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Terran Buffs - Balance Testing Soon - July 1 - Page 14

Forum Index > SC2 General
1211 CommentsPost a Reply
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Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-07-01 19:22:33
July 01 2014 19:20 GMT
#261
Medivacs are really fast already, they are quite alright o_O
Widow mine buff (or nerf removal) is good for ZvT but do we really want widow mine as a core TvP unit (now that they have buff shield damage)?
I was expecting something more late game, maybe viking, they are used with thors vs mutas and vs colossi. If toss stop making colossi its great for terran, and zerg will get muta anyway so viking buff will help for sure. The dowside is that BL will become really weak, since vikings will be better vs corruptor too. But maybe its still ok, zerg have fungals.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-07-01 19:21:11
July 01 2014 19:20 GMT
#262
On July 02 2014 04:18 Fanatic-Templar wrote:
Don't have the knowledge to talk about balance, but from a viewing and playing enjoyment perspective, both Medivacs and Widow Mines are fun units, so I guess I'm fine with these.

Honestly though, I think the most important thing would be to fix essential but boring units like the Roach, Marauder or Colossus.

i don't understand what you want "fixed" about those units. not every unit needs or should have a spell or micro trick to it; part of the game is macroing and positioning inexpensive units, that's an essential sc2 skill. if you want every unit to be doing something unique and dynamic (and i hate to go here, but...) why not watch a moba? "fixing" basic grunt units would just wreck the entire game ground up. why not fix pawns in chess?
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
July 01 2014 19:21 GMT
#263
On July 02 2014 04:20 Superbanana wrote:
Medivacs are really fast already, they are quite alright o_O
Reverting widow mine buff (or nerf removal) is good for ZvT but do we really want widow mine as a core TvP unit (now that they have buff shield damage)?
I was expecting something more late game, maybe viking, they are used with thors vs mutas and vs colossi. If toss stop making colossi its great for terran, and zerg will get muta anyway so viking buff will help for sure. The dowside is that BL will become really weak, since vikings will be better vs corruptor too. But maybe its still ok, zerg have fungals.

I think Thors and Vikings should be able to come together in a sort of mega-zord, Terran Mothership kind of way.
Nirel
Profile Joined September 2011
Israel1526 Posts
July 01 2014 19:21 GMT
#264
Lol David Kim read ZPcraft... you guys need to do this more often.
Dandy_Moustachu
Profile Joined July 2010
France422 Posts
July 01 2014 19:21 GMT
#265
On July 02 2014 04:02 Ctone23 wrote:
Show nested quote +
On July 02 2014 04:00 Qwerty85 wrote:
On July 02 2014 03:53 nojok wrote:
On July 02 2014 03:50 Zax19 wrote:
If anything terran needs defensive buffs similar to the photon overcharge, like range limited spells on the CC to buff a bunker.

Yeah you should be able to upgrade CC into a defensive structure! We could even add some upgrade on the ebay.


You can't make a PF at your natural or even a third base if you want to be close to even in economy. Protoss can use both chronoboost and photon overcharge at the same time. So your point doesn't stand.



I think he meant an energy ability on the OC to help buff a bunker. Or just trolling. I dn.


Remove command center and replace it with base planetary (with 14 range and that shoot air) that can be upgrade in orbital (while keeping the ability to shoot) :D
Pif Paf Pouf
PanzerElite
Profile Joined May 2012
540 Posts
July 01 2014 19:22 GMT
#266
On July 02 2014 04:21 ThomasjServo wrote:
Show nested quote +
On July 02 2014 04:20 Superbanana wrote:
Medivacs are really fast already, they are quite alright o_O
Reverting widow mine buff (or nerf removal) is good for ZvT but do we really want widow mine as a core TvP unit (now that they have buff shield damage)?
I was expecting something more late game, maybe viking, they are used with thors vs mutas and vs colossi. If toss stop making colossi its great for terran, and zerg will get muta anyway so viking buff will help for sure. The dowside is that BL will become really weak, since vikings will be better vs corruptor too. But maybe its still ok, zerg have fungals.

I think Thors and Vikings should be able to come together in a sort of mega-zord, Terran Mothership kind of way.

fuck yeah Megazord! dem precious memories.
royalroadweed
Profile Joined April 2013
United States8301 Posts
July 01 2014 19:23 GMT
#267
On July 02 2014 04:18 ThomasjServo wrote:
Show nested quote +
On July 02 2014 04:13 Waise wrote:
On July 02 2014 04:06 Aquila- wrote:
WHY always bio buffs? What about making fucking mech viable after 4 years already? And what about fixing the BROKEN stuff first, like overcharge and all the Protoss cheeses, instead of buffing things that are already good. Make bad things viable for Terran...

mech is godawful to watch in sc2, it's just like protoss deathballs and swarm host turtles, which are one of the biggest things people complain about design wise... don't understand why anyone wants mech

stronger mech would introduce severe concerns about raven/viking balance and mass turret/PF turtling. as it stands now, macro mech is vulnerable but in an acceptable state

This brings to mind some of the things that people would talk about in BW, or early in in SC2 with regards to the efficacy of small groups of units..Think TvP from BW where mech was standard if I am not mistaken, you hand a lot of control exerted by Vultures, spider mines and the like.

