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Balance Status Update 4/29/14 - Page 3

Forum Index > SC2 General
697 CommentsPost a Reply
Prev 1 2 3 4 5 33 34 35 Next All
sage_francis
Profile Joined December 2006
France1823 Posts
April 30 2014 02:35 GMT
#41
I dont like this at all. What makes TvP imbalance and overall absolutely not fun to play will remain.
Aka :
1 single viable opening and for terran vs 20135674 for toss.
1 single unit comp viable.
Impossibility for terran to pressure or allin protoss early game, while they can with 124648 choices.
Late game mess.
WiggyB
Profile Joined April 2013
United Kingdom103 Posts
April 30 2014 02:36 GMT
#42
On April 30 2014 11:30 ProBell wrote:
Make widow mines or siege tank splash damage not attack friendly units or do less damage to friendlies?

Banelings / Colossus / Archons / Fungals / Ultralisk all don't have friendly-fire.


Actually, that's a not a bad idea. Why does Terran splash have friendly fire anyway?
Ever noticed you can type "Starcraft" with just your keyboard hand?
Gowma
Profile Joined July 2012
Spain9 Posts
April 30 2014 02:37 GMT
#43
a terran buff?, is this real life?
LongShot27
Profile Joined May 2013
United States2084 Posts
April 30 2014 02:37 GMT
#44
The first option will favor Terran way too much, 3/3 upgrades for that little, with only needing an armory? Dear god. The second option seems much better, Im not sure how it will work out but it seems like a better approach.
If all men were created equal there would be no reason to declare it.
LongShot27
Profile Joined May 2013
United States2084 Posts
April 30 2014 02:38 GMT
#45
On April 30 2014 11:36 WiggyB wrote:
Show nested quote +
On April 30 2014 11:30 ProBell wrote:
Make widow mines or siege tank splash damage not attack friendly units or do less damage to friendlies?

Banelings / Colossus / Archons / Fungals / Ultralisk all don't have friendly-fire.


Actually, that's a not a bad idea. Why does Terran splash have friendly fire anyway?


When artillery or a mine explodes, it doesn't discriminate based on who's it is
If all men were created equal there would be no reason to declare it.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 30 2014 02:39 GMT
#46
Changing Terran upgrades is another bandaid fix that fails to actually address the problems. Right now with bio and mines (and easier ghosts), Terran has a lot of advantages going into the mid game; the significant weakness is in the limited options in the early game.

The hellion/hellbat change is a decent shot at trying to fix the specific weakness, but it may prove to be too strong in ZvT. Being able to threaten a hellbat/marauder all-in or a 2fact hellion/hellbat attack forces Zerg to have to overreact with roaches in order to defend, but the Terran can actually just go the standard 3CC +2/+2 14:00 bio attack instead. This will have to force very specific scouting from Zerg, but it may be too difficult to scout. We'll have to see where this one goes.


A proposed change is to unnerf stim research time by 10-20 seconds. Dropping the stim research time allows Terran to better hold Protoss all-ins while also being able to pressure slightly earlier in TvP and TvZ. Since numbers are usually fairly small at the point in the game when stim is being researched, this doesn't seem game-breaking or overly powerful. Just a thought.
StrategyAllyssa Grey <3<3
FlyingSheeP
Profile Joined March 2011
China45 Posts
April 30 2014 02:40 GMT
#47
On April 30 2014 11:30 ProBell wrote:
Make widow mines or siege tank splash damage not attack friendly units or do less damage to friendlies?

Banelings / Colossus / Archons / Fungals / Ultralisk all don't have friendly-fire.

Terran AOE damage units are jokes (thors hellions mines) except EMPs
Baaaaaaaaaaaaaaaaaaaaaa~
Ben...
Profile Joined January 2011
Canada3485 Posts
April 30 2014 02:42 GMT
#48
On April 30 2014 11:39 SC2John wrote:A proposed change is to unnerf stim research time by 10-20 seconds. Dropping the stim research time allows Terran to better hold Protoss all-ins while also being able to pressure slightly earlier in TvP and TvZ. Since numbers are usually fairly small at the point in the game when stim is being researched, this doesn't seem game-breaking or overly powerful. Just a thought.

This is the most logical approach. Those nerfs happened when Steppes of War was still in the map pool and the average game was under 10 minutes.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Soke
Profile Joined September 2012
United States790 Posts
Last Edited: 2014-04-30 02:47:39
April 30 2014 02:47 GMT
#49
On April 30 2014 11:38 LongShot27 wrote:
Show nested quote +
On April 30 2014 11:36 WiggyB wrote:
On April 30 2014 11:30 ProBell wrote:
Make widow mines or siege tank splash damage not attack friendly units or do less damage to friendlies?

Banelings / Colossus / Archons / Fungals / Ultralisk all don't have friendly-fire.


Actually, that's a not a bad idea. Why does Terran splash have friendly fire anyway?


When artillery or a mine explodes, it doesn't discriminate based on who's it is


Yes! We need this to happen!
Djsoke
Salient
Profile Joined August 2011
United States876 Posts
Last Edited: 2014-04-30 02:49:27
April 30 2014 02:48 GMT
#50
ZvT seems balanced. Are there some statistics to support the idea that there is a problem? Let's not forget how there were almost no Zergs at Blizzcon due to imba Hellbats and widow mines weeding out all the Zergs in WCS 2013 seasons 1 and 2. It's a very delicate matchup that is close to balanced. Tweaking the balance may be a bad idea.
Blargh
Profile Joined September 2010
United States2103 Posts
Last Edited: 2014-04-30 03:01:05
April 30 2014 02:56 GMT
#51
Hellbat change makes a considerable amount of sense, as it still requires the armory. The players would probably be in the mid-game before the Terran can use this change, so there is little reason to having the upgrade. It's possible that the all-in potential would be too high with this, as SC2John mentioned. So, I do think there should be some testing first.

