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On July 02 2014 04:28 sCnInfinity wrote:Good idea. But the result would be utterly boring TvT gameplay because Bio is difficult enough to play as it is now. Mech TvT, seemed to work back in bw
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The thing is that DK is not trying to solve problems ingame but just trying to make more problems IMO. Better medivacs, bigger splash. It's just like oracle buff (not that strong) and getting more random with wm hits. why nothing new stuff? We already got medivac boost with hots and wm.. well they had bigger splash (dmg) and we all know what was that.
I think they should try to make smthing different. I'd like 1. fusion core / armory upg for reapers so they could be used in mid/late game too (e.g. equipping them with grenade launchers for some splash (ofc reducing movement speed with that)). the reaper's cost is huge and building time is long so it could be a good try to get some more flavour into tvz bio mix and maybe even against protoss. at least it wouldnt be as random as wm hits and splash. 2. a buff for bc because it's so rarely seen unit in sc2. Not rly useful in late games (anymore) with so many counter units to it.
obviously those 2 things wouldn't help in defending early aggressions of protoss but they would make late game a bit different and more viable for terran. For more stable and interesting early game there are already good suggests on this thread.
EDIT: It would also be a good try to get a fusion core upg that reduces building time for terran units. It's just so bad for terran to play long macro games against toss's and zerg's superior reproducing potential.
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On July 02 2014 04:20 Waise wrote:Show nested quote +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?
It has nothing to do with spells or micro tricks, and I have no idea how you can consider Colossi an 'inexpensive basic grunt unit'. Marines, for example, are amazing units, they're fast and deal a ton of damage, but they're weak and die easily, while at the same time being cheap on both resources and supply, making them easily replaceable. You can do a lot with Marines, but losing them doesn't end the game. Same thing goes for Zerglings and Banelings, or to a more expensive but similar extent, Mutalisks or Phoenixes. Zealots meanwhile are not as interesting but still serve a fine role in the game as cheap meatshields - the most important thing about a meatshield, and the reason Zealots are used for that role rather than the Immortal that was conceived with it in mind, is that they have to be cheap.
Marauders and Roaches (and Corruptors) have a combination of good damage, high hit points and medium range that makes them exceptionally boring. Roaches occasionally serve as meatshields for Hydralisks, but the Roaches themselves are too good as a unit to really serve that role, they don't actually need the Hydralisks to do anything, whereas Zealots alone are not good for much unless you already have a distinct advantage. Colossi meanwhile have the problem of being an essential unit to Protoss achieving anything with only two weaknesses:
1- They are expensive and difficult to replace. 2- They can be targeted as massive air units.
The first point means that Protoss victory relies on protecting Colossi, and if they lose those Colossi without inflicting substantive damage to the enemy, it can be very difficult to recover, in other words, Colossi are a leading cause of deathball. The second means that some units exist specifically to destroy massive air units because the Colossus is too powerful to be otherwise ignored: the Vikings, Corruptors and Tempests. Corruptors esspecially are a terribly boring unit. But they need to exist to prevent Colossi from dominating the game (as they did in WoL PvP, post 4gate). Meanwhile, that also means that most other massive flying units (like Battlecruisers and Carriers) can pretty much never be viable because having hard-counters to massive flying units is integral to current balance.
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United States86 Posts
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 vote yes for these changes.
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My 2 cents:
I would love DK to stop patching a wounded Terran and actualy perform a surgery. Medivac proposed change is something I realy dislike since the issue in a TvZ or TvP matchup was never the thaught of mutas always catching you or unloading units faster - I think the unit is fine as it is. Don`t get me wrong the widow mine buff might help in the short run but:
Early to mid terran is still forced on the same bio 2 rax expand, or some crazy all in which fails most of time , so how about making early game viable by allowing something like concusive shells or the combat shield shorter research time?
Or actualy find a way to make mech relevant early (bufffing helions I don`t think is a good ideea - I would love to see tanks viable again as an example because if u buff the mines again nobody will make tanks EVER).
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Argh...why not buff BCs (less build time, more damage that's not affected dramatically by armor) and Thors (faster move speed, better attack speed so they actually attack instead of constantly switching targets while marines kill off the units with their fast attack speed) and revert stim timing back to 140sec instead?
Possible infantry drops like in campaign with a Fusion Core upgrade too (might be kinda OP) so we can defend or reinforce fast anywhere where Terran has a building or something there.
I think a definite possible upgrade would be for bunkers once fusion core tech has been reached, so we can add a turret on a bunker for more static defense, but once you upgrade the bunker to have a turret, you can no longer salvage it.
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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. I was serious but I guess the first guy to quote me was being facetious. My general point was an early game defensive mechanism that's similar to the overcharge.
