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SC2 Balance Changes: Pros' Impressions - Page 19

Forum Index > SC2 General
479 CommentsPost a Reply
Prev 1 17 18 19 20 21 24 Next All
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 03 2014 10:44 GMT
#361
Are there many timings that center around ghosts? I've always thought of ghosts as a unit you might want to transition into in the late-game, not a unit that serves as the cornerstone of so many timings the same way, say, the colossus functions.
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.
Vanadiel
Profile Joined April 2012
France961 Posts
February 03 2014 10:54 GMT
#362
On February 03 2014 16:59 Acer.Scarlett` wrote:
re: Hydra Buff~

While this may not be the correct solution, Zerg does need some form off anti-air buff. As it stands, the only way to deal with mid-lategame mech or mid-lategame skytoss is with mass spores (&viper/swarmhost) causing the turtle games everyone hates to watch. Instead, a smaller hydra buff in addition to a corruptor buff could be feasible (corruptors really are trash units 90% of the time), or reverting one of the two HotS void ray buffs



That is for sure, Zerg AA has always been an issue since the beginning of WoL. However, I don't really see what kind of buff you could do to be able to fight a Sky toss/mech army with corruptors or Hydralisk. I mean, some kind of buff of the corruption spell or the giving Hydra + 1 range in ground to air fight or +10 hp could help in the mid game, but I still don't see how you could fight a late game army without the mass SH/viper/sporecrawler.
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
February 03 2014 10:55 GMT
#363
where's avilos interview :o
ESPORTS ILLUMINATI
Lokian
Profile Joined March 2010
United States699 Posts
February 03 2014 11:05 GMT
#364
they probably won't decrease MSC vision range because it is one of the main purpose of the unit. They might consider the cast range though. I remember a version of the MSC having to bind to the nexus in order for it to work.
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 03 2014 11:06 GMT
#365
On February 03 2014 19:44 Grumbels wrote:
Are there many timings that center around ghosts? I've always thought of ghosts as a unit you might want to transition into in the late-game, not a unit that serves as the cornerstone of so many timings the same way, say, the colossus functions.


Actually, in WoL before EMP range was nerfed. Ghost timings were very strong (since WoL early/mid game PvT revolved around sentries and ramp blocking. Although I am not sure whether the new ghosts will be enough to shift the match up, we need to see how the timings work out.

I think we need to stop looking at just end game compositions in isolation. Like in WoL, Mvp showed that turtle mass ravens was almost unbreakable (Metropolis). However, very few maps allows the terran to do this (split map while defending 2 tight chokes. If the ghost buffs forces the protoss to build a bigger army before taking their third or making HT openings more risky, that will translate into big differences in the late game. It is ok for one race's end game comp to be 'better', as long as getting to that comp has risks and the other races has large enough timing windows. One of the issues with TvP now is that the early game options of the protoss make terrans have to play defensive that their mid game timing window is so small and relies on the protoss to make a significant mistake to do damage.

TvT is actually a good example. mech > bio/biotank when max but there are a lot of things the bio player can do throughout the mid/late game. mass air > mech but again, transition to air is very risky since you can get caught mid transition. Also, this is why BL/infestors were such a problem only after the Queen buff. It allowed zergs to get to infestors relatively easily.
ejozl
Profile Joined October 2010
Denmark3408 Posts
February 03 2014 11:13 GMT
#366
Are there many timings that center around ghosts? I've always thought of ghosts as a unit you might want to transition into in the late-game, not a unit that serves as the cornerstone of so many timings the same way, say, the colossus functions.

The Ghost Scv Allin was super strong. There's also been some in the past, but not so prevalent, when Protoss can open both High Templars and Colossus.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
insitelol
Profile Joined August 2012
845 Posts
February 03 2014 11:21 GMT
#367
On February 03 2014 17:05 vthree wrote:
Terrans learn to whine from the best, Protoss players. Look at the sad zealot fan club, it conditioned the Protoss players to think Protoss were underpowered.