I am not sure if it is a unit thing, or a map thing, but you don't tend to see the same kind of activity it feels like.

This. I've never played bw, but I do play sbow. Assuming the mech is similar, the vulture and spider mines gives you map control and allow for you to be aggressive with mech. Sc2 mech forces you to turtle. Hellions don't provide the same type of map control vultures did, the absence of spider mines leaves you very vulnerable to counter attacks.
"Nerfing Toss can just make them stronger"
sCnInfinity
Profile Joined March 2013
Germany82 Posts
Last Edited: 2014-07-01 19:28:39
July 01 2014 19:28 GMT
#268
What about tanks? Give some love to tanks. Make them useful.


Good idea. But the result would be utterly boring TvT gameplay because Bio is difficult enough to play as it is now.
Long live the King Of Wings
Eliv
Profile Joined March 2014
Czech Republic32 Posts
July 01 2014 19:28 GMT
#269
Medivac is fine as it is as others have already said.

WM should be buffed but only damage.
For people who are against it: How else do you deal with 60+ banes when you don't have an AoE to kill them while there's a flock of mutas sniping your medivacs

I think that mech in TvP should be made viable somehow. Give them extra dmg vs shields or something?
Liman
Profile Joined July 2012
Serbia681 Posts
July 01 2014 19:28 GMT
#270
I dont think either buff will help much.
Freelancer veteran
Superbanana
Profile Joined May 2014
2369 Posts
July 01 2014 19:30 GMT
#271
On July 02 2014 04:28 Liman wrote:
I dont think either buff will help much.

There is no buff something else option
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
404AlphaSquad
Profile Joined October 2011
839 Posts
July 01 2014 19:30 GMT
#272
so ok Blizz I understand you correctly?

It is safe to assume that over a third of your playerbase agrees that terran is having troubles in mid and especially lategame scenarios, mainly vs protoss. There might be or there might not be an imbalance. And instead to promote diversity and take terran player away from the only viable playstyles in tvp you decide to buff medivacs and mines. So basically buffing smth which was not considered a problem at all? No terran ever here on teamliquid or your forums probably complained about medivac unload, because this was already a terran strength. Alot complained about the mines, so buffing them you have at least reasons to do so, although I dont like this direction either? Why dont you look at all the other units that NEVER see play in these matchups, which could fill the role of a terran lategame army addition? Tbh I am a bit dissappointed by this patch. Sure it might "balance" things but I am honestly not sure about this decision to promote a certain agressive playstyle even more so that terrans do not have to play lategame or delay an armyfight as much as possible. It not only seems wrong designwise but is basically a punch in the face for all terran players who try new stuff, that doesnt work and then go back to: oh well lets MMMM again because this shit works better.
aka Kalevi
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
Last Edited: 2014-07-01 19:33:26
July 01 2014 19:31 GMT
#273
On July 02 2014 04:17 Waise wrote:
Show nested quote +
On July 02 2014 04:16 Ctone23 wrote:
On July 02 2014 04:13 Waise wrote:
On July 02 2014 04:06 Aquila- wrote:
WHY always bio buffs? What about making fucking mech viable after 4 years already? And what about fixing the BROKEN stuff first, like overcharge and all the Protoss cheeses, instead of buffing things that are already good. Make bad things viable for Terran...

mech is godawful to watch in sc2, it's just like protoss deathballs and swarm host turtles, which are one of the biggest things people complain about design wise... don't understand why anyone wants mech

stronger mech would introduce severe concerns about raven/viking balance and mass turret/PF turtling. as it stands now, macro mech is vulnerable but in an acceptable state



They just need to sack up and make a test map that buffs mech. All Zerg and Protoss are so terrified of Terran mech being viable, because of what you say, the turtle style. Well, give us a test map and let's find out! It's idiotic to just assume things will be broken, I wish blizzard wasn't so scared to at least try.

it's not an assumption, it's an inference based on playing and watching the game and understanding how certain things work.

you are aware that mech is currently played in proleague and we have seen mass raven/viking there? if it were any easier to get to that composition then tvz mech would be imba, that's not zerg tears it's just accurate commentary


Yes I'm aware, are you aware proleague uses different maps?

Inferring an unknown change wouldn't work, again, seems really silly to me.

