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Balance Status Update 4/29/14 - Page 28

Forum Index > SC2 General
697 CommentsPost a Reply
Prev 1 26 27 28 29 30 35 Next All
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
May 01 2014 16:24 GMT
#541
in before Marines cost 100 minerals :D
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
Dingodile
Profile Joined December 2011
4139 Posts
May 01 2014 16:28 GMT
#542
about larva hotkeys: If you have ~40 larvas, you cant use all larvas, it stops at ~35 (35 units). You have to select the last ~5 larvas again to build units. I noticed it pretty often, but only if you have ~40 larvas or more.

This "problem" didnt exist in WoL.
Grubby | ToD | Moon | Lyn | Sky
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
Last Edited: 2014-05-01 17:00:57
May 01 2014 17:00 GMT
#543
On May 02 2014 01:28 Dingodile wrote:
about larva hotkeys: If you have ~40 larvas, you cant use all larvas, it stops at ~35 (35 units). You have to select the last ~5 larvas again to build units. I noticed it pretty often, but only if you have ~40 larvas or more.

This "problem" didnt exist in WoL.


Why is problem in quotation marks? Are you insinuating that it isn't an issue but then also proclaiming it as one in the sentence before?
Chameleons Cast No Shadows
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2014-05-01 17:03:57
May 01 2014 17:03 GMT
#544
On May 02 2014 02:00 Butterednuts wrote:
Show nested quote +
On May 02 2014 01:28 Dingodile wrote:
about larva hotkeys: If you have ~40 larvas, you cant use all larvas, it stops at ~35 (35 units). You have to select the last ~5 larvas again to build units. I noticed it pretty often, but only if you have ~40 larvas or more.

This "problem" didnt exist in WoL.


Why is problem in quotation marks? Are you insinuating that it isn't an issue but then also proclaiming it as one in the sentence before?

He's probably just saying that not a lot of games have been lost because of this ^^. Seems like a bug nonetheless if it's true.
digmouse
Profile Blog Joined November 2010
China6333 Posts
May 01 2014 17:05 GMT
#545
http://us.battle.net/sc2/en/forum/topic/12675158150#1
The Hellbat changes went through and will be put into a balance test map.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 01 2014 17:20 GMT
#546
Majestic. We need more transforming cars and manly flame thrower combat.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
scypio
Profile Joined December 2011
Poland2127 Posts
May 01 2014 17:30 GMT
#547
great change that will make absolutely no difference in 95% of games whatsoever
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
TheDwf
Profile Joined November 2011
France19747 Posts
May 01 2014 17:34 GMT
#548
On May 02 2014 02:30 scypio wrote:
great change that will make absolutely no difference in 95% of games whatsoever

Fairly sure TvT and TvZ represent more than 5% of the games played.
Ramiz1989
Profile Joined July 2012
12124 Posts
May 01 2014 17:41 GMT
#549
On May 02 2014 02:30 scypio wrote:
great change that will make absolutely no difference in 95% of games whatsoever

If you don't see how this can change something, then you are not watching at all...
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
scypio
Profile Joined December 2011
Poland2127 Posts
May 01 2014 17:45 GMT
#550
On May 02 2014 02:34 TheDwf wrote:
Show nested quote +
On May 02 2014 02:30 scypio wrote:
great change that will make absolutely no difference in 95% of games whatsoever

Fairly sure TvT and TvZ represent more than 5% of the games played.

TvT balance is not all that crucial... and for TvZ - hmm... I wonder how many T players have the APM to spare while fighting LBM muta balls to do even more micro.

One thing that may be helpful - T keeps his 6/8 initial hellions and hits a timing transforming them into hellbats. If it works... then T will get nerfed again.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Tossim111
Profile Joined October 2009
United States246 Posts
Last Edited: 2014-05-01 17:52:25
May 01 2014 17:51 GMT
#551
tvt will change into hellion-> hellbat openings only
Nataril
Profile Joined February 2014
United Kingdom20 Posts
Last Edited: 2014-05-01 17:55:12
May 01 2014 17:54 GMT
#552
if this goes through I can imagine 1/1 Zergling openings becoming obsolete. having 6-8 hellbats in your push is incredibly powerful, along with rallying hellions to your attack and then transforming. TvZ could use changes to mutas or tanks, but this is a terrible idea.
washikie
Profile Joined February 2011
United States752 Posts
May 01 2014 18:02 GMT
#553
+ Show Spoiler +
On May 02 2014 02:54 Franscar wrote:
if this goes through I can imagine 1/1 Zergling openings becoming obsolete. having 6-8 hellbats in your push is incredibly powerful, along with rallying hellions to your attack and then transforming. TvZ could use changes to mutas or tanks, but this is a terrible idea.


