was a dumb buff to begin with, it was contested and complained against since the very beginning, even protoss pros agreed that it was a bad change. The oracle limits terrans build order choices, you always have to play safe, you always need to take them into account, because if you don't you just die to it, there is no middle ground there.

I also don't see anything wrong with reducing the sight range of MSC. The MSC already breaks so many rules in the game, its a scouting tool, army support/utility and defensive tool, its too versatile, it has too much, it does too much. The MSC should never have been made so strong, its high time two of its utilities got cut, at the very least the sight range should be reduced so that terran can't have a free scout and free vision of the high ground, with zero counterplay to it.

DT Shrine cost was also stupid. Protoss is already very safe because of MSC, it stands to reason then that if defense is so cheep for them then their aggressive options, at least early game, should be more expensive, to balance things out, so they can't actually put on aggression while still staying 100% safe. You don't see any creative DT strats either, they are used as a gimmick early game to gain a huge lead, or they are used as a reliable harass tool late game in all MUs, the cost of it won't nerf it in the late game, but it will tone down the huge number of possible game ending aggressive options toss has in the early game.

Finally, I have it makes 0 sense anymore for Missile turret to require a engy bay to build, the missile turret can only shoot up, it also costs 100 damn minerals and you need at least 1 per mineral line to be safe. Spore was even changed to not require Evo chambers any more, I don't see why Missile turrets can't get the same treatment. I'm not sure about the sensor tower, I think that should still require an ebay.

I also agree with the armory change, it doesn't affect any unit balance, it helps with one of the core problems of mech, setting up infrastructure, because for the longest time you'll be working off 2 base and have to spend gas on upgrades, infrastructure (factories, SP and all their addons) as well as army, and you can't do it all at once off just 440 gas per minute, which leaves the mech army player with glaring weaknesses, since all of the above cost shit loads of gas.

Quite frankly I just think most of you are hating on Avilo for no good reason, almost none of you presented any counter arguments as to why his suggestions are bad, you only vaguely touch on how it should, supposedly, break TvP by swinging it in terran favor, but I've yet to see explanations as to how that would happen.

All I see is mindless bashing and bronze league logic used to counter quite sensible, actually very conservative proposals.

Edit: And since I seem to have went off topic slightly, I hate all the proposed changes, the only good one is the time warp change, but it doesn't do enough, all the changes are bad because they fail to address the appropriate issue in the appropriate way, but I already explained why in the last thread.


It's funny that you start your post with claiming that shit was flung at someone yet then you yourself resort to condescending or plain insulting language.

The problem with avilo's quite conservative proposals is, that in combination they are not conservative proposals anymore. It is a onesided approach to the issue that results in all problems for Terran solved while Toss would be where they were in the era of the infamous 1/1/1 with the added benefit of banshee buffs.
Back then, the complains of Tosses were similar to those of Terrans today:
lack of scouting info, variety of Terran harass options and macro follow ups as well a lack of harass options. Also, horribly strong Terran all ins (ie 1/1/1 or marine hellion drops)

Just some quick theorycrafting how avilo's changes would affect Tosses options:
-Going DTs? Well with old cost and no engibay-turrets? Reduced to an all in that needs to do significant damage (which it should not do anymore).
-Oracles? - slow oracles with turrets available on the fly basically make it the same as going DTs.
on the other hand:
-Tanks sieging your natural and cloaked banshees attacking your mineral line will be painfull without 14 vision range msc especially when you consider that tanks then would do bonus damage versus shields. This would be even stronger than in wol since tanks don't need siege mode research and cloak is considerably cheaper than it was back then.

All in all, the game would be back at super passive protoss turtle play with no aggressive options apart from heavy gateway all ins (only them being a lot weaker with widow mines, free siege mode and stuff)

I may reiterate that I don't find any one of those changes unreasonable in itself but they for sure add up and make mech play a round thing against Toss, while leaving Toss in a situation that reminds me very much of WoL and I don't want to think about the implications those change would have for PvZ.


You seem to have missed the point where I said that, Protoss is already extremely safe against terran aggression while being able to put on a load of pressure themselves or even kill, one of those has to be addressed. Its either toss defensive power needs to be toned down, to the point where terran can put on enough aggression to force the toss to potentially spend more gas on being safe (thus slowing their tech and reducing their greed), or the toss pressures need to be severely nerfed.

In the context of Toss still keeping their MSC defensive powers mostly intact (which is what this balance patch proposes), then having all the toss offensive options nerfed is a fair and justified. If you want toss to keep all its offensive toys then propose a nerf to the MSC defensive abilities, you can't have both extreme safety early game and extreme offensive power with no risk reward involved, that's not how an RTS is supposed to work.

I find it amusing you mention banshees, they are hard countered by almost anything in the protoss arsenal. If toss goes SG for quick oracle then they will be able to also make 1 phoenix to shut down the aggression. If they opened Robo they can get an obs and stalkers to chase it away.

