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Live: Balance Patch this Week, New Test Map, and Daedalus…

Forum Index > SC2 General
289 CommentsPost a Reply
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These changes are now live.
Jerom
Profile Joined April 2011
Netherlands588 Posts
February 03 2014 20:54 GMT
#81
On February 04 2014 05:43 Big J wrote:
Bunch of ideas for a hydralisk buff. Would love it if other people quoted and added their ideas. Maybe we can get a reasonable list going.

- Grooved Spines increase attack range by +2
or
- Attack range increased from 5 to 6. Grooved Spines increases attack range to 7.
Either of those increases the zoning capability against air, and makes hydralisks able to fire from a safer distance.

- Hydralisk attack changed to do 15 (+2 per ugprade) damage with an attack cooldown of 1.05
The basic damage output stays the same, but the Hydralisk gets a little bit better at sniping fast moving targets such as medivacs and frontloaded damage is in general a little bit better than more steady damage output. On top of that, hydralisks now upgrade with +2 which makes them stronger in fully upgraded lategame scenarios. And the slower attack speed allows for a little bit extra kiting capability.

- Hydralisk hit points from 80 to 90
or
- Hydralisk Armor from 0 to 1
Either of those makes hydralisks a little beefier.

- Hydralisk damage point reduced to 0.
Gives Hydralisks the ability to kite other units when microed properly.

I like most of these, but I think it might be better to implement the extra hitpoints or armor as a hive upgrade, and then give them one of the other upgrades for free.
dyDrawer
Profile Joined September 2012
Canada438 Posts
February 03 2014 20:59 GMT
#82
Definitely a step in the right direction compared to that horrifying Hydra buff proposed. However, a lot can still be done. I, for one, do not believe Time Warp is nerfed in the right manner. Also, I believe the Ghost buff is a purely timing based change, which I'm not a big fan of. However, PvT's problem is very complex, I think this could be a pretty nice band-aid solution.
Dear, Rain, PartinG, Trap - "Glory to the Firstborn"
Tosster
Profile Joined August 2011
Poland299 Posts
February 03 2014 21:10 GMT
#83
Simplifying SC2 the next chapter. (About built-in ghost upgrade)
Rest is right.
Killmouse
Profile Joined August 2010
Austria5700 Posts
February 03 2014 21:17 GMT
#84
On February 04 2014 05:17 IncubusSC wrote:
lol well now our chances of seeing Mech in TvP at the pro level have gone from 5% to 1%. Players are just going to be infinitely more inclined to go Bio forever now with Ghosts that spawn with EMP. Great job Blizzard! #Diversity

i play mech tvp and im super happy bout that change lol
yo
movac
Profile Joined February 2011
Canada494 Posts
Last Edited: 2014-02-03 21:26:54
February 03 2014 21:23 GMT
#85
I've always wondered why don't more terran plays mix in hellbats into their bio compositions like the way Bomber did at the Red Bull tournament. Even with no mech upgrades and only blue flame, just a few helbats would increase the efficiency a lot against zealots. At 30 damage a shot, even if the helbat only hit 3 zealots, that's 90 damage per attack right there.
Taronar
Profile Joined December 2011
Netherlands177 Posts
February 03 2014 21:29 GMT
#86
Ghost upgrade only fixes poor scouting by Terran. A race who can just scan to gather all the information they need.
SKT1.Rain | SKT1.PartinG | Liquid TaeJa | Startale Life
Yakikorosu
Profile Joined March 2013
1203 Posts
February 03 2014 21:32 GMT
#87
On February 04 2014 06:23 movac wrote:
I've always wondered why don't more terran plays mix in hellbats into their bio compositions like the way Bomber did at the Red Bull tournament. Even with no mech upgrades and only blue flame, just a few helbats would increase the efficiency a lot against zealots. At 30 damage a shot, even if the helbat only hit 3 zealots, that's 90 damage per attack right there.


Mostly because hellbats are mineral-heavy so making Hellbats = less 3/3 bio. Certainly a viable strat though, especially now that P is adapting to very marauder-heavy compositions by making tons of chargelots.
ssxsilver
Profile Joined June 2007
United States4409 Posts
February 03 2014 21:40 GMT
#88
On February 04 2014 06:23 movac wrote:
I've always wondered why don't more terran plays mix in hellbats into their bio compositions like the way Bomber did at the Red Bull tournament. Even with no mech upgrades and only blue flame, just a few helbats would increase the efficiency a lot against zealots. At 30 damage a shot, even if the helbat only hit 3 zealots, that's 90 damage per attack right there.

