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Balance Status Update 4/29/14 - Page 32

Forum Index > SC2 General
697 CommentsPost a Reply
Prev 1 30 31 32 33 34 35 Next All
WombaT
Profile Blog Joined May 2010
Northern Ireland27405 Posts
May 01 2014 23:54 GMT
#621
It'll not be viable for this game for sure, but if they decide to make some wholesale changes in LoTV I'd love to see them return
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
ZenithM
Profile Joined February 2011
France15952 Posts
May 02 2014 00:01 GMT
#622
Zerg needs Impalers.
Yes, from the campaign. That shit was guuuud.
Ramiz1989
Profile Joined July 2012
12124 Posts
May 02 2014 00:14 GMT
#623
On May 02 2014 09:01 ZenithM wrote:
Zerg needs Impalers.
Yes, from the campaign. That shit was guuuud.

They were strong, sure, but they looked way too much like "Zerg Siege Tanks" to me, just without splash, but they maybe could work better than Lurkers just to force engagements or snipe important units like Thors/Colossi/Infestors with target firing.

The campaign unit I liked the most was probably Creeper(Swarm Host strain), unit that is spreading creep by itself and has the ability to "teleport" all over the map when there is creep, who needs Nydus? It is even better that it is Swarm Host with those abilities!
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
ZenithM
Profile Joined February 2011
France15952 Posts
May 02 2014 00:17 GMT
#624
On May 02 2014 09:14 Ramiz1989 wrote:
Show nested quote +
On May 02 2014 09:01 ZenithM wrote:
Zerg needs Impalers.
Yes, from the campaign. That shit was guuuud.

They were strong, sure, but they looked way too much like "Zerg Siege Tanks" to me, just without splash, but they maybe could work better than Lurkers just to force engagements or snipe important units like Thors/Colossi/Infestors with target firing.

The campaign unit I liked the most was probably Creeper(Swarm Host strain), unit that is spreading creep by itself and has the ability to "teleport" all over the map when there is creep, who needs Nydus? It is even better that it is Swarm Host with those abilities!

Haha I feel you, at the end I was just spamming the teleporting swarmhosts, that was so ridiculous :D
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 02 2014 02:57 GMT
#625
On May 02 2014 09:14 Ramiz1989 wrote:
Show nested quote +
On May 02 2014 09:01 ZenithM wrote:
Zerg needs Impalers.
Yes, from the campaign. That shit was guuuud.

They were strong, sure, but they looked way too much like "Zerg Siege Tanks" to me, just without splash, but they maybe could work better than Lurkers just to force engagements or snipe important units like Thors/Colossi/Infestors with target firing.

The campaign unit I liked the most was probably Creeper(Swarm Host strain), unit that is spreading creep by itself and has the ability to "teleport" all over the map when there is creep, who needs Nydus? It is even better that it is Swarm Host with those abilities!


Dude, what is wrong with you?

FUCKING JUMPING BANELINGS

What can be better than that?!!?!?
StrategyAllyssa Grey <3<3
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
May 02 2014 03:32 GMT
#626
Why not give Terran a stim pack research time decrease? That can help against Protoss all-in's and give Terran some more build order to work with. Or you could tweek the Ghosts or Vikings for better late game. I am not sure, if the upgrade change will be effective (as we have seen with the upgrade buff for Terran mech).
Seed's # 1 fan!!! #ForVengeance
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-05-02 05:21:09
May 02 2014 03:42 GMT
#627
The upgrade change is not going through. A test map is coming with the Hellion/Hellbat change.

http://us.battle.net/sc2/en/forum/topic/12675158150

Edit/ If they must keep keep fiddling with the game, a small stim buff is a decent idea.
KT best KT ~ 2014
Deleted User 137586
Profile Joined January 2011
7859 Posts
May 02 2014 06:28 GMT
#628
On May 02 2014 12:42 aZealot wrote:
The upgrade change is not going through. A test map is coming with the Hellion/Hellbat change.

http://us.battle.net/sc2/en/forum/topic/12675158150

Edit/ If they must keep keep fiddling with the game, a small stim buff is a decent idea.


Wow, I now know why you seem to have such weird opinions on balance, you read neither these threads nor their OPs.
Cry 'havoc' and let slip the dogs of war
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-05-02 07:28:44
May 02 2014 06:45 GMT
#629
Heh!

Yeah, I realised the OP had been updated a little while after I posted that. Oh well.

