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Terran Buffs - Balance Testing Soon - July 1 - Page 56

Forum Index > SC2 General
1211 CommentsPost a Reply
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Novacute
Profile Joined September 2011
Australia313 Posts
July 06 2014 14:37 GMT
#1101
I would like to see upgrades designed specifically for the Thor or Siege tank, available at the techlab that boosts their potency (more damage or + vs shields). That way, it doesn't affect any of Terran's early to mid game strength and enables factory units to compete well against late game compositions.
SiroKO
Profile Joined February 2012
France721 Posts
Last Edited: 2014-07-06 15:15:57
July 06 2014 15:15 GMT
#1102
Here are my 2 propositions adressing the core T issues.

Terran
1/ Helping remaxing with mech and bio -> mech transition.
New upgrade from fusion-core.
"War industry" 60 seconds buildtime, cost 150-100.
> Mechanical units are build 30% faster.

2/ Helping against mass zealots remax and unmicroed banelings/mutalisks.
Widow mine damage revision
> Primary target : primary target damage for Sentinel Missiles reduced from 125 +35 vs. Shields to 60 + 40 shields.
Up to 1.25 radius, splash damage will increase from 40 (+40 vs. shields) to 60 + 40 shields.
From 1.25 to 1.5 radius, splash damage will increase from 20 (+20 vs. shields) to 40 + 40 shields.
From 1.5 to 1.75 radius, splash damage will increase from 10 (+10 vs. shields) to 40 + 40 shields.
From 1.75 to 2 radius, splash damage will inflict 20 + 20 shields.
Our envy always last longer than the happiness of those we envy
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2014-07-07 03:59:59
July 06 2014 18:14 GMT
#1103
royalroadweed
Profile Joined April 2013
United States8301 Posts
July 06 2014 18:16 GMT
#1104
On July 02 2014 07:01 Scoobers wrote:
I dont like the mine being used over the tank in TvZ but buffing the mine would make Protoss concerner of stuff burrowing in their mineral line which is currently not the case so the buff is kinda good but as I said, I would rather have tank get some love because TvZ of muta/ling/bling vs marine/tank/thor/medivac just looks unbeliveably good in my opinion. Then again, Thor would have to be better at dealing with mutas because it just sucks against them, utterly sucks.

Problem with buffing the tank would be that mech seems really strong in TvT already :/

Increading the speed at which medevacs unload is a decent idea because as stated many time, people adapt to the drops with time and then we find our selves that doing drops is almost a bad idea.

Great deal of terran problems is also the amount of stuff protoss can throw at you in the early game which have the potential to win the game our right while being very little of commitment from Protoss eg Oracles and DTs. I think that with how strong mutas are are raping turrets, making the latter requite 75 minerals or avaiblee without ebay would be a great deal of help to help the safety of Terran which wouldn't be unfair since others have a 1 click defense at will, right?

There is a bajillion of way you could help terrans which very often is just reverting some crazy nerfs like to snipe which is utterly shit if not used on a psionic unit, stim time or bunkers (I find it quite ridiculous that against oracle into void ray all inn you need 6-7 of them and you still have a decent chance of losing).

But overall I am glad that Blizzard woke up because terran has totally been the race not to play as for quite a while now.

Btw did any1 tweet those proposed balance changes at SKT Rain?

Are you The Scoobers?
"Nerfing Toss can just make them stronger"
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2014-07-06 20:14:45
July 06 2014 19:12 GMT
#1105
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?

Overview:
Protoss use Chrono Boost for timing attacks, upgrades and unit production. By making Photon Overcharge cost energy, Protoss would be forced to save Chrono Boost in order to preserve their defense in several timings throughout the game. This introduces a level of strategy into the game which currently does not exist; a Protoss must choose to use their Chrono Boost for offensive or defensive purposes.

Additionally, a change like this would have heavy reprecussions from the beginning to ending of each game. We would get rid of "Free and full" one-click defense, the anethema of a skill-based strategy game like Starcraft, as well as introduce depth and strategy for saving and using Chrono Boost. This will also give Terran and Zerg the ability to effectively bait PO 's limited attacks which will force Protoss to warp in Gateway units throughout the game, instead of investing those resources into their lategame Colossi/HT/Archon deathballs.

