|
On July 04 2014 00:58 johnbongham wrote:Show nested quote +On July 04 2014 00:22 Big J wrote: Anybody having any interesting idea about a lategame buff for Terran that helps with both Protoss, can be transitioned into from bio vs Zerg but doesn't add even more power to the mass raven mech vs Zerg and hopefully doesn't break TvT? A medivac upgrade that is unlockable with a fusion core that allows for an increased healing rate sounds pretty nice. Would help v Z but won´t help to transition away from bio in late game. Maybe you could use it with HB to make them tank even more, but i doubt anyone wants mass hellbats to be terran late game ace.
|
|
On July 03 2014 23:46 codonbyte wrote:Show nested quote +On July 03 2014 22:54 Foxxan wrote:Goliath AA was fairly shitty against mutalisks. Each attack only did 10 damage and the cooldown was significantly slower than missile turrets.
However, Goliath AA was certainly NOT shitty vs armored air units, such as carriers, battlecruisers, and guardians.
Shitty? 10 damage is decent, 8range and gets +2 for each upgrade vs mutas. Goliath was/is a beast in the AA department. Obviously there are other factors as to why terrans make turrets. Technically each attack did 5 damage to mutas, but there are two attacks. Weapon upgrades were +1/+2vs armored, so vs mutas the weapon upgrades would get cancelled out by armor upgrades. 10 damage, not even as much damage as two marines, was really nothing special, especially considering the goliath's longer cooldown. Maybe "shitty" was too strong of a word, though. 10 damage as total damage to mutas Mutas armor upgrade reduce dmg by 0.5 instead of 1 so goliath gain +1 each time in total
|
TheDwf do you think its able to make a test map with those suggestions?
|
On July 04 2014 01:32 _Epi_ wrote:TheDwf do you think its able to make a test map with those suggestions? Personally I have no skill whatsoever in map making, but if someone wants to do it, no problem.
|
On July 04 2014 00:22 Big J wrote: Anybody having any interesting idea about a lategame buff for Terran that helps with both Protoss, can be transitioned into from bio vs Zerg but doesn't add even more power to the mass raven mech vs Zerg and hopefully doesn't break TvT? I mentioned it before but here it goes: 1- Viking damage buff to help with colossi 2 - Ghost academy build time and cost reduction to make ghost transition faster and easier to include in terran builds. 3 - Thor move speed buff, together with better vikes provides a better answer vs mass mutas. In TvZ bio terrans are transitioning to triple factory, choosing between hellbat or mine, and adding a few thors vs mass muta. With hellbats pushes terrans are also building the armory sooner so a thor buff sounds helpful. For mech maybe an infestor buff can balance things out (but not insta fungal). For TvP the proposition is to allow terran to react faster to templars and more efficiently to colossi. Also make sure to not propose things that help terran but breaks ZvP.
|
it's funny to think of that a lot of people voted no to both
|
hm, do the reaper and nuke changes actually do something useful? The reaper would be kind of the nitro-WoL reaper with regen then, right? Is that of any use in the lategame? Can't even remember experimental games with reaper usage in the lategame, though it was brought up a few times. The nuke changes sounds like a fancy thing that would exclusicely help after the Terran gets in a stalemate position. Hardly anything of value imo. I guess it would help Mech vs static defenses in the endgame, but that's where I don't think T needs help.
Ghost could work and I guess it is the perfect unit for the job. Though personally I don't like that particular suggestion. Like fungal, snipe shouldn't be balanced around damage values I think. It's a little too much of a "you are in range, I click and win"-thing imo, if it is applyable against a broad variety of units. Given that blizzard won't redesign snipe in some skillshot or whatever ability with higher damage, what about just making ghosts better combatants? Like plain damage value and/or cost buffs? (e.g. damage from 10+10 to 20)
On July 04 2014 01:34 TheDwf wrote:Show nested quote +On July 04 2014 01:32 _Epi_ wrote:TheDwf do you think its able to make a test map with those suggestions? Personally I have no skill whatsoever in map making, but if someone wants to do it, no problem. 