no it isnt, back when hellbats were good it was possible to do thes kind of pushes yet rairly would you see terran kill zerg with a 6 hellbat push. It will however force zerg into a greater commitment to groundbased gas units which is something the mu needs because it will delay mutas and then if t continues to push it will force z to make more banes and less mutas so that z has to at least fight for the ability to make 30+ mutas and contain t on 3-4 bases. right now z gets mutas out so fast that drop play on a lot of maps prity much ends by the 11 minute mark, and once a zerg has mutas unless they are forced to fight with them they will never lose them, provided they have good control.
"when life gives Hero lemons he makes carriers" -Artosis
Dingodile
Profile Joined December 2011
4139 Posts
May 01 2014 18:05 GMT
#554
On May 02 2014 02:00 Butterednuts wrote:
Show nested quote +
On May 02 2014 01:28 Dingodile wrote:
about larva hotkeys: If you have ~40 larvas, you cant use all larvas, it stops at ~35 (35 units). You have to select the last ~5 larvas again to build units. I noticed it pretty often, but only if you have ~40 larvas or more.

This "problem" didnt exist in WoL.


Why is problem in quotation marks? Are you insinuating that it isn't an issue but then also proclaiming it as one in the sentence before?

In my country you can use quotation marks on noun if it didnt existed before. Make only clear that something has changed.
Grubby | ToD | Moon | Lyn | Sky
Nataril
Profile Joined February 2014
United Kingdom20 Posts
Last Edited: 2014-05-01 18:11:12
May 01 2014 18:07 GMT
#555
On May 02 2014 03:02 washikie wrote:
+ Show Spoiler +
On May 02 2014 02:54 Franscar wrote:
if this goes through I can imagine 1/1 Zergling openings becoming obsolete. having 6-8 hellbats in your push is incredibly powerful, along with rallying hellions to your attack and then transforming. TvZ could use changes to mutas or tanks, but this is a terrible idea.


no it isnt, back when hellbats were good it was possible to do thes kind of pushes yet rairly would you see terran kill zerg with a 6 hellbat push. It will however force zerg into a greater commitment to groundbased gas units which is something the mu needs because it will delay mutas and then if t continues to push it will force z to make more banes and less mutas so that z has to at least fight for the ability to make 30+ mutas and contain t on 3-4 bases. right now z gets mutas out so fast that drop play on a lot of maps prity much ends by the 11 minute mark, and once a zerg has mutas unless they are forced to fight with them they will never lose them, provided they have good control.


these kinds of pushes were much less effective because building Hellbats required an armory, so any hellbat/medivac/bio push arrived much later unless you sacrificed your upgrade timing for an early armory. now you can hit the same exact 1-1 timing as before, with hellbats, without sacrificing upgrades.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-05-01 18:14:07
May 01 2014 18:10 GMT
#556
On May 02 2014 02:45 scypio wrote:
Show nested quote +
On May 02 2014 02:34 TheDwf wrote:
On May 02 2014 02:30 scypio wrote:
great change that will make absolutely no difference in 95% of games whatsoever

Fairly sure TvT and TvZ represent more than 5% of the games played.

TvT balance is not all that crucial... and for TvZ - hmm... I wonder how many T players have the APM to spare while fighting LBM muta balls to do even more micro.

One thing that may be helpful - T keeps his 6/8 initial hellions and hits a timing transforming them into hellbats. If it works... then T will get nerfed again.


It's not? Hellion openings are already very common in TvT and mech really doesn't seem very weak in midgame (unlike in WOL). So any earlygame midgame buff to mech could have a significant effect. If this goes through, I am definitely gonna use mech as my standard play.