In this model, Photon Overcharge is an ability that must be toggled in order to preserve energy, we can create more dynamic base defense and gameplay.

For example:
What if a Terran has a Siege Tank being repaired within Overcharge range? Protoss must pay attention to what's happening and toggle off Overcharge via the Mothership Core.
But what if a Terran snipes the Mothership Core and Protoss can no longer toggle PO off? Boom, new timing attacks open in the future and Terran can heavily pressure Protoss bases.

Changes to early game:
Alters the timing for many Protoss early game attacks by forcing a Chrono Boost to be saved for potential harassment. Oracles and Blink in particular would hit later, while preserving Protoss all-in attacks such as 4-gate (where Protoss does not need defenses at home)

Changes to early-mid game:
New timing attacks and strategies would open up throughout the entirety of the game, but this would create big timing attacks when a 3rd Nexus completes.

i.e. 1/1 Roach Timing to attack the third, Medivac dropping the main while the Protoss army defends the vulnerable third (except this forces the deathball to split or Protoss to invest many more times the resources for warp-ins)

Changes to mid-late game:
At the later stages of the game, Protoss will have more dependence on static defense since Overcharge will not have meaningful defensive contribution at the 4th or 5th base. In this way, Overcharge will not have changed much from the current form and thus this change targets the early and mid game the most.

There will be a difference, however, and as a result of spending so much more time and resources on base defense, the Protoss will arrive to late game compositions and tech at a later time and with less resources. As a result, less of the game will be spent at the "deathball" stage and we're left with more interesting, varied battles and gameplay.

I'm just brainstorming here, and I'd appreciate any feedback or ideas on how this would change each game from the beginning.
KT FlaSh FOREVER
fCFiRE
Profile Joined June 2012
United States7 Posts
July 06 2014 19:23 GMT
#1106
Um this one is so easy.............

MAKE THE SIEGE DAMAGE NOT HURT FRIENDLY BIO..

Bio-Mech would be better vs charge lots and lings..

or make the colossus damage zealots..
Haukinger
Profile Joined June 2012
Germany131 Posts
July 06 2014 20:51 GMT
#1107
make the colossus damage zealots


I'd say "make basically all aoe-damage deal friendly fire".
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
July 06 2014 21:02 GMT
#1108
On July 07 2014 05:51 Haukinger wrote:
Show nested quote +
make the colossus damage zealots


I'd say "make basically all aoe-damage deal friendly fire".


then zerg players who make banelings would be basically screwed lol
AKA: TelecoM[WHITE] Protoss fighting
Lunareste
Profile Joined July 2011
United States3596 Posts
July 06 2014 21:04 GMT
#1109
On July 07 2014 06:02 GGzerG wrote:
Show nested quote +
On July 07 2014 05:51 Haukinger wrote:
make the colossus damage zealots


I'd say "make basically all aoe-damage deal friendly fire".


then zerg players who make banelings would be basically screwed lol


You mean they'd have to deal with stupid friendly splash like Terran does from Siege Tank and Widow Mine?
KT FlaSh FOREVER
Xequecal
Profile Joined October 2010
United States473 Posts
July 06 2014 22:00 GMT
#1110
On July 07 2014 06:04 Lunareste wrote:
Show nested quote +
On July 07 2014 06:02 GGzerG wrote:
On July 07 2014 05:51 Haukinger wrote:
make the colossus damage zealots


I'd say "make basically all aoe-damage deal friendly fire".


then zerg players who make banelings would be basically screwed lol


You mean they'd have to deal with stupid friendly splash like Terran does from Siege Tank and Widow Mine?


Yes, because that's so much the same thing as every single one of your banelings instantly dying from chain-reaction explosions as soon as the first one does.
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2014-07-06 22:13:06
July 06 2014 22:03 GMT
#1111
On July 07 2014 04:12 Lunareste wrote:
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?


Personally, I think they'd have nerfed overcharge a long time ago if it wasn't for the mirror. Any significant nerf to overcharge just returns PvP to "whoever expands first loses" like it was in WoL. You need a long-duration Overcharge to be able to zone out Phoenixes and/or Oracles from constantly murdering probes in your main without having any units up there, because you won't be able to hold an allin on your natural alongside those phoenixes if you're got a bunch of units up by your mainbase's minerals where they can't help defend.
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2014-07-06 22:11:13
July 06 2014 22:06 GMT
#1112
On July 07 2014 07:00 Xequecal wrote:
Show nested quote +
On July 07 2014 06:04 Lunareste wrote:
On July 07 2014 06:02 GGzerG wrote:
On July 07 2014 05:51 Haukinger wrote:
make the colossus damage zealots


I'd say "make basically all aoe-damage deal friendly fire".


then zerg players who make banelings would be basically screwed lol


You mean they'd have to deal with stupid friendly splash like Terran does from Siege Tank and Widow Mine?


