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Forum Index > SC2 General
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These changes are now live.
Creager
Profile Joined February 2011
Germany1946 Posts
February 04 2014 11:19 GMT
#181
I'm afraid these changes won't help TvP much... As I said earlier in the according test map thread, I don't think the upgrade buff for Ghosts is a good approach since it just makes the game easier. Time Warp should just be removed from the game or more drastically changed since it literally kills micro without being hard to micro at all...
Photon Overcharge not nerfed is probably the biggest issue together with not touching the MSC vision, yet.

Nice that there's finally something done, but I really wish they'd do it different, like involing the community more beforehand and not just informing people about changes and putting up a test map without even really considering feedback.
... einmal mit Profis spielen!
TheDwf
Profile Joined November 2011
France19747 Posts
February 04 2014 11:55 GMT
#182
On February 04 2014 15:53 Big J wrote:
btw, when are they going to fix Alterzim?

Hopefully next season with a long due removal.
Anacreor
Profile Joined February 2013
Netherlands291 Posts
Last Edited: 2014-02-04 13:47:44
February 04 2014 13:47 GMT
#183
Hehe EU ZvP scene. Stephano will get swarm host changed completely on his own haha xD
"Peter the Acretree chops some wood"
Deonto
Profile Joined May 2010
United States24 Posts
Last Edited: 2014-02-04 13:59:03
February 04 2014 13:57 GMT
#184
They really need to take a serious look at late game PvT(ghost change doesn't do anything there).
FroZeN.Broken
Profile Joined October 2011
Sweden47 Posts
February 04 2014 14:04 GMT
#185
What if MSC's health was lowered(together with vision)? Then Ps need to be more careful with them in battle and easier to snipe if P goes Blink All-in. And it makes scout with MSC harder, so maybe P will need a Sentry to scout in early game and 100 gas into a Sentry really slows down the tech. I really think MSC is a all-around unit and a really good one, maybe too good. I remember it was meant to a defensive unit to fix PvP and in other matchup it was suppose to give P option to be aggressive and able to recall home if things get out of hands, cause if P loses his army early then it's GG. But right now you can do everything I said and even scout with it and the Time Warp and vision make Blink All-in so strong. And one big problem in TvP is that T need two different units to deal with two different "power-plays". T need Marines to deal with Oracle or it's GG, but T also need Maurader to deal with Blink All-in or it's GG. So if the Reaper don't scout what it is, then T need to pray and try to defend both, but P may just yoloswag and take a third and T is behind.
Frex
Profile Joined March 2012
Finland888 Posts
Last Edited: 2014-02-04 14:48:52
February 04 2014 14:47 GMT
#186
I think the ghost buff could make games play out quite differently since we will most likely see cloaked ghosts in play much earlier than before, time will show though.

MidnightZL
Profile Joined August 2012
Sweden203 Posts
February 04 2014 17:24 GMT
#187
On February 04 2014 04:19 aeligos wrote:
zomg... the ramp width is not even an issue... but oh well


thats the biggest issue yes, makes me wonder if you play sc2 at all ..... stupid trolls everywhere.
- I'm fairly certain YOLO is just Carpe Diem for stupid people - Jack Black
mythandier
Profile Joined January 2011
United States828 Posts
February 04 2014 17:39 GMT
#188
Overall a good direction but I still don't buy the Ghost energy change. Either way, can someone tell me how this positively impacts mech TvP as was stated to be a goal of the design team?
TheDwf
Profile Joined November 2011
France19747 Posts
February 04 2014 17:41 GMT
#189
On February 05 2014 02:39 mythandier wrote:
Overall a good direction but I still don't buy the Ghost energy change. Either way, can someone tell me how this positively impacts mech TvP as was stated to be a goal of the design team?

This 0.72 extra Tank will change everything, man.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
February 04 2014 17:43 GMT
#190
Quick question regarding the Mothership core: is it true that Photon overcharge is the sole reason why one base protoss isn't viable anymore (unless proxy cheese ofc)? If so, then one needs to be careful with nerfing it, I really like (from an observer pov) the HotS PvP compared to the WoL PvP...
mythandier
Profile Joined January 2011
United States828 Posts
February 04 2014 17:57 GMT
#191
On February 05 2014 02:41 TheDwf wrote:
Show nested quote +
On February 05 2014 02:39 mythandier wrote:
Overall a good direction but I still don't buy the Ghost energy change. Either way, can someone tell me how this positively impacts mech TvP as was stated to be a goal of the design team?

This 0.72 extra Tank will change everything, man.