As to these threads, I do mostly skim them. Also the time difference means that a lot of thread traffic goes through when I'm not online. I usually cbf catching up on all the pages - most of which opinion I'm certain I'd disagree with anyway. :D
KT best KT ~ 2014
RavingRaver
Profile Joined May 2014
Canada57 Posts
May 02 2014 16:22 GMT
#630
I suspect that the option 2 buff is encouraging Terrans to utilize bio bat thor compositions in TvZ as opposed to bio mine thor. The mine buff encouraged Terrans to go bio mine in TvP when it was rarely used and now I suspect that this phenomenon will occur in TvZ with the hellion/hellbat buff. I also expect more mech to be utilized as well in TvZ and TvT. I'm eager to test it out on the balance test map as option 2 is far superior to option 1 as a spectator and a player.
Scoobers
Profile Joined May 2013
48 Posts
Last Edited: 2014-05-02 16:59:23
May 02 2014 16:55 GMT
#631
Im really glad people went nuts about cutting ubgrade cost of 22 and 33 for terran since when you actually use your brain and think about it, it doesnt make the 33 window vs zerg any shorter as so many zerg heros claimed, it only gives you resources to build 3 more mines which is nothing lol. Thats why Im happy people went crazy calling it op, imba and game destorying so Blizz decided to go with hellbats.

Now as for the buff theyre trying to test, I think its long overdue due to bajilion nerfs to hellbats that took place. The thing that TvZ needs is some serious love to siege tank and thor. Those 2 units with marines and medevacs vs LBM are amazing to watch, but thats only the composition I think would be better to watch. The main problem of TvZ is tge muta cloud that doesnt give a fuck about turrets and leads to containment of terran on 3-4 bases alongside with mines being so random and well acustomed to by zergs by now that Z can just a move into them and 95% of the time they win or go even with the latter also leading to loss for terran since rally is so long on most maps.

Im also disappointed that theres no mention of swarm hosts - I for eg and Im sure many other terrans will never play mech no matter how good it is because hour long tank turtle to ravens vs sh is just stupid and not fun for both parties and theres nothing terran can vs that play from zerg.

As for TvP #everyprotoss #listensto #Rain
In TvP the problem is that Protoss has so many options in early game vs Terran that can win the game out right very often and the fact that protoss doesnt have any all ins vs terran. Indeed, they dont because all that used to be an all in no can easily be transitioned out of with MSC. Protoss cannot be killed 90%of the time while theyre on 2 bases as TY cs MC series showcased. MC should have just lost after neglecting the presence of mines in his mineral line for so long. If it was the other way around and TY lost 20 scvs to MC, MC would just a move up a bunkered ramp and win while terran cannot touch the fuckin protoss. I dont know what should be changed about TvP but one thing is certain: protoss is imba as fuck in that match up in so many stages of it its insane. Revert oracle speed would be an amazing place to start but we know how blizz goes about reverting shit
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
May 02 2014 16:59 GMT
#632
slightly... zzzzzzzzzzzzz...........
i miss the guy who made sc2 stats on tournaments every month
Incredible Miracle
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
May 02 2014 17:30 GMT
#633
On May 03 2014 01:59 winthrop wrote:
slightly... zzzzzzzzzzzzz...........
i miss the guy who made sc2 stats on tournaments every month


You can look at aligulac, it count more tournament then the guy you talk about, thus more it's less "elitist" stats, but still something.
Detri
Profile Blog Joined February 2011
United Kingdom683 Posts
May 03 2014 10:22 GMT
#634
Can someone who played BW confirm this, but didn't marines have a +1 range upgrade and did that put them to 5 or 6 range with the upgrade?

Would it be terrible if it unlocked in the tech lab with a fusion core in SC2?

Simplifying the game and removing upgrades is the wrong direction imho.
The poor are thieves, beggars and whores, the rich are politicians, solicitors and courtesans...
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
May 03 2014 10:27 GMT
#635
On May 03 2014 19:22 Detri wrote:
Can someone who played BW confirm this, but didn't marines have a +1 range upgrade and did that put them to 5 or 6 range with the upgrade?

Would it be terrible if it unlocked in the tech lab with a fusion core in SC2?

Simplifying the game and removing upgrades is the wrong direction imho.

Marines defaulted at 4 range so the upgrade put them at 5.
Moderatorlickypiddy
Prugelhugel
Profile Joined February 2012
Austria637 Posts
May 03 2014 11:25 GMT
#636
On May 03 2014 19:22 Detri wrote:
Can someone who played BW confirm this, but didn't marines have a +1 range upgrade and did that put them to 5 or 6 range with the upgrade?