Yes, because that's so much the same thing as every single one of your banelings instantly dying from chain-reaction explosions as soon as the first one does.

don't forget all zerglings, roaches, hydralisks, infestors and the rare queen or swarmhost that happen to be nearby to the banelings when the first couple baneling dies.

nearby ultralisks probably barely survive if they have full armor upgrades, full health and are not completely surrounded by banelings. if they are basically inside the banelings they definitely die anyway.

which basically means: kill 2 banelings -> rest of zerg ground army instantly dies
I'm better today than I was yesterday!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 06 2014 22:12 GMT
#1113
On July 07 2014 07:03 Xequecal wrote:
Show nested quote +
On July 07 2014 04:12 Lunareste wrote:
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?


Personally, I think they'd have nerfed overcharge a long time ago if it wasn't for the mirror. Any significant nerf to overcharge just returns PvP to "whoever expands first loses" like it was in WoL. You need Overcharge to be able to zone out Phoenixes and/or Oracles from constantly murdering probes in your main without having any units up there, because you won't be able to hold an allin on your natural alongside those phoenixes if you're got a bunch of units up by your mainbase's minerals where they can't help defend.


Change PO damage from 20 to 5+15 vs. Shields. Am I a genius or what?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Xequecal
Profile Joined October 2010
United States473 Posts
July 06 2014 22:14 GMT
#1114
On July 07 2014 07:12 pure.Wasted wrote:
Show nested quote +
On July 07 2014 07:03 Xequecal wrote:
On July 07 2014 04:12 Lunareste wrote:
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?


Personally, I think they'd have nerfed overcharge a long time ago if it wasn't for the mirror. Any significant nerf to overcharge just returns PvP to "whoever expands first loses" like it was in WoL. You need Overcharge to be able to zone out Phoenixes and/or Oracles from constantly murdering probes in your main without having any units up there, because you won't be able to hold an allin on your natural alongside those phoenixes if you're got a bunch of units up by your mainbase's minerals where they can't help defend.


Change PO damage from 20 to 5+15 vs. Shields. Am I a genius or what?


How exactly do you zone out air units when it takes 27 shots to kill a Phoenix and 23 shots to kill an Oracle?
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 06 2014 23:06 GMT
#1115
On July 07 2014 07:14 Xequecal wrote:
Show nested quote +
On July 07 2014 07:12 pure.Wasted wrote:
On July 07 2014 07:03 Xequecal wrote:
On July 07 2014 04:12 Lunareste wrote:
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?


Personally, I think they'd have nerfed overcharge a long time ago if it wasn't for the mirror. Any significant nerf to overcharge just returns PvP to "whoever expands first loses" like it was in WoL. You need Overcharge to be able to zone out Phoenixes and/or Oracles from constantly murdering probes in your main without having any units up there, because you won't be able to hold an allin on your natural alongside those phoenixes if you're got a bunch of units up by your mainbase's minerals where they can't help defend.


Change PO damage from 20 to 5+15 vs. Shields. Am I a genius or what?


How exactly do you zone out air units when it takes 27 shots to kill a Phoenix and 23 shots to kill an Oracle?


Sorry, missed the air units thing. That's my fault. Last time I had this conversation it was mostly Gateway pressure that was the problem. Keep PO at 5+15 to help against ground, remove Time Warp (which Protoss have never ever needed) and replace it with a new spell specifically for defending against air units (PvP and Mutas). Just off the top of my head, a spell that creates a 2.5-sized area wherein units take no damage from air attacks for 20 seconds.

