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Pro Opinions: Proposed Terran Buffs - Page 5

Forum Index > SC2 General
352 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 16 17 18 Next All
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
July 06 2014 01:55 GMT
#81
On July 06 2014 07:06 Faust852 wrote:
Lol some pro are really fucking biased lol.

And Downfall's article that you jack off to isn't biased?
D-light
Profile Joined April 2012
Finland7364 Posts
July 06 2014 02:00 GMT
#82
Good thing we got MorroW's opinion on this.
why even
ETisME
Profile Blog Joined April 2011
12621 Posts
July 06 2014 02:05 GMT
#83
Zerg is too strong on creep, too weak without creep vs T and P
- nerchio

This quote is really something and I completely agree with him.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
IMPrime
Profile Joined September 2011
United States715 Posts
July 06 2014 02:10 GMT
#84
Siege tanks are one of the most skill intensive units to use, and so a buff to tanks could only improve the game, as only the good players will properly utilize tanks. Some people may not see it that way because tanks in an actual fight require no micro, but tanks require insane map awareness to utilize properly. The terran needs to know exactly where the other player's army is, because unsieged tanks are useless. And he needs to know if the opponent is trying to go around his tank line too. And the other player needs to know where the terran army is, because if he runs headfirst into a tank line he SHOULD lose.

But that's the problem with tanks. Keyword is SHOULD. But in SC2, terrans require tanks to be sieged in a fight just to have a fighting chance. In theory, if you have a good tank count and they are sieged, you will not break that line with a pure ground army. In BW, I do not recall anyone breaking a good sieged tank line with a pure ground army; even something as simple as putting HTs or reavers in shuttles would greatly help a toss beat a tank line.

I'm not sure how to make tanks better in tvz, since the big problem with tanks being useless is the muta HP regen making it too easy for zergs to snipe tanks (also the fact that the viper just totally shits on tanks too, but zergs don't often go vipers because terrans don't make tanks anyway). But the way to fix tanks in tvp is to give them a bonus damage to shields. The fact that protosses can break a big tank line with 0 air units is just bad; they have too many units that tanks can never kill. I don't know exactly how much the bonus should be, but it would go a long way towards making immortals not be such a hard counter to tanks, or chargelots requiring 5 shots to kill.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
July 06 2014 02:17 GMT
#85
On July 06 2014 06:28 Faefae wrote:
Show nested quote +
Terran could call down Barracks units from space to a Medivac location instead of having to walk them across the map? Haha. Just a thought :D

They should just let Snute design the game :3

That or put everything from the wol and HoTS campaign in the game.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
July 06 2014 02:23 GMT
#86
On July 06 2014 11:17 BisuDagger wrote:
Show nested quote +
On July 06 2014 06:28 Faefae wrote:
Terran could call down Barracks units from space to a Medivac location instead of having to walk them across the map? Haha. Just a thought :D

They should just let Snute design the game :3

That or put everything from the wol and HoTS campaign in the game.

Including Warhounds?
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
MiniFotToss
Profile Joined December 2013
China2430 Posts
July 06 2014 02:27 GMT
#87
On July 06 2014 07:49 Hider wrote:
Show nested quote +
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?

Show nested quote +
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.


are you guys serious? the immortal was meant to deal with seige tanks from BW, thats why they have hardened shield, other than immortals (or maybe so many zealots, it is hard to go out without already losing units to tanks, just buff tanks, dont nerf immortals, they were meant to counter tanks
MiniFotToss
Profile Joined December 2013
China2430 Posts
July 06 2014 02:27 GMT
#88
On July 06 2014 11:23 Shellshock wrote:
Show nested quote +
On July 06 2014 11:17 BisuDagger wrote:
On July 06 2014 06:28 Faefae wrote:
Terran could call down Barracks units from space to a Medivac location instead of having to walk them across the map? Haha. Just a thought :D

They should just let Snute design the game :3

That or put everything from the wol and HoTS campaign in the game.

Including Warhounds?

they removed it, why would they bring it back in, thats just weired, just why remove a unit if you're going to bring it back in again?
ZenithM
Profile Joined February 2011
France15952 Posts
July 06 2014 02:29 GMT
#89
On July 06 2014 11:23 Shellshock wrote:
Show nested quote +
On July 06 2014 11:17 BisuDagger wrote:
On July 06 2014 06:28 Faefae wrote:
Terran could call down Barracks units from space to a Medivac location instead of having to walk them across the map? Haha. Just a thought :D

They should just let Snute design the game :3

That or put everything from the wol and HoTS campaign in the game.

Including Warhounds?

And teleporting Swarmhosts.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-07-06 02:38:01
July 06 2014 02:34 GMT
#90
On July 06 2014 11:10 IMPrime wrote:
Siege tanks are one of the most skill intensive units to use, and so a buff to tanks could only improve the game, as only the good players will properly utilize tanks. Some people may not see it that way because tanks in an actual fight require no micro, but tanks require insane map awareness to utilize properly. The terran needs to know exactly where the other player's army is, because unsieged tanks are useless. And he needs to know if the opponent is trying to go around his tank line too. And the other player needs to know where the terran army is, because if he runs headfirst into a tank line he SHOULD lose.

But that's the problem with tanks. Keyword is SHOULD. But in SC2, terrans require tanks to be sieged in a fight just to have a fighting chance. In theory, if you have a good tank count and they are sieged, you will not break that line with a pure ground army. In BW, I do not recall anyone breaking a good sieged tank line with a pure ground army; even something as simple as putting HTs or reavers in shuttles would greatly help a toss beat a tank line.

