Balance Status Update 4/29/14 - Page 32
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WombaT
Northern Ireland23717 Posts
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ZenithM
France15952 Posts
Yes, from the campaign. That shit was guuuud. | ||
Ramiz1989
12124 Posts
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! ![]() | ||
ZenithM
France15952 Posts
On May 02 2014 09:14 Ramiz1989 wrote: 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 | ||
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EsportsJohn
United States4883 Posts
On May 02 2014 09:14 Ramiz1989 wrote: 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?!!?!? | ||
hansonslee
United States2027 Posts
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aZealot
New Zealand5447 Posts
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. | ||
Deleted User 137586
7859 Posts
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. ![]() | ||
aZealot
New Zealand5447 Posts
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 | ||
RavingRaver
Canada57 Posts
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Scoobers
48 Posts
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
Hong Kong956 Posts
i miss the guy who made sc2 stats on tournaments every month | ||
Faust852
Luxembourg4004 Posts
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
United Kingdom683 Posts
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. | ||
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NovemberstOrm
Canada16217 Posts
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. | ||
Prugelhugel
Austria637 Posts
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, ... | ||
Hider
Denmark9341 Posts
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
France19747 Posts
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
Germany238 Posts
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TheDwf
France19747 Posts
On May 03 2014 20:54 Hider wrote: 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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