Now, if siege tanks are sieging your nat, then you somehow lost your MSC early or threw down all your time warps willy nilly, which equates to you making a serious mistake and not having any Photon Overcharge, and if that results in you getting your nat nexus sieged then you fucked up royally and deserve to lose or got outplayed and still deserve to lose.

Even with Avilo's proposed changes the 1/1/1 is still trash, a simple move out with basic GW units and MSC just kills it, time warps prevent marines from kiting back and allow zealots to close the gap on marines and tanks. And even if the terran gets close to the nat a simple PO will keep the tanks out of range long enough to get Colossus. If you opened with SG its even more one sided because oracles can provide vision via revelation, can be used as as fighting units in conjuncture with GW units, way earlier I should add, leading to the quick destruction of the push, you can also add Phoenix in to kill banshees, much more effective then stalkers.

There is also no way a Terran player meching will push at you in the early game. A tank based army is very gas expensive, if he invested into that for a early push he is sacrificing infrastructure or upgrades, or both, and you gain a lead there, + he is sacrificing safety since he might not leave anything behind, and the mech army is still extremely fragile early game.
So if he pushes with a tank based mech army at you early game and you didn't see it in time and crush it, then you, again made a very grave mistake and still deserve to lose.

And if its tanks sieging your nat late game, then the game is over anyway and you are just delaying the inevitable.

The reason I am using such an aggressive and condescending tone is because a lot of posters here have earned it, throwing around speculation with nearly no analysis behind it, they don't deserve any mercy, a lot of the arguments are bad and they should be treated as such and shot down instantly.



I have not missed your point, I am just talking about avilo's proposals that you defended with regard to actually balancing and fixing the game. I am not proposing to keep the game as it is. I even agree that you have to somehow adjust the protoss aggressive and defensive options. However, taking away all the aggressive options completely can't be the solution. It might be fair if you want one side to be super passive and one having all the options but then we would just invert the roles in TvP instead of fixing the MU.

Also, you mentioning how amazing stargate vs 1/1/1 or banshees in general is. However, with avilo's changes going through, toss would not open stargate anymore since it would be almost useless against bio play.

And the power of the Msc and nexus cannon against tank based attacks is not that the nexus shoots but rather that the msc provides vision that is greater than the attack range of the tank.only that way you can actually protect the nexus from being shot at. This obviously is only a early/early-mid game problem, yet this is the stage that needs to be addressed in current tvp.

Finally, I am rather astonished about what you say about tank pushes. with the proposed changes,toss would be forced to play very passive to be safe while Terran now gets free siege, cheaper cloak and a cheaper armory while being able to build emergency turrents without the need for an engibay. Thus Terran mech pushes would hit harder and/or earlier with a lot less draw backs.

What?
The power of the msc vs 1/1/1 tank pushes is the vision not Overcharge?

I'm sorry, but with less vision it can accomplish exactly the same, PO is 13 range, MSC vision is 11, Tanks 13, Vikings 9, Marines 5.
You can still provide vision ezpz no risk exactly like vikings in tvt do. Msc vision reduce changes NOTHING in Tank vs PO Ne us.


Msc vision is 14 atm but even with 11 it would be alright, however, it was suggested to eliminate its vision or reduce it to a point it can't grant vision for stalkers to shoot up ramps (that would be about 3 range). With those changes PO would be useless against tanks

I think you misinterpret that suggestion people do.
Stalkers shooting high ground or blinking, no problem. That's fine.
BUT
the huge vision range makes the blink 100% safe because you have perfect information AND the MSC is nigh undeniable.

I think 11vision range would be quite reasonable, yet wouldn't touch blinkallins too much. (though it would make early game MsC scouting for Protoss a little harder).

Then what's the point of the change? Why should there be an entire patch to fix a minor consistency issue instead of just waiting until lotv? I'd rather have Blizzard leave the game alone instead of constantly micromanaging it.

People should distrust serendipity. The msc vision range fix won't magically solve the game.

Indeed, but it's too late now. You cannot leave the game alone anymore or we are going to watch PvP finals in 75% of the tournaments until LotV.


Plus we're not even a year into HotS yet. Could you imagine if Blizz left P untouched for another year or more. Spectators would leave HotS faster than they did WoL when zerg dominated every tournament.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 01 2014 19:39 GMT
#229
I'm liking these PvP series so far though.
Just make terran stronger as necessary and leave protoss mostly alone imo
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
February 01 2014 19:40 GMT
#230
On February 02 2014 04:31 Grumbels wrote:
Show nested quote +
On February 02 2014 04:15 Big J wrote:
On February 02 2014 04:08 SC2Toastie wrote:
On February 02 2014 02:02 tar wrote:
On February 02 2014 01:57 SC2Toastie wrote:
On February 02 2014 00:57 tar wrote:
On February 02 2014 00:33 Destructicon wrote:
On February 02 2014 00:10 tar wrote:
On February 01 2014 22:29 Destructicon wrote:
Damn, the amount off ignorance and hate being flung at Avilo is astounding.

