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Call to Action: July 11 Balance Testing - Page 11

Forum Index > SC2 General
215 CommentsPost a Reply
Prev 1 9 10 11 All
NKexquisite
Profile Joined January 2009
United States911 Posts
July 14 2014 00:04 GMT
#201
I have to laugh at the gif in the OP.. It's a total "the absolute best case scenario" for Terran illustration, but who the hell is clumping their units like that vs mines?

In what leagues are zergs still running their clumped up lings and banelings into a mine field? Bronze and Silver?

Are there players clumping up their probes on top of mines regularly for some reason?
Whattttt Upppppppp Im Nesteaaaaaa!!
Startyr
Profile Joined November 2011
Scotland188 Posts
July 14 2014 00:28 GMT
#202
I think whenever the question of balance comes up a lot of people let their imagination run wild in coming up with ideas for changes, I know I am one.

When it comes to it, for any problems that you are having a solution already exists within the game.

As for fun, its the nature of the system that someone loses, welcome the losses and take them as opportunities to learn,
welcome the wins and still look at what you could have done better.
Don't just repeat what you are already good at and make the same mistakes again and again and start thinking the game is unfair.

Or just enjoy the starcraft 2 content and play what ever game you find fun, dont let others convince you that you shouldn't be having fun and that something is imbalanced.

As for profesional play when balance comes up I think a lot of the time the skill of the players involved is ignored, there are no balance problems, one of the players played better/smarter.

If you can meet with Triumph and Disaster and treat those two impostors just the same..
BronzeKnee
Profile Joined March 2011
United States5225 Posts
July 14 2014 01:03 GMT
#203
On July 12 2014 11:41 neoghaleon55 wrote:
Show nested quote +
On July 12 2014 11:39 Exarl25 wrote:
Goodbye Probes.

They deserve it! Bastards tried to steal my car!


Was it a Dune Buggy with a flamethrower on top? Because I can confirm that was a total loss, killed by a local Stalker.

Too bad too, because if you didn't know, it was a Transformer.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
July 14 2014 04:46 GMT
#204
So...Terran just won a tournament.
Do we still need that buff?
hehehe
moo...for DRG
MrLightning
Profile Joined September 2013
306 Posts
July 14 2014 08:24 GMT
#205
on
On July 14 2014 13:46 neoghaleon55 wrote:
So...Terran just won a tournament.
Do we still need that buff?
hehehe


Yes! Because Terran should be winning all the tournaments. Everyone one of them, in a TvT coming from a TvT semifinals.....

It sounds stupid but that is what a lot of people here want to see apparently. I personally don't get it.
gneGne
Profile Joined June 2007
Netherlands697 Posts
July 14 2014 09:27 GMT
#206
I really loved Red Bull Battlegrounds, but it can't be compared to other major tournaments in terms of the amount of skilled players.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 14 2014 09:46 GMT
#207
On July 14 2014 17:24 MrLightning wrote:
on
Show nested quote +
On July 14 2014 13:46 neoghaleon55 wrote:
So...Terran just won a tournament.
Do we still need that buff?
hehehe


Yes! Because Terran should be winning all the tournaments. Everyone one of them, in a TvT coming from a TvT semifinals.....

It sounds stupid but that is what a lot of people here want to see apparently. I personally don't get it.


yes, two top level korean terrans, who wouldn't have had a shot in a more stacked tournament, should have completely lost vs a bunch of foreigners.
"Not you."
Elendur
Profile Joined August 2012
Canada43 Posts
Last Edited: 2014-07-14 11:31:22
July 14 2014 11:28 GMT
#208
I think that when David Kim referred to Terran struggling a little bit at the highest level, he meant based on the results of the GSL Code S and basically only having Maru there to represent an entire race for quite a long period of time. I don't think that he was looking at the WCS America quarterfinals at the time.

In other words - who knew that Bomber would win against Vibe, and that Polt could win against Huk - it doesn't say much about balance.
mostevil
Profile Joined February 2011
United Kingdom611 Posts
July 14 2014 13:49 GMT
#209
On July 13 2014 04:01 Hider wrote:
Show nested quote +
Though back to 50 damage would work as well and encourage marine splitting in TvT, right now its just a-move into exposed siege tanks and you fall really behind, if the tanks would get a few more Marines it would be helpful.