Actually protoss was and is underpowered.
Nothing change since the release of HOTS. Game was stale for almost a year. But all of a sudden protoss became OP. Logics.
Less is more.
dargul
Profile Joined May 2010
Russian Federation125 Posts
Last Edited: 2014-02-03 11:32:10
February 03 2014 11:23 GMT
#368
With ghost buff we can do crazy proxy ghost allin like standard 3 ghost +scv push but 3rax at home and 2 rax in proxy near toss so we will have about 30sec earlier timing.

or may be add 1 ghost with invis and energy for 1 emp, so that hopefully you can get close to msc and emp it before your allin push.
or try to have 1 ghost drop near msc and emp then push.
8 - )
In Stim We Trust
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 03 2014 11:27 GMT
#369
On February 03 2014 20:21 insitelol wrote:
Show nested quote +
On February 03 2014 17:05 vthree wrote:
Terrans learn to whine from the best, Protoss players. Look at the sad zealot fan club, it conditioned the Protoss players to think Protoss were underpowered.

Actually protoss was and is underpowered.
Nothing change since the release of HOTS. Game was stale for almost a year. But all of a sudden protoss became OP. Logics.


FYI, your name is spelled with a `c' not `s'.
Cry 'havoc' and let slip the dogs of war
kandiru
Profile Joined April 2011
United Kingdom18 Posts
February 03 2014 11:33 GMT
#370
Rather than buff the hydralisk, why not make Corrupters not so rubbish against void rays? Make corruption have a (very)small AoE so its more easily targeted on clumped up void rays, and make it cancel/block the use of abilities for the duration. That way you can prevent vikings from landing, and remove void ray prismatic alignment, and cancel/prevent Yamato Cannon if you get close enough.

Void rays could kite back away after the corruption and come back Prismatic Alignment activated after the corruption expired, etc.

You could even use Corruption on stalkers to prevent blink if you were supporting roaches with corrupters.

Would be a more interesting change than halving the gas cost of hydralisks!
insitelol
Profile Joined August 2012
845 Posts
February 03 2014 11:34 GMT
#371
On February 03 2014 20:27 Ghanburighan wrote:
FYI, your name is spelled with a `c' not `s'.

wat. i would not speak about spelling names if i got yours.
Less is more.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 03 2014 11:41 GMT
#372
On February 03 2014 20:33 kandiru wrote:
Rather than buff the hydralisk, why not make Corrupters not so rubbish against void rays? Make corruption have a (very)small AoE so its more easily targeted on clumped up void rays, and make it cancel/block the use of abilities for the duration. That way you can prevent vikings from landing, and remove void ray prismatic alignment, and cancel/prevent Yamato Cannon if you get close enough.

Void rays could kite back away after the corruption and come back Prismatic Alignment activated after the corruption expired, etc.

You could even use Corruption on stalkers to prevent blink if you were supporting roaches with corrupters.

Would be a more interesting change than halving the gas cost of hydralisks!


We don't need more micro limiting abilities in this game. I'm also not sure the aoe will accomplish much, voids tend to not clump as much because of how slow they are, so the aoe would need to be quite substantial. Finally, the real problem with corrupter is that they totally and utterly melt to void rays, due to the rays doing bonus vs armored, add storms and/or archons and the problem is even worst.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
February 03 2014 11:46 GMT
#373
On February 02 2014 22:37 Maegi wrote:
Really cool idea, I think MMA is spot on about the msc vision being the issue



yep
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
Last Edited: 2014-02-03 11:49:07
February 03 2014 11:47 GMT
#374
On February 03 2014 20:41 Destructicon wrote:
Show nested quote +
On February 03 2014 20:33 kandiru wrote:
Rather than buff the hydralisk, why not make Corrupters not so rubbish against void rays? Make corruption have a (very)small AoE so its more easily targeted on clumped up void rays, and make it cancel/block the use of abilities for the duration. That way you can prevent vikings from landing, and remove void ray prismatic alignment, and cancel/prevent Yamato Cannon if you get close enough.

Void rays could kite back away after the corruption and come back Prismatic Alignment activated after the corruption expired, etc.

You could even use Corruption on stalkers to prevent blink if you were supporting roaches with corrupters.

Would be a more interesting change than halving the gas cost of hydralisks!


We don't need more micro limiting abilities in this game. I'm also not sure the aoe will accomplish much, voids tend to not clump as much because of how slow they are, so the aoe would need to be quite substantial. Finally, the real problem with corrupter is that they totally and utterly melt to void rays, due to the rays doing bonus vs armored, add storms and/or archons and the problem is even worst.