Almost all the suggestions he has made are very sensible and much needed changes.

The problem with Protoss, the real imbalance is that they have way too many options, options that, also limit the options terrans can do. TvP late game isn't easy for Terran, but it isn't completely impossible either, you just need both T and P to enter it on even footing.

At the moment terrans can't enter it on even footing. The early aggressive options of toss, Oracles, Blink all-in, DTs etc, force the terran into using very safe and conservative builds. However because the builds are so safe protoss exploits them with extremely greedy builds, that can't be countered almost at all, because the MSC just gives way, way too much safety.
Terran is thus stuck between a rock and a hard place, they can't be aggressive at all, because of MSC, but they also can't be too greedy, because of all the lethal pressure toss has.

Something has to give, its either the toss lose some of their defensive power, so terran can actually be aggressive and force toss to be less greedy, or toss itself loses some of its aggressive options so that terran can be more greedy and enter the late game even. The logic here is perfectly fine, I only see outbreaks of QQ from protosses, fearful they will actually have to put in some effort to play.

I see nothing wrong reverting the oracle speed, it was a dumb buff to begin with, it was contested and complained against since the very beginning, even protoss pros agreed that it was a bad change. The oracle limits terrans build order choices, you always have to play safe, you always need to take them into account, because if you don't you just die to it, there is no middle ground there.

I also don't see anything wrong with reducing the sight range of MSC. The MSC already breaks so many rules in the game, its a scouting tool, army support/utility and defensive tool, its too versatile, it has too much, it does too much. The MSC should never have been made so strong, its high time two of its utilities got cut, at the very least the sight range should be reduced so that terran can't have a free scout and free vision of the high ground, with zero counterplay to it.

DT Shrine cost was also stupid. Protoss is already very safe because of MSC, it stands to reason then that if defense is so cheep for them then their aggressive options, at least early game, should be more expensive, to balance things out, so they can't actually put on aggression while still staying 100% safe. You don't see any creative DT strats either, they are used as a gimmick early game to gain a huge lead, or they are used as a reliable harass tool late game in all MUs, the cost of it won't nerf it in the late game, but it will tone down the huge number of possible game ending aggressive options toss has in the early game.

Finally, I have it makes 0 sense anymore for Missile turret to require a engy bay to build, the missile turret can only shoot up, it also costs 100 damn minerals and you need at least 1 per mineral line to be safe. Spore was even changed to not require Evo chambers any more, I don't see why Missile turrets can't get the same treatment. I'm not sure about the sensor tower, I think that should still require an ebay.

I also agree with the armory change, it doesn't affect any unit balance, it helps with one of the core problems of mech, setting up infrastructure, because for the longest time you'll be working off 2 base and have to spend gas on upgrades, infrastructure (factories, SP and all their addons) as well as army, and you can't do it all at once off just 440 gas per minute, which leaves the mech army player with glaring weaknesses, since all of the above cost shit loads of gas.

Quite frankly I just think most of you are hating on Avilo for no good reason, almost none of you presented any counter arguments as to why his suggestions are bad, you only vaguely touch on how it should, supposedly, break TvP by swinging it in terran favor, but I've yet to see explanations as to how that would happen.

All I see is mindless bashing and bronze league logic used to counter quite sensible, actually very conservative proposals.

Edit: And since I seem to have went off topic slightly, I hate all the proposed changes, the only good one is the time warp change, but it doesn't do enough, all the changes are bad because they fail to address the appropriate issue in the appropriate way, but I already explained why in the last thread.


It's funny that you start your post with claiming that shit was flung at someone yet then you yourself resort to condescending or plain insulting language.

The problem with avilo's quite conservative proposals is, that in combination they are not conservative proposals anymore. It is a onesided approach to the issue that results in all problems for Terran solved while Toss would be where they were in the era of the infamous 1/1/1 with the added benefit of banshee buffs.
Back then, the complains of Tosses were similar to those of Terrans today:
lack of scouting info, variety of Terran harass options and macro follow ups as well a lack of harass options. Also, horribly strong Terran all ins (ie 1/1/1 or marine hellion drops)

Just some quick theorycrafting how avilo's changes would affect Tosses options:
-Going DTs? Well with old cost and no engibay-turrets? Reduced to an all in that needs to do significant damage (which it should not do anymore).
-Oracles? - slow oracles with turrets available on the fly basically make it the same as going DTs.
on the other hand:
-Tanks sieging your natural and cloaked banshees attacking your mineral line will be painfull without 14 vision range msc especially when you consider that tanks then would do bonus damage versus shields. This would be even stronger than in wol since tanks don't need siege mode research and cloak is considerably cheaper than it was back then.

