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Feb 10: Balance Test Map Coming - Page 38

Forum Index > SC2 General
992 CommentsPost a Reply
Prev 1 36 37 38 39 40 50 Next All
shin_toss
Profile Joined May 2010
Philippines2589 Posts
February 11 2014 12:19 GMT
#741
Lol you realize that Hydra also attacks on ground, and Karpfen fail to comprehend, I'm not even saying to balance it on once particular level, my point is the word balance should apply to "all' skill level. If blink plays are easy, how much more roach/hyrdra plays that most of the time only involved attack-ground command.

yeah sure Roach/Hydra is fine vs their protoss counter parts. Jeez )
AKMU / IU
WombaT
Profile Blog Joined May 2010
Northern Ireland26035 Posts
February 11 2014 12:19 GMT
#742
Incidentally has Collosus EVER been changed? I've played the entirety of SC2 except the beta and genuinely cant think of a time it has been.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 11 2014 12:26 GMT
#743
On February 11 2014 21:19 shin_toss wrote:
Lol you realize that Hydra also attacks on ground, and Karpfen fail to comprehend, I'm not even saying to balance it on once particular level, my point is the word balance should apply to "all' skill level. If blink plays are easy, how much more roach/hyrdra plays that most of the time only involved attack-ground command.

yeah sure Roach/Hydra is fine vs their protoss counter parts. Jeez )

Balance at pro level applies to all skill levels - because in the most perfect situation acchievable the game is balanced.

If a gold toss loses vs a gold terran there's a thousand and one reasons that do not involve balance.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 11 2014 12:27 GMT
#744
On February 11 2014 21:19 Wombat_NI wrote:
Incidentally has Collosus EVER been changed? I've played the entirety of SC2 except the beta and genuinely cant think of a time it has been.

nop

Except for a mechanical 'bug' that didn't allow you to target highground collosi like youtarget highground air units.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Fus
Profile Joined August 2010
Sweden1112 Posts
February 11 2014 12:37 GMT
#745
Tvp blink allin no longer viable, pvp stargate fest, zvp (mabie hydra viper timings get more viable)
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-02-11 12:39:38
February 11 2014 12:38 GMT
#746
MsC:
good change, I'd have gone for 10 or 11, but I don't care too much. Don't think it is too important if the exact value is 9 or 11, just get rid of the 14range scout-all, super highground vision option.

Blink:
Imo a bit over the top. Probably a good change for TvP and PvP, not sure about ZvP. Don't mind if blinktimings get weaker, Protoss has too many timingoptions anyways, but it will make stalkers weaker in macro ZvPs which is unjustified.

Widow Mine:
No clue. Could range from still useless to totally broken imo. Mass mines blow up a lot of stuff very quickly, though one cool thing is that it adds overkill to the unit.
Question: Does the 40vs shields scale like the normal damage (40/20/10) or is it really 40+40/20+40/10+40 with this patch?

Tempest:
Sounds fine, values have to be tested.

Hydralisk:
Uninspired change. Don't think it does a lot apart from statistically making hydras a bit stronger in the situations in which they are already used.
InVerno
Profile Joined May 2011
258 Posts
February 11 2014 12:54 GMT
#747
Finally a patch with the balls. I don't even talk about blink change, but think about tempest. Omg someone have think about a long (very long) battle where tempest shoots at spores for hours and because they cost nearly to nothing and the mineral bank will be huge they will be replaced nearly instantly? Think about all these spores walking on the creep, replacing each other, health bars in green, than in yellow, and finally in red. I dunno if i can imagine something more exciting than this, but I can clearly see artosis going nuts when a tempest shuts down a spore.
TheDwf
Profile Joined November 2011
France19747 Posts
February 11 2014 12:56 GMT
#748
On February 11 2014 21:38 Big J wrote:
MsC:
good change, I'd have gone for 10 or 11, but I don't care too much. Don't think it is too important if the exact value is 9 or 11, just get rid of the 14range scout-all, super highground vision option.

I like 9 because it introduces choice between no extra investment and a basic 9 range vision, and resources conceded in robo + Observers resulting in less stalks but more vision (11) and some extra tech ready for the transition.

Widow Mine:
No clue. Could range from still useless to totally broken imo. Mass mines blow up a lot of stuff very quickly, though one cool thing is that it adds overkill to the unit.
Question: Does the 40vs shields scale like the normal damage (40/20/10) or is it really 40+40/20+40/10+40 with this patch?

Probably 40+40 | 20+20 | 10+10 from the way they formulated it.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 11 2014 13:02 GMT
#749
On February 11 2014 21:27 SC2Toastie wrote:
Show nested quote +
On February 11 2014 21:19 Wombat_NI wrote:
Incidentally has Collosus EVER been changed? I've played the entirety of SC2 except the beta and genuinely cant think of a time it has been.

nop

Except for a mechanical 'bug' that didn't allow you to target highground collosi like youtarget highground air units.

They had an attack speed buff and one or two damage nerfs. Colossi used to one-shot probes, if you can imagine how overpowered that was.
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.
NovaMB
Profile Joined February 2013
Germany9534 Posts
February 11 2014 13:06 GMT
#750
On February 11 2014 22:02 Grumbels wrote:
Show nested quote +
On February 11 2014 21:27 SC2Toastie wrote:
On February 11 2014 21:19 Wombat_NI wrote:
Incidentally has Collosus EVER been changed? I've played the entirety of SC2 except the beta and genuinely cant think of a time it has been.

nop

Except for a mechanical 'bug' that didn't allow you to target highground collosi like youtarget highground air units.

