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Pro Opinions: Proposed Terran Buffs - Page 2

Forum Index > SC2 General
352 CommentsPost a Reply
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Dingodile
Profile Joined December 2011
4136 Posts
July 05 2014 22:11 GMT
#21
Nerchio's answer is perfect: Zerg is too strong on creep, too weak without creep vs T and P.

Terran's Lategame problem vs Zerg only relies on the amount of banelings. wm is not allowed to reduce the problem (terrible unit, better remove it in LotV). Makes Tanks stronger!
Grubby | ToD | Moon | Lyn | Sky
Twine
Profile Joined June 2012
France246 Posts
July 05 2014 22:12 GMT
#22
Nerchio, very neutral as always.
#1 Bomber fan | Jin Air best KT
DomeGetta
Profile Joined February 2012
480 Posts
July 05 2014 22:12 GMT
#23
All due respect to the players interviewed - it would be kind of nice to hear something from the top level pros.

Honestly Nerchio will never in his life say something that would get zerg nerfed or terran buffed so it was pretty useless involving him.

Players saying "the match-up is pretty balanced as a whole" I can't even tell if they are trolling.

Tvz - 8 gas zerg can get as many banelings as you have marines and a big muta cloud - like Snute said if you have half a brain don't engage off creep and you cant lose - transition to Ultra/Infestor if you want to not micro at all.


Tvp - Infinite build order wins for Protoss using proxy + overpowered late game tempest 3/3/3 colo / templar / archon - someone please site me a game where a Terran (not Taeja vs a foreigner please) has won from that situation (4 base Protoss vs 4 base Terran).
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 05 2014 22:13 GMT
#24
A lot of these pros really have no idea how to balance an RTS, some changes too specific and intricate, others are way off of course and biased because they only play 1 race.

Really all that needs to happen guys is this:
1) Revert widow mine in TvZ for bio. This gives Terran a splash damage unit again...that forces Zerg to micro as well instead of just 1A mass banes/mutas. Very simple change, Zergs will complain of course because they don't want to have to micro again.

This change barely affects mech because mech TvZ does not use a lot of mines in the first place (mines are terrible with mech).

2) Buff the siege tank in TvP so that it actually creates positional play and tanks can be cost effective vs warp gate/immortals. Bio does not scale at all into late game versus area of effect. If the tank is returned to it's former glory we could see Terrans actually building units out of the factory in this match-up, whether that is pure mech, or going bio and then incorporating siege tanks later in the game for splash damage....just like Protoss has splash damage.

3) Nerf the Tempest to 6-8 supply. This goes along the same lines of empowring more siege tank play in TvP, and discouraging the use of just simply massing pure tempests/carriers vs mech Terran.

4) Remove/severely nerf the nexus cannon for TvP early game so that Terran has more options, such as cloak banshee builds that are brought back into play. As well as remove/nerf some of Protoss's options like DT shrine, revert oracle speed...they have too many all-ins, over 20 literally that include various forms of pure gateway allins from wings of liberty, and new ones with proxied buildlings/blink. The problem with TvP right now is early game and late game. They coincide.

Terran always gets handicapped in the first 10-12 minutes while being unable to do anything via build order vs the nexus cannon which let's Protoss be greedy, Protoss doesn't have to build 400-600 gas worth of sentries because of the nexus cannon..which is very wrong and tilts the early game towards Protoss too much, which then snowballs into lategame making Protoss lategame hit 1-2 minutes earlier than it did in Wings...which is why you see the issues you do nowadays.

5) Ravens are not an issue - please pros/noobs alike stop trying to circle jerk more Terran nerfs. There is already a counter to mass viking/raven lategame from Zerg called mass vipers. I'm talking about 10+ vipers with infestors for fungals, which is the equivalent of viking/raven but no Zerg does this yet. The answer is already there, it's just not practiced at all. Please, no more Terran nerfing, not to mention the raven is the only lategame unit Terran has right now compared to Z/P tier3.
Sup
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 05 2014 22:15 GMT
#25
Great article, lots of interesting analysis and ideas. I hope Blizz is listening.

I'm a bit confused about the "medivacs should pick up sieged tanks", while it adds nice micro, what major issue does it really help against?
Cry 'havoc' and let slip the dogs of war
Figgy
Profile Joined February 2011
Canada1788 Posts
July 05 2014 22:18 GMT
#26
Make Battlecruisers useful. All I ask for.
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2014-07-05 22:19:44
July 05 2014 22:19 GMT
#27
When I read these itws, I don't wonder anymore why Blizzard doesn't ask to pros. They are so fucking biased this is stupid. Most of them are only acting in their personal interest and don't give a shit about the overall balance and the viewer entertainment.
Ask full time caster, they are much less biased already.
Dingodile
Profile Joined December 2011
4136 Posts
July 05 2014 22:22 GMT
#28
On July 06 2014 07:12 DomeGetta wrote:
Players saying "the match-up is pretty balanced as a whole" I can't even tell if they are trolling.