Love the logic, though. Hellbats ruin TvT, so Blizzard nerfs them for all match ups. Oracles ruin PvP, so Blizzard can't nerf MSC. Admirable consistency.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Nerski
Profile Blog Joined November 2010
United States1095 Posts
July 06 2014 23:56 GMT
#1116
I am of the opinion that what SC2 might need is a lack of balancing and more emphasis on maps. Worked amazingly for BW, all balance changes with an ever changing map pool does is make sure everything stays off kilter.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
goody153
Profile Blog Joined April 2013
44228 Posts
July 07 2014 00:01 GMT
#1117
On July 07 2014 06:02 GGzerG wrote:
Show nested quote +
On July 07 2014 05:51 Haukinger wrote:
make the colossus damage zealots


I'd say "make basically all aoe-damage deal friendly fire".


then zerg players who make banelings would be basically screwed lol


You can't do that to banelings. 2-3 banelings wipe out entire zerg line while you could say the same with siege tank and widow mines but marines are not melee so they get away with the AOE of the tank and mines at times. Banelings will be unusable at that point.
this is a quote
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2014-07-07 00:31:56
July 07 2014 00:30 GMT
#1118
On July 07 2014 08:06 pure.Wasted wrote:
Show nested quote +
On July 07 2014 07:14 Xequecal wrote:
On July 07 2014 07:12 pure.Wasted wrote:
On July 07 2014 07:03 Xequecal wrote:
On July 07 2014 04:12 Lunareste wrote:
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?


Personally, I think they'd have nerfed overcharge a long time ago if it wasn't for the mirror. Any significant nerf to overcharge just returns PvP to "whoever expands first loses" like it was in WoL. You need Overcharge to be able to zone out Phoenixes and/or Oracles from constantly murdering probes in your main without having any units up there, because you won't be able to hold an allin on your natural alongside those phoenixes if you're got a bunch of units up by your mainbase's minerals where they can't help defend.


Change PO damage from 20 to 5+15 vs. Shields. Am I a genius or what?


How exactly do you zone out air units when it takes 27 shots to kill a Phoenix and 23 shots to kill an Oracle?


Sorry, missed the air units thing. That's my fault. Last time I had this conversation it was mostly Gateway pressure that was the problem. Keep PO at 5+15 to help against ground, remove Time Warp (which Protoss have never ever needed) and replace it with a new spell specifically for defending against air units (PvP and Mutas). Just off the top of my head, a spell that creates a 2.5-sized area wherein units take no damage from air attacks for 20 seconds.

Love the logic, though. Hellbats ruin TvT, so Blizzard nerfs them for all match ups. Oracles ruin PvP, so Blizzard can't nerf MSC. Admirable consistency.


20 sec nowhere near enough for PvP, typical strategy against Stargate aggression is overcharging the main twice while camping your natural until your expansion's production fully ramps up.

Also, it's warpgates that ruin PvP, no defender's advantage means you need an overpowered defensive ability if you want to be able to invest 1500 minerals into an expansion + probes + extra gates and not die. If Oracles and Phoenixes were nerfed alongside overcharge, it would just be warp prism warpins preventing expands in PvP.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 07 2014 00:41 GMT
#1119
On July 07 2014 07:03 Xequecal wrote:
Show nested quote +
On July 07 2014 04:12 Lunareste wrote:
You know how people always say that Boosters should cost the Medivac some energy? What would be the reprecussions of making Photon Overcharge a toggleable ability cost Nexus energy per shot, and burns energy while Overcharge is active?


Personally, I think they'd have nerfed overcharge a long time ago if it wasn't for the mirror. Any significant nerf to overcharge just returns PvP to "whoever expands first loses" like it was in WoL. You need a long-duration Overcharge to be able to zone out Phoenixes and/or Oracles from constantly murdering probes in your main without having any units up there, because you won't be able to hold an allin on your natural alongside those phoenixes if you're got a bunch of units up by your mainbase's minerals where they can't help defend.


At the end of WoL, PvP had actually stabilized quite nicely and a majority of the games went to the late game. Before I really wasn't in favor of a longer overcharge, but now that things have stabilized back into 1-base plays, I'd be okay with nerfing it by like 10 seconds or something like that.
StrategyAllyssa Grey <3<3
Dingodile
Profile Joined December 2011
4136 Posts
July 07 2014 00:49 GMT
#1120
In ZvP I prefer to change the design of the first 10min in ZvP . Put Warpgate to Twilight council or templar archives, I just hate to see how the first 10min of ZvP go off.
Grubby | ToD | Moon | Lyn | Sky
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