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Call to Action: July 11 Balance Testing - Page 5

Forum Index > SC2 General
215 CommentsPost a Reply
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Ctone23
Profile Blog Joined December 2012
United States1841 Posts
July 12 2014 14:34 GMT
#81
On July 12 2014 21:47 gneGne wrote:
Any Terrans streaming to show the new mine?


Oh, did you mean "good Terran" ?

TL+ Member
Xequecal
Profile Joined October 2010
United States473 Posts
July 12 2014 14:36 GMT
#82
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly. Protoss loses instantly to cloak banshee or mine drop even if you have an observer 50% of the way produced when it hits.
TheDwf
Profile Joined November 2011
France19747 Posts
July 12 2014 14:42 GMT
#83
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly.

http://www.twitch.tv/dragon/b/545609734?t=2h14m05s
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 12 2014 14:53 GMT
#84
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly. Protoss loses instantly to cloak banshee or mine drop even if you have an observer 50% of the way produced when it hits.


I laughed quite hard, thank you.
IMPrime
Profile Joined September 2011
United States715 Posts
July 12 2014 14:53 GMT
#85
On July 12 2014 12:34 EngrishTeacher wrote:
Show nested quote +
On July 12 2014 12:32 Twine wrote:
I really think they should buff tanks (building time and damages) instead of mines. It would maybe make TvP interesting with tanks bio against colossus and mines bio vs hts chargelots. And, tanks are less of a random unit than mines.

As for the TW change ... Hell, it's about time.
I'm curious to see how the AA priority will work in TvT (focusins vikings/medivacs instead of tanks, etc..)


Really tired of hearing this argument when people fail to consider TvT. Please do post a viable and not-completely-quirky solution that limits the tank buffs to vs. P and Z only.


the only good tank buff for tvz would be to scale back the muta regen buff, which blizzard can't really do

a tank tvp buff is as simple as giving them +damage to shields.
Novacute
Profile Joined September 2011
Australia313 Posts
July 12 2014 15:01 GMT
#86
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly. Protoss loses instantly to cloak banshee or mine drop even if you have an observer 50% of the way produced when it hits.


Still playing WoL eh?
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
Last Edited: 2014-07-12 18:40:08
July 12 2014 15:05 GMT
#87
On July 12 2014 23:42 TheDwf wrote:
Show nested quote +
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly.

http://www.twitch.tv/dragon/b/545609734?t=2h14m05s



lol. Case closed
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9439 Posts
July 12 2014 15:06 GMT
#88
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly. Protoss loses instantly to cloak banshee or mine drop even if you have an observer 50% of the way produced when it hits.


Nice bait.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
July 12 2014 15:21 GMT
#89
On July 12 2014 12:06 VegaMatt wrote:
I hope they don't buff the widow mine like that, its kinda stupid how a 75/25 unit has so much damage potential, compare it to a roach and yeah...just lazy balancing but no doubt terran needs something though.

Yeah its crazy! can you imagine it that one unit could be instant gg... *cough* DT, oracle *cough*

perhaps adapt or play with it for a while...
http://www.twitch.tv/pinokotsbeer
Mojito99
Profile Joined October 2013
Germany154 Posts
July 12 2014 15:26 GMT
#90
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly. Protoss loses instantly to cloak banshee or mine drop even if you have an observer 50% of the way produced when it hits.



This is true, Protoss generally just GG out when they opened without a robo and scout that i took an early gas.
eightym
Profile Joined May 2011
United States76 Posts
July 12 2014 15:38 GMT
#91
On July 12 2014 23:36 Xequecal wrote:
Why does Protoss have to always be the race that dies instantly even if caught without detection for literally a few seconds? Terran and Zerg are hurt by unscouted dark templar, but they don't lose the game instantly. Protoss loses instantly to cloak banshee or mine drop even if you have an observer 50% of the way produced when it hits.


The troll meta has come a long way hasn't it? You almost had me
weikor
Profile Blog Joined March 2011
Austria580 Posts
July 12 2014 15:51 GMT
#92
I hate the widow mine, but then again, I also hate the swarmhost, the mothership core and especially the tempest.

The widow mine could, actually have been a cool unit - it just sucks that its so easily accessible for every terran build. Think about it. Every terran builds a factory, 50 for a reactor isnt much, there arent any upgrades involved in this unit. Its in NO way a unit terran has to invest anything more than the recources to produce it.

It really sucks that blizzard is unwilling to follow a more upgrade heavy path. Oracle and Widow mine dont even benefit from dmg upgrades.
The oracle could have been fixed, coming out as a weaker unit however beeing more powerful than it is now with an upgrade. If a player has to dedicate more recources to a specific unit, then the game becomes much less random for your opponent because tech switching will become much less efficient. Everyone hates the, "Surprise oracle, lol now its chargelot"

The Cloak upgrade for the banshee, is a perfect example of something that is good (but sadly Overcharge came and kicked any strategy revolving around heavy harrasment in the balls)
Terran can of course attack with an uncloaked banshee, but that is a lot weaker - now its a choice.
Knowing blizzard though, they will just remove the cloak upgrade, thinking it will promote banshee play in a way thats interesting for the game.

Everything blizzard has done is going away from upgrades, Air ups for terran, Raven, Templar, Tanks, Voidray speed, roach burrow etc.
Hider
Profile Blog Joined May 2010
Denmark9439 Posts
Last Edited: 2014-07-12 16:02:46
July 12 2014 16:00 GMT
#93
The widow mine could, actually have been a cool unit - it just sucks that its so easily accessible for every terran build. Think about it. Every terran builds a factory, 50 for a reactor isnt much, there arent any upgrades involved in this unit. Its in NO way a unit terran has to invest anything more than the recources to produce it.