A big problem is that many dont think about design problems!
I agree too that all matchups are very well balanced, but from design it hurts my brain pretty hard.
Grubby | ToD | Moon | Lyn | Sky
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-07-05 22:24:32
July 05 2014 22:23 GMT
#29
buff terran late game units. You almost never see bcs in zvt or thors in pvt and meanwhile you see colossi or ultras in every late game scenerio vs terran.
Fission
Profile Blog Joined August 2010
Canada1184 Posts
July 05 2014 22:23 GMT
#30
Definitely some common themes in the pro players' suggestions. Blizzard, please listen!
Vasoline73
Profile Blog Joined February 2008
United States7815 Posts
July 05 2014 22:24 GMT
#31
Sad to see no PL/GSL koreans but I understand it's not as easy to get their feedback and that often their opinions are quite short.
myRZeth
Profile Joined June 2011
Germany1047 Posts
July 05 2014 22:34 GMT
#32
On July 06 2014 07:24 Vasoline73 wrote:
Sad to see no PL/GSL koreans but I understand it's not as easy to get their feedback and that often their opinions are quite short.


we tried, but eventually it didn t work out in time
Corazon
Profile Blog Joined November 2011
United States3230 Posts
July 05 2014 22:38 GMT
#33
On July 06 2014 07:13 avilo wrote:
A lot of these pros really have no idea how to balance an RTS, some changes too specific and intricate, others are way off of course and biased because they only play 1 race.

Really all that needs to happen guys is this:
1) Revert widow mine in TvZ for bio. This gives Terran a splash damage unit again...that forces Zerg to micro as well instead of just 1A mass banes/mutas. Very simple change, Zergs will complain of course because they don't want to have to micro again.

This change barely affects mech because mech TvZ does not use a lot of mines in the first place (mines are terrible with mech).

2) Buff the siege tank in TvP so that it actually creates positional play and tanks can be cost effective vs warp gate/immortals. Bio does not scale at all into late game versus area of effect. If the tank is returned to it's former glory we could see Terrans actually building units out of the factory in this match-up, whether that is pure mech, or going bio and then incorporating siege tanks later in the game for splash damage....just like Protoss has splash damage.

3) Nerf the Tempest to 6-8 supply. This goes along the same lines of empowring more siege tank play in TvP, and discouraging the use of just simply massing pure tempests/carriers vs mech Terran.

4) Remove/severely nerf the nexus cannon for TvP early game so that Terran has more options, such as cloak banshee builds that are brought back into play. As well as remove/nerf some of Protoss's options like DT shrine, revert oracle speed...they have too many all-ins, over 20 literally that include various forms of pure gateway allins from wings of liberty, and new ones with proxied buildlings/blink. The problem with TvP right now is early game and late game. They coincide.

Terran always gets handicapped in the first 10-12 minutes while being unable to do anything via build order vs the nexus cannon which let's Protoss be greedy, Protoss doesn't have to build 400-600 gas worth of sentries because of the nexus cannon..which is very wrong and tilts the early game towards Protoss too much, which then snowballs into lategame making Protoss lategame hit 1-2 minutes earlier than it did in Wings...which is why you see the issues you do nowadays.

5) Ravens are not an issue - please pros/noobs alike stop trying to circle jerk more Terran nerfs. There is already a counter to mass viking/raven lategame from Zerg called mass vipers. I'm talking about 10+ vipers with infestors for fungals, which is the equivalent of viking/raven but no Zerg does this yet. The answer is already there, it's just not practiced at all. Please, no more Terran nerfing, not to mention the raven is the only lategame unit Terran has right now compared to Z/P tier3.

Bio is good. You should try it sometime.
Grubby's #1 Fan
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
July 05 2014 22:41 GMT
#34
On July 06 2014 07:34 myRZeth wrote:
Show nested quote +
On July 06 2014 07:24 Vasoline73 wrote:
Sad to see no PL/GSL koreans but I understand it's not as easy to get their feedback and that often their opinions are quite short.


we tried, but eventually it didn t work out in time


We are slowly making more and more contacts.

Unfortunately Nathanias who helps us contact EU Koreans is busy with WCS this weekend, so we didn't get in touch with him to allow him to focus on WCS AM.