TvZ - Already pointed out previously that I think it creates a totally unncesary buff to terran early game. If you buff terran early game by x%, then the effect it will have in the midgame (balancewise) will be much larger than x% due to the snowball effect.

So assuming David Kim is aware that TvZ midgame perhaps is favored of zerg by roughly 10%, then making a change that buffs terran by 10% in the early game (or around 10-11 minute mark) is suddenly gonna make the matchup very terran favored in the midgame.

I think he should just reduce cost to 50/50 for this upgrade instead of making it free.

Qwyn
Profile Blog Joined December 2010
United States2781 Posts
May 01 2014 18:14 GMT
#557
On May 02 2014 00:48 Sapphire.lux wrote:
Show nested quote +
On May 02 2014 00:38 TheDwf wrote:
On May 02 2014 00:36 timchen1017 wrote:
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

Just like apm, the amount of hotkeys you use to control your army isn't particularly relevant. More doesn't always mean better control.

Though i do find it heart breaking when i see even top pros using one or two controls. This shouldn't work in SC.


You know, reading this on the bus earlier today, I really wanted to make a cheeky edit to your quote saying "This shouldn't work in SC(2)," ahaha.

As for proposed changes...I don't agree with upgrade cost nerfs unless they just homogenize them all to the same exact prices for every race (which it already seems like they are going to do)...

I also don't really enjoy the trend of just removing upgrades from the game altogether - granted the hellion transformation upgrade is pretty useless and a waste of gas until the lategame anyhow (more of referring to siege, among other examples) and never should have been an upgrade in the first place...
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
MstrJinbo
Profile Joined March 2011
United States1251 Posts
May 01 2014 18:14 GMT
#558
On May 02 2014 02:54 Franscar wrote:
if this goes through I can imagine 1/1 Zergling openings becoming obsolete. having 6-8 hellbats in your push is incredibly powerful, along with rallying hellions to your attack and then transforming. TvZ could use changes to mutas or tanks, but this is a terrible idea.


People said the same thing at the HotS beta and beginning of HotS with pre nerfed hellbats. It didn't happen then, I am skeptical that it will happen now.
TheDwf
Profile Joined November 2011
France19747 Posts
May 01 2014 18:17 GMT
#559
On May 02 2014 02:45 scypio wrote:
Show nested quote +
On May 02 2014 02:34 TheDwf wrote:
On May 02 2014 02:30 scypio wrote:
great change that will make absolutely no difference in 95% of games whatsoever

Fairly sure TvT and TvZ represent more than 5% of the games played.

TvT balance is not all that crucial...

It's not a matter of balance (a mirror match-up cannot be "imbalanced") but of diversity. If this thing is implemented and TvT suddenly goes backwards into 95% Hellbats nonsense, people will start e-flipping tables again.
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
May 01 2014 18:31 GMT
#560
On May 02 2014 03:02 washikie wrote:
+ Show Spoiler +
On May 02 2014 02:54 Franscar wrote:
if this goes through I can imagine 1/1 Zergling openings becoming obsolete. having 6-8 hellbats in your push is incredibly powerful, along with rallying hellions to your attack and then transforming. TvZ could use changes to mutas or tanks, but this is a terrible idea.


no it isnt, back when hellbats were good it was possible to do thes kind of pushes yet rairly would you see terran kill zerg with a 6 hellbat push. It will however force zerg into a greater commitment to groundbased gas units which is something the mu needs because it will delay mutas and then if t continues to push it will force z to make more banes and less mutas so that z has to at least fight for the ability to make 30+ mutas and contain t on 3-4 bases. right now z gets mutas out so fast that drop play on a lot of maps prity much ends by the 11 minute mark, and once a zerg has mutas unless they are forced to fight with them they will never lose them, provided they have good control.

This is a bit of a logical fallacy from the zerg's point of view. You can't have your mutas in position to stop the drops AND harass at the same time. Yeah, it might be scary to load up dropships with mutas on the map, but if you get a drop in while mutas are away from home, that can really sting.

I always thought z was overpowered in tvz slightly. That's why I switched to z. But upgrade cost, I think that's stupid thing to change. Give Terran a little help in late game. The removal of servo upgrade might be just the thing.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
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