Oh yeah, I forgot about that. Nevermind, all is well.
fireforce7
Profile Joined June 2010
United States334 Posts
February 04 2014 18:04 GMT
#192
still think that the ghost fix really only helps bio still...I don't think the ghost buff particularly helps in tvz or tvt too much.
I'm terranfying
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 04 2014 18:21 GMT
#193
On February 05 2014 02:43 JustPassingBy wrote:
Quick question regarding the Mothership core: is it true that Photon overcharge is the sole reason why one base protoss isn't viable anymore (unless proxy cheese ofc)? If so, then one needs to be careful with nerfing it, I really like (from an observer pov) the HotS PvP compared to the WoL PvP...


Yes, Overcharge pretty much nullifies all 1 base and early 2 base timings in all Protoss match ups.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2014-02-04 19:47:38
February 04 2014 19:46 GMT
#194
I can't tell you how happy I am to see Terran buff combined with Toss nerf, if only because its been the reverse of that for so long and its nice to be on the other end for once!

That said, the ghost thing is really minor, if anything. All it saves you is a few extra neurons firing to remind you to get the upgrade. It opens up a tiny window where you have EMP where you otherwise wouldn't, and then thats it, you're back to where you were before the patch.

My fix to ghosts would be to make it so that ghosts dont automatically get top priority when selecting a mix of units. I don't know about the rest of you, but my biggest issue with using a bio comp + ghosts is that when the big fight comes, and I am frantically boxing units and stimming and stuttering, I will invariably catch a ghost in my box, hit E to stim and then click backwards, only to see that my army is twiddling its fucking thumbs while the ghost I caught by accident EMPs nothing (or even my own damn units). Protoss has such high burst damage that fighting the toss deathball puts you on razor thin margins as it is; any miscontrol that involves the accuracy of a critical spell or a chunk of army standing around bathing in storms is going to have huge consequences.

A change like this would not affect the balance of the game at the highest levels, because the pros can manage already, but it would be tossing a bone to us lower level guys by making it a little easier to use the unit in a max battle but doing so via a change in the UI, not the base unit stats.

Maybe Im the only one who has this problem, but at the very least I think a change like the one I described is philosophically very good, because it could boost the lower leagues without touching the higher ones.
No one wants a box of shit, even if it is for Christmas.
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-02-04 19:59:57
February 04 2014 19:58 GMT
#195
The ghost buff is not minor, no offense but I don't think anyone here actually understands how big of a change that is. Biggest issue Terran has with protoss since Wings was the ability to Tech switch in a proper time from Viking to Ghost. This change will make it so Ghost are in play a lot sooner for the Tech switch to storm or can be put in play and be ready when storm is ready. Then it will come down to micro.

That's why they asked the pros and not us. And all the Korean Terrans they asked jumped for joy when they saw the Ghost changes going live. Ghost change is prob the best thought out change Blizzard has done so far out of all the changes in hots.
Remember our motto: We ain't got it.
fighter2_40
Profile Blog Joined December 2010
United States420 Posts
Last Edited: 2014-02-04 20:07:01
February 04 2014 20:06 GMT
#196
On February 04 2014 14:57 -_- wrote:
Show nested quote +
On February 04 2014 14:43 ROOTiaguz wrote:
On February 04 2014 06:29 Taronar wrote:
Ghost upgrade only fixes poor scouting by Terran. A race who can just scan to gather all the information they need.



Scanning is unreliable though. Say I scan a protoss's main at 6:30 and see only 3 gateways. What build is he doing?


True. But that's true for any form of scouting. If I send an observer through a Zerg base, who's to say he hasn't proxied a spire with overlord creep? And Terrans are really weird about scouting, despite having great tools (scans, floating buildings,dropships) to do so.

I mean, I've repeatedly heard Terrans say they were "surprised" by a templar "switch". You can literally look at the game timer and predict when that comes, Seriously, lol. Same for a colossus "switch." Not kidding, I've heard Terrans talk about "blindly" making vikings after Templar opening. If Protoss has completely filled out his PVT tech tree before you've managed to get reliable scouting, you've got a big problem, brother. And it's not w/ PVT.

I wonder if the ghost upgrade will have a major effect on reinforcing PVT. Will having EMPs out of the box help against mass zeal?


Okay well with the observer you walk it around and you can tell for a one time cost what is going on. If zerg proxies a building of course scans can't hit that either, but you'd have a higher chance over time of finding that with an observer. Also, proxies are less common as they are far more risky. Although toss and terran both can scatter tech buildings across their main/natural to avoid scouting, I would argue terran is the reactive race in this matchup and relies on proper scouting way more.