All in all, the game would be back at super passive protoss turtle play with no aggressive options apart from heavy gateway all ins (only them being a lot weaker with widow mines, free siege mode and stuff)

I may reiterate that I don't find any one of those changes unreasonable in itself but they for sure add up and make mech play a round thing against Toss, while leaving Toss in a situation that reminds me very much of WoL and I don't want to think about the implications those change would have for PvZ.


You seem to have missed the point where I said that, Protoss is already extremely safe against terran aggression while being able to put on a load of pressure themselves or even kill, one of those has to be addressed. Its either toss defensive power needs to be toned down, to the point where terran can put on enough aggression to force the toss to potentially spend more gas on being safe (thus slowing their tech and reducing their greed), or the toss pressures need to be severely nerfed.

In the context of Toss still keeping their MSC defensive powers mostly intact (which is what this balance patch proposes), then having all the toss offensive options nerfed is a fair and justified. If you want toss to keep all its offensive toys then propose a nerf to the MSC defensive abilities, you can't have both extreme safety early game and extreme offensive power with no risk reward involved, that's not how an RTS is supposed to work.

I find it amusing you mention banshees, they are hard countered by almost anything in the protoss arsenal. If toss goes SG for quick oracle then they will be able to also make 1 phoenix to shut down the aggression. If they opened Robo they can get an obs and stalkers to chase it away.

Now, if siege tanks are sieging your nat, then you somehow lost your MSC early or threw down all your time warps willy nilly, which equates to you making a serious mistake and not having any Photon Overcharge, and if that results in you getting your nat nexus sieged then you fucked up royally and deserve to lose or got outplayed and still deserve to lose.

Even with Avilo's proposed changes the 1/1/1 is still trash, a simple move out with basic GW units and MSC just kills it, time warps prevent marines from kiting back and allow zealots to close the gap on marines and tanks. And even if the terran gets close to the nat a simple PO will keep the tanks out of range long enough to get Colossus. If you opened with SG its even more one sided because oracles can provide vision via revelation, can be used as as fighting units in conjuncture with GW units, way earlier I should add, leading to the quick destruction of the push, you can also add Phoenix in to kill banshees, much more effective then stalkers.

There is also no way a Terran player meching will push at you in the early game. A tank based army is very gas expensive, if he invested into that for a early push he is sacrificing infrastructure or upgrades, or both, and you gain a lead there, + he is sacrificing safety since he might not leave anything behind, and the mech army is still extremely fragile early game.
So if he pushes with a tank based mech army at you early game and you didn't see it in time and crush it, then you, again made a very grave mistake and still deserve to lose.

And if its tanks sieging your nat late game, then the game is over anyway and you are just delaying the inevitable.

The reason I am using such an aggressive and condescending tone is because a lot of posters here have earned it, throwing around speculation with nearly no analysis behind it, they don't deserve any mercy, a lot of the arguments are bad and they should be treated as such and shot down instantly.



I have not missed your point, I am just talking about avilo's proposals that you defended with regard to actually balancing and fixing the game. I am not proposing to keep the game as it is. I even agree that you have to somehow adjust the protoss aggressive and defensive options. However, taking away all the aggressive options completely can't be the solution. It might be fair if you want one side to be super passive and one having all the options but then we would just invert the roles in TvP instead of fixing the MU.

Also, you mentioning how amazing stargate vs 1/1/1 or banshees in general is. However, with avilo's changes going through, toss would not open stargate anymore since it would be almost useless against bio play.

And the power of the Msc and nexus cannon against tank based attacks is not that the nexus shoots but rather that the msc provides vision that is greater than the attack range of the tank.only that way you can actually protect the nexus from being shot at. This obviously is only a early/early-mid game problem, yet this is the stage that needs to be addressed in current tvp.

Finally, I am rather astonished about what you say about tank pushes. with the proposed changes,toss would be forced to play very passive to be safe while Terran now gets free siege, cheaper cloak and a cheaper armory while being able to build emergency turrents without the need for an engibay. Thus Terran mech pushes would hit harder and/or earlier with a lot less draw backs.

What?
The power of the msc vs 1/1/1 tank pushes is the vision not Overcharge?

I'm sorry, but with less vision it can accomplish exactly the same, PO is 13 range, MSC vision is 11, Tanks 13, Vikings 9, Marines 5.
You can still provide vision ezpz no risk exactly like vikings in tvt do. Msc vision reduce changes NOTHING in Tank vs PO Ne us.


Msc vision is 14 atm but even with 11 it would be alright, however, it was suggested to eliminate its vision or reduce it to a point it can't grant vision for stalkers to shoot up ramps (that would be about 3 range). With those changes PO would be useless against tanks

I think you misinterpret that suggestion people do.
Stalkers shooting high ground or blinking, no problem. That's fine.
BUT
the huge vision range makes the blink 100% safe because you have perfect information AND the MSC is nigh undeniable.