We don't have many proleague/GSL contacts. Hopefully, we can slowly build more access to them. Also, we will put much more effort into speaking to these pros when hard numbers are released, and we update our article.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-07-05 22:44:47
July 05 2014 22:44 GMT
#35
On July 06 2014 06:54 Hider wrote:
Show nested quote +

Whoa.

Whoa, whoa, whoa, whoa.

What is this and I like it.


No. It's way too complicated and not an effective change either. Look at it this way: Why would you make a Zerg-specific fix to the Thor when the Thor is already only really used in that matchup anyway? You can just make a more general buff Thor that strenghtens vs all races. For instance, a small increase in splash, a damage buff, a range buff or a movement speed buff etc. There are tons of more simple fixes here, and I believe Snutes suggestions in general are way way too overcomplicated.


I should have been a lot clearer. I like how creative the idea is, and as far as band aid solutions go, it would at least steer the game away from the high risk playstyle of Medivacs. I can see how, following the first half of my post, it seems like I think this would fix everything.

On July 06 2014 07:38 Corazon wrote:
Show nested quote +
On July 06 2014 07:13 avilo wrote:
A lot of these pros really have no idea how to balance an RTS, some changes too specific and intricate, others are way off of course and biased because they only play 1 race.

Really all that needs to happen guys is this:
1) Revert widow mine in TvZ for bio. This gives Terran a splash damage unit again...that forces Zerg to micro as well instead of just 1A mass banes/mutas. Very simple change, Zergs will complain of course because they don't want to have to micro again.

This change barely affects mech because mech TvZ does not use a lot of mines in the first place (mines are terrible with mech).

2) Buff the siege tank in TvP so that it actually creates positional play and tanks can be cost effective vs warp gate/immortals. Bio does not scale at all into late game versus area of effect. If the tank is returned to it's former glory we could see Terrans actually building units out of the factory in this match-up, whether that is pure mech, or going bio and then incorporating siege tanks later in the game for splash damage....just like Protoss has splash damage.

3) Nerf the Tempest to 6-8 supply. This goes along the same lines of empowring more siege tank play in TvP, and discouraging the use of just simply massing pure tempests/carriers vs mech Terran.

4) Remove/severely nerf the nexus cannon for TvP early game so that Terran has more options, such as cloak banshee builds that are brought back into play. As well as remove/nerf some of Protoss's options like DT shrine, revert oracle speed...they have too many all-ins, over 20 literally that include various forms of pure gateway allins from wings of liberty, and new ones with proxied buildlings/blink. The problem with TvP right now is early game and late game. They coincide.

Terran always gets handicapped in the first 10-12 minutes while being unable to do anything via build order vs the nexus cannon which let's Protoss be greedy, Protoss doesn't have to build 400-600 gas worth of sentries because of the nexus cannon..which is very wrong and tilts the early game towards Protoss too much, which then snowballs into lategame making Protoss lategame hit 1-2 minutes earlier than it did in Wings...which is why you see the issues you do nowadays.

5) Ravens are not an issue - please pros/noobs alike stop trying to circle jerk more Terran nerfs. There is already a counter to mass viking/raven lategame from Zerg called mass vipers. I'm talking about 10+ vipers with infestors for fungals, which is the equivalent of viking/raven but no Zerg does this yet. The answer is already there, it's just not practiced at all. Please, no more Terran nerfing, not to mention the raven is the only lategame unit Terran has right now compared to Z/P tier3.

Bio is good. You should try it sometime.


I dunno, I think it might be neat to have more than 6 useful units per MU.

I do want Seeker Missile to get slammed with the nerf bat, though. No tier 2.5+ caster should have a spell that's that easy to use AND that potentially devastating.

Re: Avilo's #4, I can't believe this isn't discussed more often, why the hell do Oracles get to attack on the move? Seriously, they're more versatile than Banshees and take less control to use properly? They should have to stop to attack like any other unit.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Extenz
Profile Joined October 2011
Italy822 Posts
July 05 2014 22:48 GMT
#36
On July 06 2014 07:44 pure.Wasted wrote:
Re: Avilo's #4, I can't believe this isn't discussed more often, why the hell do Oracles get to attack on the move? Seriously, they're more versatile than Banshees and take less control to use properly? They should have to stop to attack like any other unit.


Oracles don't attack on the move, you have to micro them, and they are not easy to use cause they are squishy and have a very low range
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2014-07-05 22:51:10
July 05 2014 22:49 GMT
#37
I think the extra shield damage and ignore hardened shields ideas sound like *sspulls and change the game more than its acceptable.