They aren't hard to do (not 100% sure how to do the immortal shield, but shouldn't be too complicated). Yet, these things never get any attention. Not even to start that these are just a bunch of suggestions so far, that probably aren't meant to be implemented all together (right?), so you'd first have to decide upon which ones to take.
|
This is unreal. Since the start of the game what has been the biggest problem for Terran? Mech play has never been done right. If you fixed Mech and made it a real thing, everything else would fall into place. Please fix this first.......
|
On July 04 2014 01:58 Superbanana wrote:Show nested quote +On July 04 2014 00:22 Big J wrote: Anybody having any interesting idea about a lategame buff for Terran that helps with both Protoss, can be transitioned into from bio vs Zerg but doesn't add even more power to the mass raven mech vs Zerg and hopefully doesn't break TvT? I mentioned it before but here it goes: 1- Viking damage buff to help with colossi 2 - Ghost academy build time and cost reduction to make ghost transition faster and easier to include in terran builds. 3 - Thor move speed buff, together with better vikes provides a better answer vs mass mutas. In TvZ bio terrans are transitioning to triple factory, choosing between hellbat or mine, and adding a few thors vs mass muta. With hellbats pushes terrans are also building the armory sooner so a thor buff sounds helpful. For mech maybe an infestor buff can balance things out (but not insta fungal). For TvP the proposition is to allow terran to react faster to templars and more efficiently to colossi. Also make sure to not propose things that help terran but breaks ZvP.
Well, 1 would be problematic in general I think. Vikings are pretty good against various things and very standard in TvT and Mech vs Z play. I think that has quite some potential to break something. And with 2, I think Terrans aren't really struggling with the reaction time to HTs. In general 1+2 don't seem like problems too me to be honest. I think Terran can react to Colossi and HTs very well and do some pretty strong midgame pushes at the time when the Protoss builds either of those units. I think Terran rather has troubles when they should take it to the lategame and they know both - Colossi and Templar - are there (amongst other things) but have a hard time fielding something that Colossi/Templar aren't marvelous against.
I have heard 3 before. I think this could be handy for lategame bio (thinking about a buff to 2.25), though I doubt it would really help too much with mutalisks unless you buff the Thor to something fast like 2.75. Which I believe is broken, especially with Mech.
|
Is someone like - really good at the SC2 Map editor ??
Have quite a few ideas (pretty much unique and new) for nearly every race overhaul :D
|
On July 04 2014 02:02 cheekymonkey wrote: it's funny to think of that a lot of people voted no to both It makes sense if you think about it. Neither of these suggestions solve anything (the widow mines potential can do a bit, but it still doesn't solve Terran's issues. The medivac thing is completely out to lunch). Both are attempted bandaid fixes for significantly larger issues (many of which were bandaid fixes themselves, or completely arbitrary changes that weren't really well reasoned). It's becoming clear that the community is getting tired of them doing this type of patching rather than taking a look at issues people are pointing out, especially in wake of the oracle patch.
|
i dont get the focus on zvt as ret said, theres been a patch to adress the matchup 4 weeks ago, lets see how the next gsl season develops now that pros had time to figure it out
pvt looks still p favored and the mine change didnt really impact the matchup as much as it looked like in the beginning
also dwf suggestions were quite good imo until i realized he wanted to implement all of them haha
|
On July 04 2014 02:04 Big J wrote:hm, do the reaper and nuke changes actually do something useful? Haha, it's funny because the first reaction I had from a Protoss poster was that my upgrade giving back WoL-like Reapers would result in something... too strong! Obviously those changes are not a massive upheaval, but yes I do think they would help filling various holes in lategame bio play.
The reaper would be kind of the nitro-WoL reaper with regen then, right? Is that of any use in the lategame? Well, the uses could/would be: - dealing with Zealots/DTs raids; - secure an expand against Warpgate harass; - clear proxy Pylons on the map; - having the possibility to harass expands without committing Medivacs. Depending on the map you might even have access to some technology buildings; - possibly snipe Templar flanks.
The nuke changes sounds like a fancy thing that would exclusicely help after the Terran gets in a stalemate position. Hardly anything of value imo. I guess it would help Mech vs static defenses in the endgame, but that's where I don't think T needs help. The Nuke is already used by some players like Happy or MMA in lategame TvP, so I'm sure it wouldn't be only a gimmick. One of Terran's problems in lategame bio is to be able to damage Zerg and Protoss' economy and/or to keep enough initiative to slowly build a better army (e. g. more Ghosts/Vikings in TvP, more Marauders/Thors in TvZ, etc.), and better nukes would help with both. I also changed the gas cost to 150 so bio play can use the almost inevitable gas bank, plus that way it would have worse synergy with mech.