??? No Tanks are fine vs Marines. Don't buff them please.

I agree they shouldn't do much better vs T bio but If you just buff the direct damage and leave the splash as is marines aren't affected much. Or put in an armoury limited upgrade to that effect. Suddenly tanks can hurt ultras and heavily armoured protossy type things in the later game.

But reducing those muta buffs would be better both for tanks lifespans and the ugly mass muta vs protoss strats.
我的媽和她的瘋狂的外甥都
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
July 14 2014 14:32 GMT
#210
Regen mutas and Vipers just say no to Siege Tanks unfortunately.
Zerg have also vastly improved their creep spreed since the Marine/Tank WoL days, making sieging up more difficult as well.

Mutalisk Regeneration basically means the Mutas can snipe the Tanks for free as any Marine fire they take will just regenerate. I suppose you could try planting Mines next to your Tanks but that is a lot of supply going into a static location.
Then there's Blinding Cloud and Abduct that just turn Tanks into anchored paperweights.

I suppose one could opt that a Tank in Siege Mode cannot be abducted, after all it IS bolted to the damn ground.
Blinding Cloud could do with a static range reduction (-5 or -6) or a percentage (-50%) so that Tanks are not as hard countered.
Mostly though Tanks just lack raw firepower compared to the more easily massed and mobile Widow Mine (sad I know).

I wonder if a range increase (to 15 or 16) with a higher impact (not splash) damage could migitate this a bit.
If Tanks could fire even further away, you could Siege up earlier and Zerg would have to cover more ground before they can get to the Tanks.

Still, I fear the Siege Tank will only be seen in Mech play and TvT.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-07-15 00:23:51
July 15 2014 00:04 GMT
#211
On July 14 2014 23:32 Thezzy wrote:
Regen mutas and Vipers just say no to Siege Tanks unfortunately.
Zerg have also vastly improved their creep spreed since the Marine/Tank WoL days, making sieging up more difficult as well.

Mutalisk Regeneration basically means the Mutas can snipe the Tanks for free as any Marine fire they take will just regenerate. I suppose you could try planting Mines next to your Tanks but that is a lot of supply going into a static location.
Then there's Blinding Cloud and Abduct that just turn Tanks into anchored paperweights.

I suppose one could opt that a Tank in Siege Mode cannot be abducted, after all it IS bolted to the damn ground.
Blinding Cloud could do with a static range reduction (-5 or -6) or a percentage (-50%) so that Tanks are not as hard countered.
Mostly though Tanks just lack raw firepower compared to the more easily massed and mobile Widow Mine (sad I know).

I wonder if a range increase (to 15 or 16) with a higher impact (not splash) damage could migitate this a bit.
If Tanks could fire even further away, you could Siege up earlier and Zerg would have to cover more ground before they can get to the Tanks.

Still, I fear the Siege Tank will only be seen in Mech play and TvT.

It's more complicated than that.. Buffing Siege-Tank range may make mech better, but it may break the game (16 is w.t.f., 15 is strong, 14 is a good start because Tanks could outsiege even PO on some maps if Tanks guarded well)

However - problem with Tanks aren't tanks themselves - Problem with Tanks is that there isn't a good synergy unit that goes with them.. The closest ones are Vikings, but they can't guard them.. I think that it should've been the Raven that does exactly that, but that too doesn't guard tanks in terms of defending them just enough.. Ravens are like - too much of an investment to "overguard" (by overguard I meant of placing the PDDs in front of them0) your tanks that you may or may not have..

And on top of that - there's that "fireworks" Ravens have.. So yes - Terran needs to be a bit more synergetic and quite a bit less destructive (at least with the "support" units I mean), and maybe Protoss should be a bit less synergetic and a bit more destructive, lol..

Terran units have far too much destructive power (each one of them, except maybe some specialized for a certain situation only units - like the Viking or the Ghost) but they suck at synergy, so the best thing you can do is "split" and "micro" and hope that the opponent doesn't restrict you well enough so you could "outmicro" him there..

Here's a very simple small example - think about swapping HSM for the Timewarp for example for a second - see how much synergy mech would get from their air support without in the same time having that "snowball" potential of the larger groups of Ravens..