Well removal of hardned shield does as it affects Roaches vs Immortals as well + Maurauder vs Immortals, but Tank bonus vs shield buffs tanks vs protoss which could shake up the meta. But isn't that exactly what we want?

Oracles don't attack on the move, you have to micro them, and they are not easy to use cause they are squishy and have a very low range


Oracles have probably the worst control in the game. BW succesed with its air units because all of them were extremely reponsive but none of them were extremely OP when unmicroed. Unforuntatley, Blizzard didn't follow that concept with the Oracle which is the prototype of what not to do.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2014-07-05 22:54:03
July 05 2014 22:52 GMT
#38
On July 06 2014 07:48 Extenz wrote:
Show nested quote +
On July 06 2014 07:44 pure.Wasted wrote:
Re: Avilo's #4, I can't believe this isn't discussed more often, why the hell do Oracles get to attack on the move? Seriously, they're more versatile than Banshees and take less control to use properly? They should have to stop to attack like any other unit.


Oracles don't attack on the move, you have to micro them, and they are not easy to use cause they are squishy and have a very low range


Wow, they move so fast in the hands of pros, I legitimately thought they attack on the move. Their skill ceiling is definitely higher than I thought it was.

Thanks for clearing that up.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 05 2014 22:56 GMT
#39
On July 06 2014 07:38 Corazon wrote:
Show nested quote +
On July 06 2014 07:13 avilo wrote:
A lot of these pros really have no idea how to balance an RTS, some changes too specific and intricate, others are way off of course and biased because they only play 1 race.

Really all that needs to happen guys is this:
1) Revert widow mine in TvZ for bio. This gives Terran a splash damage unit again...that forces Zerg to micro as well instead of just 1A mass banes/mutas. Very simple change, Zergs will complain of course because they don't want to have to micro again.

This change barely affects mech because mech TvZ does not use a lot of mines in the first place (mines are terrible with mech).

2) Buff the siege tank in TvP so that it actually creates positional play and tanks can be cost effective vs warp gate/immortals. Bio does not scale at all into late game versus area of effect. If the tank is returned to it's former glory we could see Terrans actually building units out of the factory in this match-up, whether that is pure mech, or going bio and then incorporating siege tanks later in the game for splash damage....just like Protoss has splash damage.

3) Nerf the Tempest to 6-8 supply. This goes along the same lines of empowring more siege tank play in TvP, and discouraging the use of just simply massing pure tempests/carriers vs mech Terran.

4) Remove/severely nerf the nexus cannon for TvP early game so that Terran has more options, such as cloak banshee builds that are brought back into play. As well as remove/nerf some of Protoss's options like DT shrine, revert oracle speed...they have too many all-ins, over 20 literally that include various forms of pure gateway allins from wings of liberty, and new ones with proxied buildlings/blink. The problem with TvP right now is early game and late game. They coincide.

Terran always gets handicapped in the first 10-12 minutes while being unable to do anything via build order vs the nexus cannon which let's Protoss be greedy, Protoss doesn't have to build 400-600 gas worth of sentries because of the nexus cannon..which is very wrong and tilts the early game towards Protoss too much, which then snowballs into lategame making Protoss lategame hit 1-2 minutes earlier than it did in Wings...which is why you see the issues you do nowadays.

5) Ravens are not an issue - please pros/noobs alike stop trying to circle jerk more Terran nerfs. There is already a counter to mass viking/raven lategame from Zerg called mass vipers. I'm talking about 10+ vipers with infestors for fungals, which is the equivalent of viking/raven but no Zerg does this yet. The answer is already there, it's just not practiced at all. Please, no more Terran nerfing, not to mention the raven is the only lategame unit Terran has right now compared to Z/P tier3.

Bio is good. You should try it sometime.


In the current metagame, bio is absolutely terrible if you play a really good defensive Zerg that knows to accumulate mass mutas and then mass banelings (30+ banes). Mech is a stronger lategame army than bio, and since a Zerg is going to basically force you to lategame...they just need to revert the mine nerf so bio has splash damage involved again.
Sup
Twine
Profile Joined June 2012
France246 Posts
July 05 2014 22:59 GMT
#40
On July 06 2014 07:48 Extenz wrote:
Show nested quote +
On July 06 2014 07:44 pure.Wasted wrote:
Re: Avilo's #4, I can't believe this isn't discussed more often, why the hell do Oracles get to attack on the move? Seriously, they're more versatile than Banshees and take less control to use properly? They should have to stop to attack like any other unit.


Oracles don't attack on the move, you have to micro them, and they are not easy to use cause they are squishy and have a very low range

You must be trolling... I hope so at least
#1 Bomber fan | Jin Air best KT
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