I'm not sure how to make tanks better in tvz, since the big problem with tanks being useless is the muta HP regen making it too easy for zergs to snipe tanks (also the fact that the viper just totally shits on tanks too, but zergs don't often go vipers because terrans don't make tanks anyway). But the way to fix tanks in tvp is to give them a bonus damage to shields. The fact that protosses can break a big tank line with 0 air units is just bad; they have too many units that tanks can never kill. I don't know exactly how much the bonus should be, but it would go a long way towards making immortals not be such a hard counter to tanks, or chargelots requiring 5 shots to kill.

I think they should have a 2hit attack with around half damage (slightly highter), doubling their damage vs immos shield, but not making them much better vs other toss units. That can make biomech work, you can make mines or hellbats to deal with zealots. Protoss should not be forced to make voids vs tanks because marines hard counter them.
But TvP late game army control with biomech is going to be a nightmare for terran (altough a little bit harder for protoss too).
For TvZ the Thor suggestion from Snute might work, the imbalance is not big after hellbat patch. It looks like you agree with me that the issue is not tanks, its mutas.

In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
July 06 2014 03:21 GMT
#91
Interesting read, some more than others. I lol'd so hard when I read Dimaga wants a unit to feedback ravens.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Caihead
Profile Blog Joined July 2011
Canada8550 Posts
July 06 2014 03:37 GMT
#92
On July 06 2014 10:55 ZAiNs wrote:
Show nested quote +
On July 06 2014 07:06 Faust852 wrote:
Lol some pro are really fucking biased lol.

And Downfall's article that you jack off to isn't biased?

Some pros are way more biased when asked of their opinion regarding balance than that article will ever be construed to be, I'm looking at you "BL-Infestor" Rain.
"If you're not living in the US or are a US Citizen, please do not tell us how to vote or how you want our country to be governed." - Serpest, American Hero
chipmonklord17
Profile Joined February 2011
United States11944 Posts
July 06 2014 03:57 GMT
#93
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.



Why would it be limited to Zerg anyway? Protoss regenerate too just shields instead of health. It could actually be a step in a mech TvP direction as it would help mech deal with immortals if their shields regenerated slowly. Also, complicated?

Infernal Preigniter
Adds ____ attack to thor that when hit, opponents regenerate at Y health/second.

Where Y is a number smaller than the current health/second ratio increase
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-07-06 05:18:02
July 06 2014 04:06 GMT
#94
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.


Edited: Look, don't trash pro players for expressing an opinion that is biased when you too are heavily biased, and then proceed to immediately follow up that criticism by doing exactly what you criticized. If you wonder why it's sometimes hard to take you seriously, it's things like this.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
oxxo
Profile Joined February 2010
988 Posts
July 06 2014 04:13 GMT
#95
The most annoying part about this is that T lategame issues have been talked about for literally years but Blizzard keeps targetting early/mid game stuff.
goody153
Profile Blog Joined April 2013
44236 Posts
July 06 2014 04:18 GMT
#96
On July 06 2014 13:13 oxxo wrote:
The most annoying part about this is that T lategame issues have been talked about for literally years but Blizzard keeps targetting early/mid game stuff.

maybe blizz doesn't really have any clear solution to terran lategame without making it OP if they buff it.
this is a quote
Greenei
Profile Joined November 2011
Germany1754 Posts
July 06 2014 04:19 GMT
#97
#BringbackourGhosts
#BringbackourWarhounds
IMBA IMBA IMBA IMBA IMBA IMBA
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 06 2014 04:28 GMT
#98
On July 06 2014 13:18 goody153 wrote:
Show nested quote +
On July 06 2014 13:13 oxxo wrote:
The most annoying part about this is that T lategame issues have been talked about for literally years but Blizzard keeps targetting early/mid game stuff.

maybe blizz doesn't really have any clear solution to terran lategame without making it OP if they buff it.

...buff it less?
vibeo gane,
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
July 06 2014 04:35 GMT
#99
as long as they hold onto this silly fascinating with bio and "Proper Blizz Certified Terran Strategy" it'll never amount to anything.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
July 06 2014 04:37 GMT
#100
I am definitely not the biggest watcher of HotS but having watched a lot of games recently... I agree that endgame compositions need to be more interesting.

Before even bringing balance in, the end-game is fucking boring as it's often the mid-game with more units. Make ghosts (nukes and EMP that was over-nerfed) more useful, BCs more useful (or slightly faster/more affordable to build to incite people to actually make them --- right now it's like a lose button to make them; in 99% of games that I have ever seen them made the T was way ahead and lost when he made BCs because of how bad their value is).

I recently watched the top40 games of 2013, GSL and a few other randoms and the biggest disappointment is how many units get left out of EVERY matchup. Even the other races need to be looked at for this (zerg is probably the one in the best spot but I noticed broodlords and infestors are rarely seen). And as always I wish Nydus were more prominent if Blizzard buffed them a bit. It's the most interesting concept for Zerg IMO. Protoss is in a decent place (carriers still pretty much a joke unit it seems) in terms of unit usage from what I can tell.

Since the balance already needs to be fixed for end-game, it's a great opportunity to make different units more useful, especially various exciting end-game units. I personally hope they do this for LoV (and add 1-2 unit per race of course) at the very least. I can't believe several years in that end-game units are still so under-used =/

Again I don't play this game. But as a watcher I wish the balance was shifted to let players use more interested units in the late game.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
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