Like - seriously Blizz has to think to give some CC units to Terran that won't be destructive, and mech will live IMO once again.. Like - far too much of Terran things is designed to deal obscene amounts of damage for a unit for it's own cost, therefore each of them should've had limits and cons too..

At least that's what I'd do if I were in their place (for a start in LotV for ex.) - Protossize Terran support units, and Terranize Protoss support units (if it even makes sense, I mean it does make perfect sense to me, but for the rest IDK lol)
Another world, another place, another universe, won the race.. :) ;) :P
mostevil
Profile Joined February 2011
United Kingdom611 Posts
July 15 2014 00:38 GMT
#212
On July 14 2014 09:04 NKexquisite wrote:
I have to laugh at the gif in the OP.. It's a total "the absolute best case scenario" for Terran illustration, but who the hell is clumping their units like that vs mines?

In what leagues are zergs still running their clumped up lings and banelings into a mine field? Bronze and Silver?

Are there players clumping up their probes on top of mines regularly for some reason?

To be fair even then in the unrealistically good case there's not a whole lot in it..
我的媽和她的瘋狂的外甥都
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
July 15 2014 09:41 GMT
#213
I agree they shouldn't do much better vs T bio but If you just buff the direct damage and leave the splash as is marines aren't affected much. Or put in an armoury limited upgrade to that effect. Suddenly tanks can hurt ultras and heavily armoured protossy type things in the later game.


It's probably gonna affect Marines more than anything else as it will oneshot stimmed Marines.
klup
Profile Joined May 2013
France612 Posts
July 15 2014 09:57 GMT
#214
On July 14 2014 17:24 MrLightning wrote:
on
Show nested quote +
On July 14 2014 13:46 neoghaleon55 wrote:
So...Terran just won a tournament.
Do we still need that buff?
hehehe


Yes! Because Terran should be winning all the tournaments. Everyone one of them, in a TvT coming from a TvT semifinals.....

It sounds stupid but that is what a lot of people here want to see apparently. I personally don't get it.


Seriously that kind of comment is just pointless. If you look at player pool of Redbull battleground you have only extremely weak players in overall and you have in the middle of all that Bomber and Polt. *

0 koreans protoss, 2 korean zergs but do you even know who is Gamja? Yeah me neither. The only non-terran that could have a chance was violet but he played relatively poorly in this tournament and is not back to a decent level to compete with bomber or polt.

So yes a terran won this tournament and it was a TvT finals. But another final would have been a huge upset seeing the enormous gap between Bomber and Polt skill and the rest of the players at that tournament.

Maybe we can judge balance on tournaments when we would have decent opponents to top terrans players heh?

I think David Kim is waiting to see how code A will go because that's a hell of a stacked tournament and we will see if Terrans is back in shape or will get destroyed.

Basically we will have the begining of an answer in 2 weeks.

Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
July 15 2014 16:45 GMT
#215
http://us.battle.net/sc2/en/forum/topic/13467286659

Thank you for helping us playtest the current test map. From our own testing and the feedback we’ve gathered so far, here are our current thoughts on the changes:

Thor AA prioritization change
This is a good change that’s simple and clean. It’s a minor improvement to players who aren’t able to micro Thors against Mutalisks in combat, and the general usage makes more sense with this change.

Time Warp duration decrease
The effects of this change definitely seem noticeable, but we’d like to push this nerf slightly further.

Widow Mine splash radius increase
The splash radius of 2 seems too much against Protoss worker lines. Also, we wonder if the full damage against Zerg being only an increase of 0.25 is too little.

So we’d like to make further adjustments and see if we can push some of these changes as much as possible. The changes we’d like to try next on the balance test map are:

Widow Mine
Widow Mine going back to full splash damage and a 1.75 radius. (But they would still keep the +shields damage)

This lessens its power against Probes, returns the Widow Mine to how it used to be against Zerg, and provides big improvements against Protoss armies in the mid and late game.


Time Warp
Duration decreased to 10 seconds.

Obviously, these are just balance test map changes and part of the ongoing testing process. Nothing is final yet, so please share your thoughts after having playtested the current balance test map changes as well as the upcoming changes detailed in this post.

Thank you.
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
July 15 2014 16:58 GMT
#216
So the WM will do full damage at max radius, and against toss it will be 40+40? That will definitely hurt. hehe
TL+ Member
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