I think 11vision range would be quite reasonable, yet wouldn't touch blinkallins too much. (though it would make early game MsC scouting for Protoss a little harder).

Then what's the point of the change? Why should there be an entire patch to fix a minor consistency issue instead of just waiting until lotv? I'd rather have Blizzard leave the game alone instead of constantly micromanaging it.

People should distrust serendipity. The msc vision range fix won't magically solve the game.


I don't see the reason why blizzard should leave the game alone. I enjoy balance patches a lot and think they are hitting the board 90% of the time with them, even if they keep on missing the bullseye.

And inconsistencies are exactly what should get patched, unless there would be a reasonable explanation for that inconsistency.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
February 01 2014 19:40 GMT
#231
On February 02 2014 04:27 Clbull wrote:
Show nested quote +
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.


Yeah, I tried to get some games on it last night. But only got one game. Tried a couple more times but no-one joined. Maybe I did not wait long enough (as I was laddering in between and was keen to get back to it). I'll try again later today.

But, you are right. If hardly anyone plays, test maps are not that useful for anybody and gives little information back to Blizzard (even if I doubt that information from test is all that useful other than in identifying things are just utterly wrong).
KT best KT ~ 2014
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-01 19:43:13
February 01 2014 19:42 GMT
#232
On February 02 2014 04:34 Destructicon wrote:
Show nested quote +
On February 02 2014 04:27 Clbull wrote:
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.


I'm starting to question if they even listen to pro feedback at this point. We pointed out to them that the Queen buff was a bad idea, but it still went trough, we pointed out that the WM nerf would be a bad idea, it still went trough, we pointed out the oracle buff would be a bad idea, it still went trough.

There where countless pages worth of feedback on how to properly fix MSC and mech on TL and well as on Battle.net, nothing came of it.


Er, who is "we"? Quite a lot of people were in favour of the Queen buff (and some still are). And many Z were asking for a WM nerf. You are right about the Oracle though, I think. I can't remember anybody who was in favour of that change.
KT best KT ~ 2014
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 01 2014 19:44 GMT
#233
On February 02 2014 04:42 aZealot wrote:
Show nested quote +
On February 02 2014 04:34 Destructicon wrote:
On February 02 2014 04:27 Clbull wrote:
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.


I'm starting to question if they even listen to pro feedback at this point. We pointed out to them that the Queen buff was a bad idea, but it still went trough, we pointed out that the WM nerf would be a bad idea, it still went trough, we pointed out the oracle buff would be a bad idea, it still went trough.

There where countless pages worth of feedback on how to properly fix MSC and mech on TL and well as on Battle.net, nothing came of it.


Er, who is "we"? Quite a lot of people were in favour of the Queen buff (and some still are). And many Z were asking for a WM nerf. You are right about the Oracle though, I think. I can't remember anybody who was in favour of that change.


There where pro gamers that called out the Queen buff, saying it was too much, I specifically remember DRG saying it was bad and it would make terran weak, it could be Symbol as well.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-01 19:47:43
February 01 2014 19:47 GMT
#234
On February 02 2014 04:44 Destructicon wrote:
Show nested quote +
On February 02 2014 04:42 aZealot wrote:
On February 02 2014 04:34 Destructicon wrote:
On February 02 2014 04:27 Clbull wrote:
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Based on no variations of the map ever being popular or open on Custom Games; I think nobody will be testing it.

I think it's at the point where Blizzard should threaten to implement it anyway unless people (pros included) give actual feedback. Or they should maybe host an invitational with the changes up and offer a prize pool.


I'm starting to question if they even listen to pro feedback at this point. We pointed out to them that the Queen buff was a bad idea, but it still went trough, we pointed out that the WM nerf would be a bad idea, it still went trough, we pointed out the oracle buff would be a bad idea, it still went trough.

There where countless pages worth of feedback on how to properly fix MSC and mech on TL and well as on Battle.net, nothing came of it.


Er, who is "we"? Quite a lot of people were in favour of the Queen buff (and some still are). And many Z were asking for a WM nerf. You are right about the Oracle though, I think. I can't remember anybody who was in favour of that change.


There where pro gamers that called out the Queen buff, saying it was too much, I specifically remember DRG saying it was bad and it would make terran weak, it could be Symbol as well.


Yes, I know. I am just saying that there was no unanimous or near unanimous agreement. There never has been with most of Blizzard's patches. Especially when race bias and the current state of a match-up is taken into account.