You haven't actually played terran in HOTS right?

1) The real cost of getting a reactor is the BT. Getting out lots of Widow Mines fast isn't very easily actually.
2) Widow Mines have an upgrade.
ejozl
Profile Joined October 2010
Denmark3503 Posts
July 12 2014 16:35 GMT
#94
I very much agree with Weikor
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
geokilla
Profile Joined May 2011
Canada8247 Posts
July 12 2014 16:53 GMT
#95
Widow Mine change won't do anything against Zerg when they are not even give a chance to fire. Just look at Apocalypse vs Suppy.
varsovie
Profile Joined December 2013
Canada326 Posts
July 12 2014 17:06 GMT
#96
On July 12 2014 13:59 neverlose9999 wrote:
need to get rid of the energy for battle cruiser and add cooltime for yamato cannon so that terran can get tier 3 units and composition in the late game vs protoss
also please nerf photon overcharge..



Don't you think one nerf to mothership core per patch is enough?
varsovie
Profile Joined December 2013
Canada326 Posts
July 12 2014 17:07 GMT
#97
On July 13 2014 01:53 geokilla wrote:
Widow Mine change won't do anything against Zerg when they are not even give a chance to fire. Just look at Apocalypse vs Suppy.



It's because apo put his mines IN FRONT of his army so bane got them, you need to put them on the sides and spread them a little.
Cheren
Profile Blog Joined September 2013
United States2911 Posts
Last Edited: 2014-07-12 17:30:27
July 12 2014 17:27 GMT
#98
On July 13 2014 02:06 varsovie wrote:
Show nested quote +
On July 12 2014 13:59 neverlose9999 wrote:
need to get rid of the energy for battle cruiser and add cooltime for yamato cannon so that terran can get tier 3 units and composition in the late game vs protoss
also please nerf photon overcharge..



Don't you think one nerf to mothership core per patch is enough?


In theory yes, but this change was really absurdly small.

For example overcharge damage could be changed from 20 overall to 10 + 30 vs shields. Would be a little weaker in PvP than it is now (killing stalkers in 10 shots instead of 8, killing zealots in 11 shots instead of 8) but would allow more aggression in non-mirrors.

Or if Time Warp is the important nerf, leave it as it is on the Mothership, but add a new MSC version that only slows by 25%.
egrimm
Profile Joined September 2011
Poland1201 Posts
July 12 2014 17:55 GMT
#99
On July 12 2014 20:59 DeadByDawn wrote:
Show nested quote +
On July 12 2014 20:18 egrimm wrote:
Well,
... Also I'm not sure if I like removing the "control aspect" to target fire mutalisks during fights even if it would help terrans for more room to micro their other forces
... Also I'd like to see some changes to Hellbats like:
- Remove bio tag BUT buff HP slightly to compensate (+10-15 ?)
- Maybe slightly buff dmg (+2-5 ?) BUT reduce speed
... My 2 cents

The control aspect of the Thor has not been changed - it has just been made more sensible. T gets Thors against Z mostly, and they do it to counter mutalisks. Hence it is ridiculous that it shoots at ground forces instead. Now you can control it to shoot ground forces when you want to, the most common case of shooting mutalisks is the default. In TvT I assume that it will shoot at ground forces (ie. siege tanks) if nothing in the air is attacking it.

Slower hellbats - have you seen how they waddle around now? I don't think that I would ever build one again if they got slower, and no, transforming, moving, transforming to make up for lack of speed would not be viable in a battle.

Also I don't like people wanting tank buffs against bio who think that the TvT mirror match-up is irrelevant when considering the buffs. The TvT matchup is one of the most interesting, buff tanks and it will be mech v mech only - and we have another matchup where T is pigeon holed into one strategy. TvT is the only T match-up where we get to see nearly every T unit used, including cattlebruisers.


I partly agree about Thor, I was refering to quiet common demand from people to keep more micro for units instead of dumbing them down other question is how Thors will fare against corruptors, phoenixes or overlords added to Z's army ? Will they target them over ground army too ? Again it's so small change that I don't even mind

Hellbats speed right now is equal to marauder, zealot or marine to name a few. I would not consider that very slow as it is standard speed for most sc2 units. I think that more tanky and stronger hellbat but slightly slower to compensate would be more proper addition to mech composition. However I do not claim that it is for sure, it's something I'd like to see tested on test map

I never said I want buffed tanks against bio in TvT! quiet the contrary Buff to dmg vs light units form 35 to 40 practically won't change amount of hits needed to kill a marine but would help against zealots and zerglings. So as Teoita said, there is still some room for tank buff which would not cause TvT bio unviable. However I only calculated base dmg because I'm not sure how exactly tank splash works, can't find it
sOs TY PartinG
geokilla
Profile Joined May 2011
Canada8247 Posts
July 12 2014 18:09 GMT
#100
On July 13 2014 02:07 varsovie wrote:
Show nested quote +
On July 13 2014 01:53 geokilla wrote:
Widow Mine change won't do anything against Zerg when they are not even give a chance to fire. Just look at Apocalypse vs Suppy.



It's because apo put his mines IN FRONT of his army so bane got them, you need to put them on the sides and spread them a little.

In game 2 King Sejong, the Mines did more friendly fire than it did kill the Swarm.
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