There are two kinds of balance whine. One: "I lose cause PROTOSS OP". Two: "MAKE MY RACE OP"

We have number two here .

On a more serious note: what about buffing ghosts via reducing mineral costs? And, whatthefuck hydras? I just hope this is a "Let's do it to rage the Community" move, and not a serious plan.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 03 2014 11:49 GMT
#375
On February 03 2014 20:21 insitelol wrote:
Show nested quote +
On February 03 2014 17:05 vthree wrote:
Terrans learn to whine from the best, Protoss players. Look at the sad zealot fan club, it conditioned the Protoss players to think Protoss were underpowered.

Actually protoss was and is underpowered.
Nothing change since the release of HOTS. Game was stale for almost a year. But all of a sudden protoss became OP. Logics.

Protoss is underpowered..?
You''re like IdrA and Avilo in their whine prime.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
ImAdonis
Profile Joined May 2013
15 Posts
February 03 2014 11:49 GMT
#376
I agree with TLO's points the best. The one change that is too drastic, is the hydralisk gas reduction of cost.
RaFox17
Profile Joined May 2013
Finland4581 Posts
February 03 2014 12:01 GMT
#377
On February 03 2014 20:47 boxerfred wrote:
Show nested quote +
On February 03 2014 20:41 Destructicon wrote:
On February 03 2014 20:33 kandiru wrote:
Rather than buff the hydralisk, why not make Corrupters not so rubbish against void rays? Make corruption have a (very)small AoE so its more easily targeted on clumped up void rays, and make it cancel/block the use of abilities for the duration. That way you can prevent vikings from landing, and remove void ray prismatic alignment, and cancel/prevent Yamato Cannon if you get close enough.

Void rays could kite back away after the corruption and come back Prismatic Alignment activated after the corruption expired, etc.

You could even use Corruption on stalkers to prevent blink if you were supporting roaches with corrupters.

Would be a more interesting change than halving the gas cost of hydralisks!


We don't need more micro limiting abilities in this game. I'm also not sure the aoe will accomplish much, voids tend to not clump as much because of how slow they are, so the aoe would need to be quite substantial. Finally, the real problem with corrupter is that they totally and utterly melt to void rays, due to the rays doing bonus vs armored, add storms and/or archons and the problem is even worst.


There are two kinds of balance whine. One: "I lose cause PROTOSS OP". Two: "MAKE MY RACE OP"

We have number two here .

On a more serious note: what about buffing ghosts via reducing mineral costs? And, whatthefuck hydras? I just hope this is a "Let's do it to rage the Community" move, and not a serious plan.

So you think that void ray vs corruptor is an even fair fight? I thought that quite reasonable solution to giving zerg some chance to fight air toss without super turtle.
algue
Profile Joined July 2011
France1436 Posts
February 03 2014 12:05 GMT
#378
I always feel like TLO doesn't know what he is talking about.
rly ?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2014-02-03 12:05:52
February 03 2014 12:05 GMT
#379
On February 02 2014 22:53 FrostedMiniWheats wrote:
Nice to hear from the pros as always. Though, the feedback is a bit disappointing. It's just a higher-tier of players echoing pretty much everything people are saying in the balance thread with little added insight this time around.

MSC: Not enough

Ghost: Doesn't get to the core problem of mech. Encourages cheese/timings

Tempest: Unsure/sucks

Hydralisk: The stupidest change of them all by a fair margin. Even the zergs think it's stupid.

Actually as a platinum zerg player a buff like this would bring me back to the game. End of WoL was stupid and boring as a Zerg player and HotS didn't fix any of the stuff for Zerg except a bit of a more useful Ultra. Swarmhost I hate and I will not be using them and any change that nerfs them and makes other units like hydra more useful will make me want to play again.
drkcid
Profile Joined October 2012
Spain196 Posts
February 03 2014 12:06 GMT
#380
It seems that Zergs rather than buff hydras, they need a new AA system. Infestor´s fungal with bonus against air? like a skillshot with a reward for landing those fungals. Who knows.

BTW It´s very interesting to read Pros analisis, sadly some of them are a bit too favoring race.
Just for fun
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