The upgrade change would be nice for Terran, but I personally think it's a bit unnecessary.

As a few others stated before, the MSC is still a totally shitty unit in terms of design and balance. It's pretty much the least skill-requiring unit out there, except for maybe, just maybe, timing recalls for optimization. Nexus cannon and time warp are pretty much the derpiest actions out there. Surely they can come up with something a bit more creative?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 30 2014 03:03 GMT
#52
Where is the comment on the status of swarmhosts.

Hope they are removed entirely from LOTV, the entire free unit thing is ridiculous imo. Even if locusts cost 1 mineral per locust sent out, with a "hold locust spawn button" I think it'd make it substantially better. Could even reduce the cost of the swarm host by 25 minerals.
FXOTheoRy
Profile Blog Joined July 2008
United States519 Posts
April 30 2014 03:05 GMT
#53
Idk if I can take these state of balance things seriously if swarmhost isn't even mentioned AT ALL
oyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoy
WiggyB
Profile Joined April 2013
United Kingdom103 Posts
April 30 2014 03:06 GMT
#54
On April 30 2014 11:38 LongShot27 wrote:
Show nested quote +
On April 30 2014 11:36 WiggyB wrote:
On April 30 2014 11:30 ProBell wrote:
Make widow mines or siege tank splash damage not attack friendly units or do less damage to friendlies?

Banelings / Colossus / Archons / Fungals / Ultralisk all don't have friendly-fire.


Actually, that's a not a bad idea. Why does Terran splash have friendly fire anyway?


When artillery or a mine explodes, it doesn't discriminate based on who's it is


Yeah, but why? Colossus mega death beams don't cause friendly fire, baneling explosions don't hurt any other banelings or zerglings. Huge swiping ultralisks arms don't hurt anyone else.

Though, i can see if widow mine friendly fire was taken away it would be really, really hard for a zerg to engage a burrowed widow mine / bio force. But maybe siege tanks?

I know it's lore breaking, but it multi player balance we're talking here.
Ever noticed you can type "Starcraft" with just your keyboard hand?
nuogaiyen
Profile Joined May 2012
United States42 Posts
April 30 2014 03:11 GMT
#55
I think the TvP matchup would benefit by requiring more energy for photon overcharge, if energy is full Protoss could have their main and natural activated which is ridiculous, Terran's depend on that multi-attack aggression, and with Protoss having such a strong defense that scales the main and natural plus their army it's overwhelming.
purakushi
Profile Joined August 2012
United States3301 Posts
April 30 2014 03:16 GMT
#56
Reasonable, but Blizzard still continues with one-dimensional thinking without considering more than one consequence.
T P Z sagi
Heyray
Profile Joined February 2014
9 Posts
April 30 2014 03:16 GMT
#57
You guys are actually willing to see another year of the current ZvT? Like...Tier 1.5?
Yeah, its so great.
starslayer
Profile Joined August 2011
United States696 Posts
Last Edited: 2014-04-30 03:27:27
April 30 2014 03:22 GMT
#58
i like Option 1 but every zerg will cry there eyes out even with the map pool favoring them so i doubt it will happen. and Option 2 wont fix a thing in tvp so another pointless buff to terran like the seige tank attack buff to "please" the terran tear that are coming. nice try blizzard but until you nerf the MSC/photonovercharge you havent help terran at all. and also fix/get rid of the swarmhost already geez how long do we have to have 2hour long games till you get it.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 30 2014 03:26 GMT
#59
On April 30 2014 12:06 WiggyB wrote:
Show nested quote +
On April 30 2014 11:38 LongShot27 wrote:
On April 30 2014 11:36 WiggyB wrote:
On April 30 2014 11:30 ProBell wrote:
Make widow mines or siege tank splash damage not attack friendly units or do less damage to friendlies?

Banelings / Colossus / Archons / Fungals / Ultralisk all don't have friendly-fire.


Actually, that's a not a bad idea. Why does Terran splash have friendly fire anyway?


When artillery or a mine explodes, it doesn't discriminate based on who's it is


Yeah, but why? Colossus mega death beams don't cause friendly fire, baneling explosions don't hurt any other banelings or zerglings. Huge swiping ultralisks arms don't hurt anyone else.

Though, i can see if widow mine friendly fire was taken away it would be really, really hard for a zerg to engage a burrowed widow mine / bio force. But maybe siege tanks?

I know it's lore breaking, but it multi player balance we're talking here.


Because it's actual balance and dynamics that makes the play interesting.

Storm also does friendly fire, woudl you like to see that changed?
jubil
Profile Blog Joined March 2011
United States2602 Posts
April 30 2014 03:35 GMT
#60
People say the changes are too little, people say the changes are too much; people say they change too often, people demand more sweeping and dramatic change; people mindlessly rant and people mindlessly theorycraft.

Comparing to Dota patchnotes and their reception, Starcraft patchnotes evoke so much more negative emotion one way or another; people are so attached at the hip to the race they play they end up taking it personally rather than getting excited for new possibilities in the game.

Just play it out and see what the changes really do and if you can work your way around them.

In my opinion the second change is more dramatic but makes sense, the first change is more interesting. Terran's advantage especially in TvZ was hitting timings with 2/2 or 3/3, so this change is the "keep strengths distinct" style rather than "even everything out" which I think is a valid take, especially as this particular change is so small. Bordering on mindless theorycraft here, but one specific case I can see this helping is where the Terran has been all-in'd and survived with a moderately/severely weakened economy. Now he has a little easier time going to mid/late-game.
Marineking-Polt-Maru-Fantasy-Solar-Xenocider-Suppy fighting!
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