Would it be terrible if it unlocked in the tech lab with a fusion core in SC2?

Simplifying the game and removing upgrades is the wrong direction imho.


Yeah, cause breaking the balance by giving perfectly fine units unnecessary upgrades is what helps balance.
If an upgrade is as out of place as the hellbat one removing/changing it is a good idea - they should also look into the others e.g. medivac energy up, overlord drop, bunker capacity, ...
"This map definitly needs more rocks" - No SC2 player ever
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2014-05-03 11:54:34
May 03 2014 11:54 GMT
#637
On May 02 2014 08:26 Umami wrote:
What I'm wondering is if this is a good idea at all. If a Terran player micros correctly and saves their hellions to be included in their 11-12 min push 1 or 2 things can happen.

1) The push will be very strong and Terran players will start abusing the timing against zergs.

2) The push will fail and Terran will transition into 4M which was what they were playing before.

The patch addresses a timing, not the other 75% of the mid and late game. Terrans will stop making hellbats after that initial push fails or win right there. If they want to help Terran they should revert the WM nerf, because that is what the other 90% of the game is played on. By fixing the WM they will fix a bigger picture of the game. Who says that a Zerg having to micro against WM shots is a bad thing. As it is now they usually just make so many lings and LOL as they move onto a Terran army ignoring the WM shots.


Another thing I don't like with including Hellbats in the push is that it just replaces the Hellion in that push (though it's possible that stuff like 8-10 hellion openings might be standard instead of 6 hellions). The problem with that is that the Hellion can actually be microed during the battle, while the Hellbat is just a big a-move unit. So basically this specific change (compared to making it a 50/50 upgrade) is bad for two reasons;

1) Creates a potential early game balance issue, which could snowball and suddenly make the matchup terran favored (instead of simply making a few lowrisk tweaks which buffs terran in the midgame)

2) Replaces a microable unit with a nonmicroable unit.
TheDwf
Profile Joined November 2011
France19747 Posts
May 03 2014 12:00 GMT
#638
On May 03 2014 19:22 Detri wrote:
Can someone who played BW confirm this, but didn't marines have a +1 range upgrade and did that put them to 5 or 6 range with the upgrade?

Would it be terrible if it unlocked in the tech lab with a fusion core in SC2?

Simplifying the game and removing upgrades is the wrong direction imho.

People should just stop with this "upgrade at the Fusion core" cliché. If you think Terrans would wait 25 minuts before unlocking a +1 Marine range upgrade when they can build a Fusion Core in midgame without problem...
Suikakuju
Profile Joined July 2010
Germany238 Posts
May 03 2014 12:04 GMT
#639
good that blizzard finally cares about the corrupter which is known to be a shit unit since wol......wait a sec...
Laugh and the world laughs with you. Weep and you weep alone.
TheDwf
Profile Joined November 2011
France19747 Posts
May 03 2014 12:07 GMT
#640
On May 03 2014 20:54 Hider wrote:
Show nested quote +
On May 02 2014 08:26 Umami wrote:
What I'm wondering is if this is a good idea at all. If a Terran player micros correctly and saves their hellions to be included in their 11-12 min push 1 or 2 things can happen.

1) The push will be very strong and Terran players will start abusing the timing against zergs.

2) The push will fail and Terran will transition into 4M which was what they were playing before.

The patch addresses a timing, not the other 75% of the mid and late game. Terrans will stop making hellbats after that initial push fails or win right there. If they want to help Terran they should revert the WM nerf, because that is what the other 90% of the game is played on. By fixing the WM they will fix a bigger picture of the game. Who says that a Zerg having to micro against WM shots is a bad thing. As it is now they usually just make so many lings and LOL as they move onto a Terran army ignoring the WM shots.


Another thing I don't like with including Hellbats in the push is that it just replaces the Hellion in that push (though it's possible that stuff like 8-10 hellion openings might be standard instead of 6 hellions). The problem with that is that the Hellion can actually be microed during the battle, while the Hellbat is just a big a-move unit. So basically this specific change (compared to making it a 50/50 upgrade) is bad for two reasons;

1) Creates a potential early game balance issue, which could snowball and suddenly make the matchup terran favored (instead of simply making a few lowrisk tweaks which buffs terran in the midgame)

2) Replaces a microable unit with a nonmicroable unit.

The Hellbat is an a-click unit but you would have to split them against banes or they would all die inefficiently. You can't really hit & run with Hellions while simultaneously splitting Marines either so the micro would be about the same in the end.
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