Ghost could work and I guess it is the perfect unit for the job. Though personally I don't like that particular suggestion. Like fungal, snipe shouldn't be balanced around damage values I think. It's a little too much of a "you are in range, I click and win"-thing imo, if it is applyable against a broad variety of units. Given that blizzard won't redesign snipe in some skillshot or whatever ability with higher damage, what about just making ghosts better combatants? Like plain damage value and/or cost buffs? (e.g. damage from 10+10 to 20) Well, since broods are no longer the core Hive unit against Terran, I don't think a Snipe buff would turn lategame into a click contest. In TvP it would be nice to have the option to use Ghosts' remaining energy to dispose of Zealots faster and/or kill them while they're being warped nearby. In TvZ, I'm not convinced there would be more than minor uses for Snipe. Maybe on mutas.
For your propositions (lesser cost and/or more damage to non-Light targets), why not but have fun trying to convince Protoss players.
On July 04 2014 02:35 Tsubbi wrote: also dwf suggestions were quite good imo until i realized he wanted to implement all of them haha Never said that.
|
On July 04 2014 02:02 cheekymonkey wrote: it's funny to think of that a lot of people voted no to both
I'm a terran and I voted no for the medivacs. That idea is just stupid. I feel it will considerably reduce the viability of mech in TvT.
I almost voted no for the mine because I don't want Blizzard thinking that's a sufficient buff.
Blizzard only updates the game once a year and they don't fix their mistakes. The last thing I want is a meaningless buff.
|
On July 04 2014 02:38 TheDwf wrote:Show nested quote +On July 04 2014 02:04 Big J wrote:hm, do the reaper and nuke changes actually do something useful? Haha, it's funny because the first reaction I had from a Protoss poster was that my upgrade giving back WoL-like Reapers would result in something... too strong! Obviously those changes are not a massive upheaval, but yes I do think they would help filling various holes in lategame bio play. Show nested quote +The reaper would be kind of the nitro-WoL reaper with regen then, right? Is that of any use in the lategame? Well, the uses could/would be: - dealing with Zealots/DTs raids; - secure an expand against Warpgate harass; - clear proxy Pylons on the map; - having the possibility to harass expands without committing Medivacs. Depending on the map you might even have access to some technology buildings; - possibly snipe Templar flanks. Show nested quote +The nuke changes sounds like a fancy thing that would exclusicely help after the Terran gets in a stalemate position. Hardly anything of value imo. I guess it would help Mech vs static defenses in the endgame, but that's where I don't think T needs help. The Nuke is already used by some players like Happy or MMA in lategame TvP, so I'm sure it wouldn't be only a gimmick. One of Terran's problems in lategame bio is to be able to damage Zerg and Protoss' economy and/or to keep enough initiative to slowly build a better army (e. g. more Ghosts/Vikings in TvP, more Marauders/Thors in TvZ, etc.), and better nukes would help with both. I also changed the gas cost to 150 so bio play can use the almost inevitable gas bank, plus that way it would have worse synergy with mech. Show nested quote +Ghost could work and I guess it is the perfect unit for the job. Though personally I don't like that particular suggestion. Like fungal, snipe shouldn't be balanced around damage values I think. It's a little too much of a "you are in range, I click and win"-thing imo, if it is applyable against a broad variety of units. Given that blizzard won't redesign snipe in some skillshot or whatever ability with higher damage, what about just making ghosts better combatants? Like plain damage value and/or cost buffs? (e.g. damage from 10+10 to 20) Well, since broods are no longer the core Hive unit against Terran, I don't think a Snipe buff would turn lategame into a click contest. In TvP it would be nice to have the option to use Ghosts' remaining energy to dispose of Zealots faster and/or kill them while they're being warped nearby. In TvZ, I'm not convinced there would be more than minor uses for Snipe. Maybe on mutas. For your propositions (lesser cost and/or more damage to non-Light targets), why not but have fun trying to convince Protoss players. Show nested quote +On July 04 2014 02:35 Tsubbi wrote: also dwf suggestions were quite good imo until i realized he wanted to implement all of them haha Never said that.
hm, well, I guess the reaper and the nuke... I don't care too much about it. If they are useful, that kind of stuff should be done, since those things are very rare/nonexistant right now. Still not sure about the ghost. I guess you have a point, given how zerg masses lings/blings throughout all of the game against T that they might not be too strong or something. I just don't like the spell per se I guess.