They had an attack speed buff and one or two damage nerfs. Colossi used to one-shot probes, if you can imagine how overpowered that was.

To be honest I think Colossus should one shot probes. I still laugh at the fact that a Tank in siege mode doesnt 1-hit workers.

(not talking about game balance, more about the colossus being a building tall unit which shoots lasers that dont even kill puny workers)
Gamlet
Profile Joined December 2012
Ukraine336 Posts
February 11 2014 13:25 GMT
#751
PvZ after patch-Colosus allin or die trying.So hard to undrestand why Kim nerf PvZ.
Kiev
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 11 2014 13:29 GMT
#752
On February 11 2014 22:02 Grumbels wrote:
Show nested quote +
On February 11 2014 21:27 SC2Toastie wrote:
On February 11 2014 21:19 Wombat_NI wrote:
Incidentally has Collosus EVER been changed? I've played the entirety of SC2 except the beta and genuinely cant think of a time it has been.

nop

Except for a mechanical 'bug' that didn't allow you to target highground collosi like youtarget highground air units.

They had an attack speed buff and one or two damage nerfs. Colossi used to one-shot probes, if you can imagine how overpowered that was.


To put this into more of a perspective. I believe they made the colossous have the same dps but lower burst.
They said something along "lings die to fast" or something
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 11 2014 14:04 GMT
#753
Didnt they change the way the colossus attacks to allow it to kite better in return for melting face a little less?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
paddyz
Profile Joined May 2011
Ireland628 Posts
February 11 2014 14:18 GMT
#754
worst proposed changes I have seen yet
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-02-11 14:25:52
February 11 2014 14:23 GMT
#755
Honestly I wish they would make the Bare minimum changes to the game from this point get it to where its livable for the game and then watch the game progress with Players skill and just leave it alone like iloveoov stated.... Just build maps around Balance like if they simply put out maps that didn't encourage blink so much they wouldn't be Nerfing the bejesus out of Protoss to make sure that blink isn't so strong in the tournaments right now... Like 1 or 2 maps that encourage blink play would be good... but they made every single one a brutal situation with blink stalkers...... just about every single map you can attack from Differnt angles with blink

Edit: the One thing I think that woudl be Bare Minimum change to make the game livable is the MSC Vision nerf and they should honestly leave blink alone as long as they apply the above paragraphs suggestion of 1 or 2 maps that encourage a strong style of play and then Counter that with map mechanics.....
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
February 11 2014 14:29 GMT
#756
FINALLY trialing MSC vision changes. Wow that took a long time. Considering its the one thing everyone has been pointing out as an option to work on you'd have thought it'd be looked at sooner.

Blink change is probably too much. Honestly if you're just going to go that route, get rid of Stalkers and implement Dragoons. And its an incredibly lazy way to "fix" something that could be sorted out by map design.

Got the uncomfortable feeling Widow Mines are going to turn out to be completely broken with this change.

Tempest seems like just sticking a plaster on a huge wound. Its the wrong way to go about fixing the issue there.

Much prefer this Hydralisk change to the cost one. Have to see how it plays out.


On a side note: Proxy Tempest? Hillarious. X-D I need to try that out.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
juicyjames *
Profile Joined August 2011
United States3815 Posts
February 11 2014 14:31 GMT
#757
Images of changes: http://imgur.com/a/Wn9rN
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2014-02-11 14:35:44
February 11 2014 14:32 GMT
#758
On February 11 2014 14:37 GTPGlitch wrote:
Show nested quote +
On February 11 2014 14:23 BronzeKnee wrote:
On February 11 2014 14:10 AnonymousSC2 wrote:
On February 11 2014 13:43 pak150 wrote:
Here's a link to a video where Khaldor and Mana discuss the patch changes. Obviously Mana has Protoss point of view, but it's still good content from Khaldor (as usual).


Yeah Mana is extremely biased. He thinks its ok for widowmine drops to kill 1 probe at a time? It's stupid. Very stupid.


I've never fully understood why Widow Mine drops should be even be a part of the game...

Terran players can never fully experience them either, since they don't kill a mass of SCV's in one shot, since they do 40 damage...

It was like BFH. It was never really an issue until Terrans started doing it to each other, then suddenly it became a big issue. Except it was always an issue. I don't know how many times I faced masses of Hellions in TvP trying to kill my workers, dropped or not. Then people do it in TvT, and suddenly it gets changed... it was imbalanced all a long.


ahahahaha

you're funny

because that's totally wrong

Here's what actually happened: http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Anaheim

Also known as three Terrans going a combined 19-2 against zergs


So yeah, we got MMA in his prime versus Ret and Slush. Boxer vs Idra and Sheth, and MVP in his prime versus Machine and suddenly we conclude that TvZ is imbalanced?

FYI, those 2 games you note, were DRG taking games these same Terrans. And at that time, Terran was imbalanced in general, but it wasn't BFH that were the main problem versus Zerg.

Anyway, even Blizzard noted the problem with BFH in TvT and that was their reasoning for changing them.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
February 11 2014 14:34 GMT
#759
wow much nerf......
mages of changes: http://imgur.com/a/Wn9rN
bhfberserk
Profile Joined August 2011
Canada390 Posts
February 11 2014 14:34 GMT
#760
Saw thess on Reddit, uploaded by nice__username

http://imgur.com/a/Wn9rN
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