Watch ForGG. He seemingly goes Bio/Hellbat every TvP to mix success. Hellbats seem to work well in theory, but all the games I've seen from ForGG has the Hellbats function more as storm fodder.
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
February 03 2014 21:42 GMT
#89
On February 04 2014 06:23 movac wrote:
I've always wondered why don't more terran plays mix in hellbats into their bio compositions like the way Bomber did at the Red Bull tournament. Even with no mech upgrades and only blue flame, just a few helbats would increase the efficiency a lot against zealots. At 30 damage a shot, even if the helbat only hit 3 zealots, that's 90 damage per attack right there.


Many reasons:
-Slow without stim
-No upgrades
-Factories are expensive
-Need tech lab with expensive upgrades to be flexible
-Terribly vulnerable to forcefields due to slow speed
-Surprisingly bad against Twilight tech (Archons/Blinkstalker/Templar)
-transport space
-their AOE cone is very narrow due to nerfs, it is deeply unlikely that 3 zealots get hit if the zealots are in a line

They have a few good things:
+Better tanks than marines
Dun tuch my cheezbrgr
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 03 2014 21:43 GMT
#90
On February 04 2014 06:40 ssxsilver wrote:
Show nested quote +
On February 04 2014 06:23 movac wrote:
I've always wondered why don't more terran plays mix in hellbats into their bio compositions like the way Bomber did at the Red Bull tournament. Even with no mech upgrades and only blue flame, just a few helbats would increase the efficiency a lot against zealots. At 30 damage a shot, even if the helbat only hit 3 zealots, that's 90 damage per attack right there.

Watch ForGG. He seemingly goes Bio/Hellbat every TvP to mix success. Hellbats seem to work well in theory, but all the games I've seen from ForGG has the Hellbats function more as storm fodder.


I think upgrades were one of the biggest problems with adding hellbats. It part of the reason why combining air and mech upgrades were supposed to help tvp.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 03 2014 21:49 GMT
#91
I am actually genuinely surprised they reacted so quickly to some of the pro player and community suggestions.

Deadelus ramp fix, the MSC nerf and ghost buff going trough, the stupid changes not going trough is big. I'm disappointed they didn't implement the pro suggestions already, but still, the response was way quicker then I expected. Hopefully the proper MSC proper nerfs are put into a test map and actually implemented before the half of this month, that would be excellent.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
playa
Profile Blog Joined December 2010
United States1284 Posts
February 03 2014 21:55 GMT
#92
As a toss player, I'm far more bothered by gold base maps than the ramp on deadelus (I don't veto it). One day, maps with golds will finally go away. One day.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 03 2014 21:57 GMT
#93
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.

When are you getting out from under that rock?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 03 2014 21:58 GMT
#94
But i thought there was nothing wrong with TvP. They had stats and everything!
Head Coach Park: "They should buff tanks!"
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 03 2014 21:59 GMT
#95
On February 04 2014 06:55 playa wrote:
As a toss player, I'm far more bothered by gold base maps than the ramp on deadelus (I don't veto it). One day, maps with golds will finally go away. One day.

Why is it a problem? all races have use for the extra minerals, when that gold base gets into effect. It might favor Toss because of tempest/templar/collosi killing workers ezpz and zealots being the least hard of mineral dumps to abuse (and free gates :D), it might also favor terran by giving them more unit production, or Zerg, free static defense ALL THE WAY :D:D!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Fjodorov
Profile Joined December 2011
5007 Posts
February 03 2014 22:00 GMT
#96
Im really happy they are looking at MsC vision range.
EpicDemente
Profile Joined November 2012
Chile202 Posts
February 03 2014 22:04 GMT
#97
Blizzard, when are you going to make underused units actually useful? ( eg. Carrier )
"Fight your heart out for what you want"
playa
Profile Blog Joined December 2010
United States1284 Posts
February 03 2014 22:05 GMT
#98
On February 04 2014 06:59 SC2Toastie wrote:
Show nested quote +
On February 04 2014 06:55 playa wrote:
As a toss player, I'm far more bothered by gold base maps than the ramp on deadelus (I don't veto it). One day, maps with golds will finally go away. One day.

Why is it a problem? all races have use for the extra minerals, when that gold base gets into effect. It might favor Toss because of tempest/templar/collosi killing workers ezpz and zealots being the least hard of mineral dumps to abuse (and free gates :D), it might also favor terran by giving them more unit production, or Zerg, free static defense ALL THE WAY :D:D!


It's always imbalanced. One race always has an easier time/harder time taking it. Even if it were to favor my race, I think it's stupid and rather not play it...
TW
Profile Joined March 2012
Poland255 Posts
February 03 2014 22:15 GMT
#99
As qxc said earlier, ghost buff seems to be a big buff, see when Terrans can adapt to it.

Anyway, hope that patch will be realesed before Wednesday, so that Solar and DRG don't benefit from DP.
tili
Profile Joined July 2012
United States1332 Posts
February 03 2014 22:18 GMT
#100
On February 04 2014 04:19 aeligos wrote:
zomg... the ramp width is not even an issue... but oh well


Haha, what is the issue?
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