The ghost change most likely help with two things:
1) midgame timing attacks vs storm first builds
2) easier holds vs 2 base storm chargelot timings/ 2 base archon chargelot timings

Overall, stronger terran winrates in the midgame.
Dingodile
Profile Joined December 2011
4139 Posts
February 04 2014 20:14 GMT
#197
About Hydras
I prefer to have a "new" upgrade (only in T3 available) at Hydralisk Den like chitinous plating. Either +1 Armor or "add 5hp".
Grubby | ToD | Moon | Lyn | Sky
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2014-02-04 20:37:45
February 04 2014 20:33 GMT
#198
On February 05 2014 04:58 LingBlingBling wrote:
The ghost buff is not minor, no offense but I don't think anyone here actually understands how big of a change that is. Biggest issue Terran has with protoss since Wings was the ability to Tech switch in a proper time from Viking to Ghost. This change will make it so Ghost are in play a lot sooner for the Tech switch to storm or can be put in play and be ready when storm is ready. Then it will come down to micro.

That's why they asked the pros and not us. And all the Korean Terrans they asked jumped for joy when they saw the Ghost changes going live. Ghost change is prob the best thought out change Blizzard has done so far out of all the changes in hots.



Check out the Pros responses to the proposed changes (the link is earlier in this thread). Most echoed what I said: that the ghost thing is pretty minor. Really vs P the best thing to do against Templars is snipe them anyways so they can't morph Archons and you already start with two snipes. Plus, as has also been said, by the time you walk them over to P's base they will have the energy for EMP anyways. The one area where the patch would be important is if P went for some sort of quick archon attack (like if P goes for DTs but you have enough detection and rather then transition out he morphs archons and goes in even deeper); in this situation I could see spawning with EMPs making a difference. Other than that though...

This change doesn't let you get ghosts out any sooner, and really I dont know that rushing out ghosts is a good thing to do anyways. The starport is critical vs P. Your army isnt efficient enough without the healing medivac, and dealing with collossus without vikings can be done, but it isnt easy. Delaying the starport to build ghosts sets you back far. The ghosts build time also ties up your barracks, meaning that not only are your critical air units late, but you also have less M&M to support the ghosts. Its not worth it to set yourself back like that just to get access to EMP (that you would have had anyways by the time you walked to his base, so the upgrade is moot)

All that said, Id rather have some buff than no buff, but I dont think this really addresses the issues in TvP, which to me are:
1) Ridiculous amount of potent all ins
2) The MSC shutting down all of T's early game aggression with one mouse click, and further enabling more P all ins
3) The protoss deathballs natural lategame dominance, when combined with point 1) gives T a narrow window to cripple or kill the protoss
No one wants a box of shit, even if it is for Christmas.
Dracover
Profile Joined October 2010
Australia177 Posts
February 05 2014 00:01 GMT
#199
On February 04 2014 20:03 SC2Toastie wrote:
Show nested quote +
On February 04 2014 20:01 Dracover wrote:
I don't like the ghost change tbh. At least from my perspective I don't feel like Terran mid games are weak compared to Protoss. Giving ghosts energy simply gives you a better timing for timing attacks. Once that timing is past, and if you haven't done lethal damage, you're back to the state of the game now i.e. nothing has changed. So all it'll do is encourage some ghost cheese/timing attacks and doesn't fix the real issues.

The issue I feel is Terran has no reliable way of knowing what's actually happening. Your reaper scouts a quick expand, doesn't tell you what the followup is. You scan 3 gates and a blink research. Doesn't actually if you're throwing down 4 more gates in 10 seconds. There is no constant way for scouts other than throwing lots of scans, but then terran can't keep up economically.

I think a much simpler solution could be, significantly reduce the energy cost of scans or remove energy cost and replace with a cooldown. Benefits I can see for terran is, you can scan the 3 gates and and blink. You can cheaply scan again for the next 4 gates. Also removing observers will be cheaper in the mid game. In the late game with multiple CCs, you will essentially have an observer because if the cost is reduced significantly you can basically throw it out non stop.

That's perma map hack in lategame, and Scanning should cost you something, that makes the mule/scan mechanic so good.

I don't it will be a problem. Late game P v T is already P favoured. You can adjust the length of scan so it's not a perm maphack. more like you get to see an area for 2 seconds or something but low cost means you can use it a lot.
Don't stop
Blargh1111
Profile Joined March 2013
8 Posts
February 05 2014 00:03 GMT
#200
Ah ok so blizzard still doesn't know what they're doing with the game. I guess ill be staying in starbow for a long LONG time then.... mabye if im lucky they'll fix the game by the time sc5 comes out
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