(Come to that, even with the Queen buff was it the Queen that was the issue or the Infestor? Not that I want to get into that.)
KT best KT ~ 2014
Morbidius
Profile Joined November 2010
Brazil3449 Posts
February 01 2014 19:48 GMT
#235
Does anyone else feel Blizzard is extremely Arrogant in their changes?
They almost never remove/undo a change despite community feedback and it feels like they deliberatly avoid adding changes proposed by the community.
Has foreign StarCraft hit rock bottom?
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 01 2014 19:57 GMT
#236
On February 02 2014 04:15 Big J wrote:
Show nested quote +
On February 02 2014 04:08 SC2Toastie wrote:
On February 02 2014 02:02 tar wrote:
On February 02 2014 01:57 SC2Toastie wrote:
On February 02 2014 00:57 tar wrote:
On February 02 2014 00:33 Destructicon wrote:
On February 02 2014 00:10 tar wrote:
On February 01 2014 22:29 Destructicon wrote:
Damn, the amount off ignorance and hate being flung at Avilo is astounding.

Almost all the suggestions he has made are very sensible and much needed changes.

The problem with Protoss, the real imbalance is that they have way too many options, options that, also limit the options terrans can do. TvP late game isn't easy for Terran, but it isn't completely impossible either, you just need both T and P to enter it on even footing.

At the moment terrans can't enter it on even footing. The early aggressive options of toss, Oracles, Blink all-in, DTs etc, force the terran into using very safe and conservative builds. However because the builds are so safe protoss exploits them with extremely greedy builds, that can't be countered almost at all, because the MSC just gives way, way too much safety.
Terran is thus stuck between a rock and a hard place, they can't be aggressive at all, because of MSC, but they also can't be too greedy, because of all the lethal pressure toss has.

Something has to give, its either the toss lose some of their defensive power, so terran can actually be aggressive and force toss to be less greedy, or toss itself loses some of its aggressive options so that terran can be more greedy and enter the late game even. The logic here is perfectly fine, I only see outbreaks of QQ from protosses, fearful they will actually have to put in some effort to play.

I see nothing wrong reverting the oracle speed, it was a dumb buff to begin with, it was contested and complained against since the very beginning, even protoss pros agreed that it was a bad change. The oracle limits terrans build order choices, you always have to play safe, you always need to take them into account, because if you don't you just die to it, there is no middle ground there.

I also don't see anything wrong with reducing the sight range of MSC. The MSC already breaks so many rules in the game, its a scouting tool, army support/utility and defensive tool, its too versatile, it has too much, it does too much. The MSC should never have been made so strong, its high time two of its utilities got cut, at the very least the sight range should be reduced so that terran can't have a free scout and free vision of the high ground, with zero counterplay to it.

DT Shrine cost was also stupid. Protoss is already very safe because of MSC, it stands to reason then that if defense is so cheep for them then their aggressive options, at least early game, should be more expensive, to balance things out, so they can't actually put on aggression while still staying 100% safe. You don't see any creative DT strats either, they are used as a gimmick early game to gain a huge lead, or they are used as a reliable harass tool late game in all MUs, the cost of it won't nerf it in the late game, but it will tone down the huge number of possible game ending aggressive options toss has in the early game.

Finally, I have it makes 0 sense anymore for Missile turret to require a engy bay to build, the missile turret can only shoot up, it also costs 100 damn minerals and you need at least 1 per mineral line to be safe. Spore was even changed to not require Evo chambers any more, I don't see why Missile turrets can't get the same treatment. I'm not sure about the sensor tower, I think that should still require an ebay.

I also agree with the armory change, it doesn't affect any unit balance, it helps with one of the core problems of mech, setting up infrastructure, because for the longest time you'll be working off 2 base and have to spend gas on upgrades, infrastructure (factories, SP and all their addons) as well as army, and you can't do it all at once off just 440 gas per minute, which leaves the mech army player with glaring weaknesses, since all of the above cost shit loads of gas.

Quite frankly I just think most of you are hating on Avilo for no good reason, almost none of you presented any counter arguments as to why his suggestions are bad, you only vaguely touch on how it should, supposedly, break TvP by swinging it in terran favor, but I've yet to see explanations as to how that would happen.

All I see is mindless bashing and bronze league logic used to counter quite sensible, actually very conservative proposals.

Edit: And since I seem to have went off topic slightly, I hate all the proposed changes, the only good one is the time warp change, but it doesn't do enough, all the changes are bad because they fail to address the appropriate issue in the appropriate way, but I already explained why in the last thread.


It's funny that you start your post with claiming that shit was flung at someone yet then you yourself resort to condescending or plain insulting language.