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I would love if DK can do something with terran that doesn't involve the letter M. All they've done is either buff an M or add another M. In fact, I can already predict that the new terran composition in LotV would be MMMMM.
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Medivacs? Indifferent, will help out and can be great!
Widow Mines? FUCK YES, bring back its glory and allow aggressive, action packed, back and forth WM focused mech play again! It also helps you defend and attack early AKA you can be more aggressive with your 1/1/1 marine tank type units instead of almost always having to wait for 3 fact.
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I don't think Medivacs are the core of the issue in any way, but if they think drops are becoming less powerful, maybe a small buff (10 HP) to Medivacs could help.
They really should focus more on late game TvP by making Tanks and Thors be able to compete against Chargelot/Immortals and maybe a small nerf to Storm (duration from 4 to 6s, damage remains same) for Bio to compete against lategame Protoss armies.
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2. In terms of recent tournament wins, the three races Zerg, Protoss and Taeja are performing quite evenly.
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On July 02 2014 04:53 trifecta wrote: 2. In terms of recent tournament wins, the three races Zerg, Protoss and Taeja are performing quite evenly. Taeja is the 4th race. The legendary Xelnaga personified.
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A buff to the widowmine would maybe make me wanna play a tvz in hots as both terran and zerg.
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So many other changes I would like to see first like reduced build time of BC's so you can actually tech to them without dying ...and maybe catch people off guard before they have the perfect composition to counter them
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On July 02 2014 02:15 fenrysk wrote: this is just my nostalgia talking, and I'm not really being serious... but please un-nerf snipe.
haha I would love this, had so much fun with snipe back when it was good
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Other than reverting the snipe nerf along the lines of qxc's blog post years ago (basically keep the damage at 45 vs non-massive, since sniping ultras and broods was the main reason for the nerf), I'd also suggest giving reapers something useful late game, like they had in WoL. Sure, they're overall better than in WoL, but they suck vs light units compared to how they were before, and their maximum move speed is a bit less (I think), and they lost their building attack.
If nothing else, I want to see reapers throw bombs at buildings again, so make it an upgrade at rax tech lab that also requires a factory--the same requirement for reaper speed in WoL. I also wouldn't mind a small speed boost so they have a chance of getting away from lings the way hellions do. I don't care if the tech gets pushed back to fusion core if it gives terran an interesting harass in late game that isn't based on the medivac.
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I think Blizzard should think more carefully and propose something more late game related, maybe ghost for TvP and... something that would not affect TvP but will help on TvZ mid-late game. Lotsa people mentioning siege tank... mech is good in TvZ (altough its map specific) and almost useless by design in TvP. So i don't think its a good buff. Or vikings as i said before, but it might not be a great idea. But medivac buff is silly and widow mine buff might make terran very strong in early TvP while still being weak late game. And how protoss will be slowed down to be safe? prolly making canons so its dumb. For TvZ widow mine buff looks good.
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widow mine is exciting to watch? Lol what...
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Try something like this:
1 - Siege-Tank buff = SiegeTanks do 35( + 25 to Armored) instead of 35 (+15 vs Armored) 2 - Tempest nerf = Tempests do 35 (+25 vs massive air) instead of 35 (+50 vs massive air) 3 - SwarmHost = increase locust lifetime by 3 seconds but remove the enduring Locusts upgrade 4 - Increase abduct range
These address to problems than Terran (vs Protoss)/Protoss (vs Zerg), and Zerg (vs Protoss) have much better than increasing splash of WMines.. Try buff mech better instead of making Mutalisks too "bad" by increasing Mine splash..
Mines are already ridiculous enough..
It's time to think how Terran can alter their gameplay and buff options as well as bio/mech transitions in and out of, instead of buffing Bio-Mine..
The changes I said would:
1 - Solidify Tanks vs armored Protoss (as long as Protoss isn't too Zealot/Archon heavy or not fleet-based) 2 - Make Tempest Fleets more approachable by mech (even maybe making BCs viable "tank & yamato" for that matter) 3 - Reduce Strength of positioning of the Zerg by some good 50% - more like reducing the attacking capacity of that, while giving a slight "ease of investments" from the Zerg, thus making Swarmhosts more "combine" unit rather than "commit to" one 4 - Increase the defending capacity of Zerg instead of the "stalemate capacity" by making Vipers more "dangerous & safer"
I know it's a complete overhaul, but changes are "slight" and will only open more options while still keeping viable the older ones
OR - if not going all that "complicated route" - then at least give Tanks 14 range instead of 13 and give a try.. OR even - try making BCs 400/250
IN SHORT (edited for 2nd time to add this) - Don't buff Terran strong sides, instead make their weak less weak and more viable instead
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we already see mines and medivacs in every matchup. they don't need to be changed. god forbid they change tanks, idk why they keep resisting this. weve only been asking for tank changes for 4 years now
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