Plain damage to ghosts could be too strong, given the cloak ability and how Protoss detection works. Not sure how to deal with that problem. Also its not the best kind of buff against Zerg to begin with I guess.
|
On July 04 2014 02:16 Big J wrote:Show nested quote +On July 04 2014 01:58 Superbanana wrote:On July 04 2014 00:22 Big J wrote: Anybody having any interesting idea about a lategame buff for Terran that helps with both Protoss, can be transitioned into from bio vs Zerg but doesn't add even more power to the mass raven mech vs Zerg and hopefully doesn't break TvT? I mentioned it before but here it goes: 1- Viking damage buff to help with colossi 2 - Ghost academy build time and cost reduction to make ghost transition faster and easier to include in terran builds. 3 - Thor move speed buff, together with better vikes provides a better answer vs mass mutas. In TvZ bio terrans are transitioning to triple factory, choosing between hellbat or mine, and adding a few thors vs mass muta. With hellbats pushes terrans are also building the armory sooner so a thor buff sounds helpful. For mech maybe an infestor buff can balance things out (but not insta fungal). For TvP the proposition is to allow terran to react faster to templars and more efficiently to colossi. Also make sure to not propose things that help terran but breaks ZvP. Well, 1 would be problematic in general I think. Vikings are pretty good against various things and very standard in TvT and Mech vs Z play. I think that has quite some potential to break something. And with 2, I think Terrans aren't really struggling with the reaction time to HTs. In general 1+2 don't seem like problems too me to be honest. I think Terran can react to Colossi and HTs very well and do some pretty strong midgame pushes at the time when the Protoss builds either of those units. I think Terran rather has troubles when they should take it to the lategame and they know both - Colossi and Templar - are there (amongst other things) but have a hard time fielding something that Colossi/Templar aren't marvelous against. I have heard 3 before. I think this could be handy for lategame bio (thinking about a buff to 2.25), though I doubt it would really help too much with mutalisks unless you buff the Thor to something fast like 2.75. Which I believe is broken, especially with Mech. But... there is no way around it, to make terran better vs colossus HT you must buff either vikings or ghosts, since a buff to medivacs or bio breaks the game. So either a buff to ghosts/viking or give terran some timing before it happens. While for zerg the problem is the "even upgrades baneling speed muta 10 minutes timing"(*sarcasm) that lasts until terran has 3/3. Terran needs something to deal with mutas (viking or thor) or with baneling (widow mine). But a widow mine buff must not affect TvP as much since its already a strong early unit in the matchup. Turning shield damage into norm damage doesn't help with banes... But to be honest all you said makes a lot of sense
|
On July 02 2014 02:09 KrazyTrumpet wrote: "Let's buff the two most annoying Terran units, and do nothing to promote other styles of play."
Ok.
Exactly what i think
|
On July 04 2014 02:42 eightym wrote:Show nested quote +On July 04 2014 02:02 cheekymonkey wrote: it's funny to think of that a lot of people voted no to both I'm a terran and I voted no for the medivacs. That idea is just stupid. I feel it will considerably reduce the viability of mech in TvT. I almost voted no for the mine because I don't want Blizzard thinking that's a sufficient buff. Blizzard only updates the game once a year and they don't fix their mistakes. The last thing I want is a meaningless buff. I'm also a Terran and voted no to both. The medivac change is incredibly dumb and would have negative repercussions in TvT, while the widow mine is essentially semi-random; putting Terran's viability in the arms of random game design isn't cool IMO. Widow mines are a neat inclusion, but they shouldn't be the thing that balances the race so long as they're designed the way they are.
All Terran needs is some viable early game options to punish Z/P greed, and the game will sort itself out. Some people think this means pigeon-holing Terran into being an all-in race, but the actual result is a shift to more conservative openings from the other races which has a snowball effect for the rest of the game. Late-game Terran units probably need some adjustment too, but I'd rather see Blizzard smooth out the overall game first, then target late-game after seeing what happens when Terrans enter the late-game on equal footing, rather than always being behind.
|
Give hellions the spider mine upgrade from vultures+buff Siege tanks in some way. That's the kind of change I'd like to be done with terran (take it with a grain of salt though because I rarely play HotS).
|
|
|
|