The problem with avilo's quite conservative proposals is, that in combination they are not conservative proposals anymore. It is a onesided approach to the issue that results in all problems for Terran solved while Toss would be where they were in the era of the infamous 1/1/1 with the added benefit of banshee buffs.
Back then, the complains of Tosses were similar to those of Terrans today:
lack of scouting info, variety of Terran harass options and macro follow ups as well a lack of harass options. Also, horribly strong Terran all ins (ie 1/1/1 or marine hellion drops)

Just some quick theorycrafting how avilo's changes would affect Tosses options:
-Going DTs? Well with old cost and no engibay-turrets? Reduced to an all in that needs to do significant damage (which it should not do anymore).
-Oracles? - slow oracles with turrets available on the fly basically make it the same as going DTs.
on the other hand:
-Tanks sieging your natural and cloaked banshees attacking your mineral line will be painfull without 14 vision range msc especially when you consider that tanks then would do bonus damage versus shields. This would be even stronger than in wol since tanks don't need siege mode research and cloak is considerably cheaper than it was back then.

All in all, the game would be back at super passive protoss turtle play with no aggressive options apart from heavy gateway all ins (only them being a lot weaker with widow mines, free siege mode and stuff)

I may reiterate that I don't find any one of those changes unreasonable in itself but they for sure add up and make mech play a round thing against Toss, while leaving Toss in a situation that reminds me very much of WoL and I don't want to think about the implications those change would have for PvZ.


You seem to have missed the point where I said that, Protoss is already extremely safe against terran aggression while being able to put on a load of pressure themselves or even kill, one of those has to be addressed. Its either toss defensive power needs to be toned down, to the point where terran can put on enough aggression to force the toss to potentially spend more gas on being safe (thus slowing their tech and reducing their greed), or the toss pressures need to be severely nerfed.

In the context of Toss still keeping their MSC defensive powers mostly intact (which is what this balance patch proposes), then having all the toss offensive options nerfed is a fair and justified. If you want toss to keep all its offensive toys then propose a nerf to the MSC defensive abilities, you can't have both extreme safety early game and extreme offensive power with no risk reward involved, that's not how an RTS is supposed to work.

I find it amusing you mention banshees, they are hard countered by almost anything in the protoss arsenal. If toss goes SG for quick oracle then they will be able to also make 1 phoenix to shut down the aggression. If they opened Robo they can get an obs and stalkers to chase it away.

Now, if siege tanks are sieging your nat, then you somehow lost your MSC early or threw down all your time warps willy nilly, which equates to you making a serious mistake and not having any Photon Overcharge, and if that results in you getting your nat nexus sieged then you fucked up royally and deserve to lose or got outplayed and still deserve to lose.

Even with Avilo's proposed changes the 1/1/1 is still trash, a simple move out with basic GW units and MSC just kills it, time warps prevent marines from kiting back and allow zealots to close the gap on marines and tanks. And even if the terran gets close to the nat a simple PO will keep the tanks out of range long enough to get Colossus. If you opened with SG its even more one sided because oracles can provide vision via revelation, can be used as as fighting units in conjuncture with GW units, way earlier I should add, leading to the quick destruction of the push, you can also add Phoenix in to kill banshees, much more effective then stalkers.

There is also no way a Terran player meching will push at you in the early game. A tank based army is very gas expensive, if he invested into that for a early push he is sacrificing infrastructure or upgrades, or both, and you gain a lead there, + he is sacrificing safety since he might not leave anything behind, and the mech army is still extremely fragile early game.
So if he pushes with a tank based mech army at you early game and you didn't see it in time and crush it, then you, again made a very grave mistake and still deserve to lose.

And if its tanks sieging your nat late game, then the game is over anyway and you are just delaying the inevitable.

The reason I am using such an aggressive and condescending tone is because a lot of posters here have earned it, throwing around speculation with nearly no analysis behind it, they don't deserve any mercy, a lot of the arguments are bad and they should be treated as such and shot down instantly.



I have not missed your point, I am just talking about avilo's proposals that you defended with regard to actually balancing and fixing the game. I am not proposing to keep the game as it is. I even agree that you have to somehow adjust the protoss aggressive and defensive options. However, taking away all the aggressive options completely can't be the solution. It might be fair if you want one side to be super passive and one having all the options but then we would just invert the roles in TvP instead of fixing the MU.

Also, you mentioning how amazing stargate vs 1/1/1 or banshees in general is. However, with avilo's changes going through, toss would not open stargate anymore since it would be almost useless against bio play.

And the power of the Msc and nexus cannon against tank based attacks is not that the nexus shoots but rather that the msc provides vision that is greater than the attack range of the tank.only that way you can actually protect the nexus from being shot at. This obviously is only a early/early-mid game problem, yet this is the stage that needs to be addressed in current tvp.

Finally, I am rather astonished about what you say about tank pushes. with the proposed changes,toss would be forced to play very passive to be safe while Terran now gets free siege, cheaper cloak and a cheaper armory while being able to build emergency turrents without the need for an engibay. Thus Terran mech pushes would hit harder and/or earlier with a lot less draw backs.

What?
The power of the msc vs 1/1/1 tank pushes is the vision not Overcharge?