TL+ Member
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 01 2014 19:32 GMT
#274
"Medivacs are too slow" is not the reason Terran players are losing.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
catabowl
Profile Joined November 2009
United States815 Posts
July 01 2014 19:33 GMT
#275
Ghosts need the buff to fight against HT more than anything proposed here.

Jung! Myung! Hoooooooooooooooooon! #TeamPolt
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 01 2014 19:33 GMT
#276
On July 02 2014 04:23 royalroadweed wrote:
Show nested quote +
On July 02 2014 04:18 ThomasjServo wrote:
On July 02 2014 04:13 Waise wrote:
On July 02 2014 04:06 Aquila- wrote:
WHY always bio buffs? What about making fucking mech viable after 4 years already? And what about fixing the BROKEN stuff first, like overcharge and all the Protoss cheeses, instead of buffing things that are already good. Make bad things viable for Terran...

mech is godawful to watch in sc2, it's just like protoss deathballs and swarm host turtles, which are one of the biggest things people complain about design wise... don't understand why anyone wants mech

stronger mech would introduce severe concerns about raven/viking balance and mass turret/PF turtling. as it stands now, macro mech is vulnerable but in an acceptable state

This brings to mind some of the things that people would talk about in BW, or early in in SC2 with regards to the efficacy of small groups of units..Think TvP from BW where mech was standard if I am not mistaken, you hand a lot of control exerted by Vultures, spider mines and the like.

I am not sure if it is a unit thing, or a map thing, but you don't tend to see the same kind of activity it feels like.

This. I've never played bw, but I do play sbow. Assuming the mech is similar, the vulture and spider mines gives you map control and allow for you to be aggressive with mech. Sc2 mech forces you to turtle. Hellions don't provide the same type of map control vultures did, the absence of spider mines leaves you very vulnerable to counter attacks.


Yeah you pushed with Vultures, laid mine on the way so that your tanks can safely arrive at the attack point and then you sieged up.

And if the enemy units are retreating, you can actually lay mines at its retreat to pincer them.

Its quite dynamic.

Can't do you do the same with Hellions + Widow Mines though?
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
July 01 2014 19:35 GMT
#277
On July 02 2014 04:21 ThomasjServo wrote:
Show nested quote +
On July 02 2014 04:20 Superbanana wrote:
Medivacs are really fast already, they are quite alright o_O
Reverting widow mine buff (or nerf removal) is good for ZvT but do we really want widow mine as a core TvP unit (now that they have buff shield damage)?
I was expecting something more late game, maybe viking, they are used with thors vs mutas and vs colossi. If toss stop making colossi its great for terran, and zerg will get muta anyway so viking buff will help for sure. The dowside is that BL will become really weak, since vikings will be better vs corruptor too. But maybe its still ok, zerg have fungals.

I think Thors and Vikings should be able to come together in a sort of mega-zord, Terran Mothership kind of way.

It should be a Thor, 2 Hellions arms and 2 Vikings (legs) that merge into that megazord. And the Megazord has a melee attack and a AA AOE missile attack and can cliff walk
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
Chr15t
Profile Joined March 2011
Denmark1103 Posts
July 01 2014 19:37 GMT
#278
On July 02 2014 02:08 Fission wrote:
I'm not really thrilled at these proposed changes, but I'll take something over nothing.

Mirroring my thoughts
Insanity: doing the same thing over and over again and expecting different results.
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
July 01 2014 19:37 GMT
#279
On July 02 2014 04:35 Orcasgt24 wrote:
Show nested quote +
On July 02 2014 04:21 ThomasjServo wrote:
On July 02 2014 04:20 Superbanana wrote:
Medivacs are really fast already, they are quite alright o_O
Reverting widow mine buff (or nerf removal) is good for ZvT but do we really want widow mine as a core TvP unit (now that they have buff shield damage)?
I was expecting something more late game, maybe viking, they are used with thors vs mutas and vs colossi. If toss stop making colossi its great for terran, and zerg will get muta anyway so viking buff will help for sure. The dowside is that BL will become really weak, since vikings will be better vs corruptor too. But maybe its still ok, zerg have fungals.

I think Thors and Vikings should be able to come together in a sort of mega-zord, Terran Mothership kind of way.

It should be a Thor, 2 Hellions arms and 2 Vikings (legs) that merge into that megazord. And the Megazord has a melee attack and a AA AOE missile attack and can cliff walk

I like the way this is coming together.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
July 01 2014 19:37 GMT
#280
The buffs are a step in the right direction..it generally makes each unit more valuable individually and doesn't obscenely bolster their effectiveness when there's more then 1. If they manage to figure out how to do this with the siege tank, then I might have a reason to go back and play SC2.
im deaf
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