I'm sorry, but with less vision it can accomplish exactly the same, PO is 13 range, MSC vision is 11, Tanks 13, Vikings 9, Marines 5.
You can still provide vision ezpz no risk exactly like vikings in tvt do. Msc vision reduce changes NOTHING in Tank vs PO Ne us.


Msc vision is 14 atm but even with 11 it would be alright, however, it was suggested to eliminate its vision or reduce it to a point it can't grant vision for stalkers to shoot up ramps (that would be about 3 range). With those changes PO would be useless against tanks

I think you misinterpret that suggestion people do.
Stalkers shooting high ground or blinking, no problem. That's fine.
BUT
the huge vision range makes the blink 100% safe because you have perfect information AND the MSC is nigh undeniable.


Na, avilo is talking about nerfing the vision range to the point where you cannot pressure depots with MsC+stalkers anymore (which in numbers means like 6-7vision at most) and Destructicon talks about ranges where the MsC becomes vulnerable to provide highground vision, which (since the stalkers cover the MsC from beyond, so you can only snipe it if it has to be roughly at the ledge to provide reasonable vision for blinking) means again that the visionrange has to be quite tiny.

I think 11vision range would be quite reasonable, yet wouldn't touch blinkallins too much. (though it would make early game MsC scouting for Protoss a little harder).

Ok. Those are just stupid suggestions.

I'd vouch for 9 to 11 (ground units = 9, air units =11), preferably 11.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
mostevil
Profile Joined February 2011
United Kingdom611 Posts
February 01 2014 19:59 GMT
#237
On February 02 2014 02:43 SiroKO wrote:
Blizzard have genious developpers and artists, but their balance teams are among the worse you could think of.


They're actually pretty good at balance, it's good game design they don't get. Focus is on making it 50/50 x3 winrates not on making it interesting for all parties and the viewer, while dogmatically clinging onto early design mistakes. Forcefield and warp in as primary mechanics are not up for negotiation.

All of Protosses options are best in chokes, all of Zerg when its wide open even defensively. Couple that with the lack of a defensive high ground advantage (vision was to an extent but that's now gone with the MSC). Map design can't really make up for things like it did in Brood War because it has to be conscious of this. Throw in a pile of super hard counters to balance and you get something really really repetitive.

Then if you give one race really powerful all ins and focus on balancing for winrates that actually kinda screws them over too. Stagnation is the real enemy not balance.
我的媽和她的瘋狂的外甥都
Morbidius
Profile Joined November 2010
Brazil3449 Posts
February 01 2014 20:05 GMT
#238
On February 02 2014 04:59 mostevil wrote:
Show nested quote +
On February 02 2014 02:43 SiroKO wrote:
Blizzard have genious developpers and artists, but their balance teams are among the worse you could think of.


They're actually pretty good at balance, it's good game design they don't get.


The only balance we've seen so far is the one in the bigger picture. Each race dominates hard for a certain time period.
Has foreign StarCraft hit rock bottom?
SirPinky
Profile Joined February 2011
United States525 Posts
Last Edited: 2014-02-01 20:06:20
February 01 2014 20:05 GMT
#239
On February 02 2014 04:48 Morbidius wrote:
Does anyone else feel Blizzard is extremely Arrogant in their changes?
They almost never remove/undo a change despite community feedback and it feels like they deliberatly avoid adding changes proposed by the community.


But if they actually listened to the Pro community why would David Kim be needed? O' wait. Can you say job security? David Kim reminds me of one of those consultants companies hire to drive direction on ways to "improve" company efficiency. But what they are really doing is making things over complicated so they can bill-out never-ending change orders. I have to give it to David Kim, he certainly knows how to play company politics for releasing these whitewashed statements claiming "everything is fine". DK is polishing the china while the Titanic is sinking.
How much better to get wisdom than gold; to get insight rather than silver!
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2014-02-01 20:16:39
February 01 2014 20:09 GMT
#240
On February 02 2014 03:31 aZealot wrote:
Show nested quote +
On February 02 2014 03:25 Bagi wrote:
On February 02 2014 02:57 aZealot wrote:
Anyone been playing the test map rather than theory jerk?

Why does it matter? Are you a good enough player that you can draw balance conclusions from your own play?

I'd say anyone below GM is better off theorycrafting.


Because otherwise we have a repetition of the same inane points over and over and over again? What does that achieve? And given that I play at a level way below GM, as do most people, I'd like to know what the play might look like at those levels. That makes sense to me. Of course, if you like to theory stroke go for gold.

Then get out of the thread? Whether the people here are playing the map or not doesnt change how well informed they are on actual balance, but they like to discuss it anyway.

Seems like your only agenda is to act all holier-than-thou and spew dumb demeaning bullshit like "theory stroke" while you are just as clueless as the rest.
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