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Pro Opinions: Changes to the Swarmhost and Raven - Page 4

Forum Index > SC2 General
73 CommentsPost a Reply
Prev 1 2 3 4 All
ElMeanYo
Profile Joined March 2011
United States1032 Posts
January 31 2015 05:03 GMT
#61
On January 31 2015 07:00 pure.Wasted wrote:
Thanks a lot TL guys, you're doing God's work.


God's work? More like Blizzards work. Free playtesting FTW!
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
KaZeFenrir
Profile Joined July 2014
United States37 Posts
February 01 2015 08:38 GMT
#62
Dunno, im Terran biased but I do think the SH changes are good. Im tired of reading about how because mech wasnt viable to begin with it shouldnt be taken into account though. Supposedly its something blizzard WANTS to be viable, and everyone keeps saying more options are better.. So yeah, it should kind of be a thing that matters. Fact remains both changes add additional nails to the "mech is viable" option.

Is it me or is it really funny that blizzard is just literally adding in units that they removed from BW with new skins?!
Tyrhanius
Profile Joined April 2011
France947 Posts
February 01 2015 09:24 GMT
#63
On February 01 2015 17:38 KaZeFenrir wrote:
Dunno, im Terran biased but I do think the SH changes are good. Im tired of reading about how because mech wasnt viable to begin with it shouldnt be taken into account though. Supposedly its something blizzard WANTS to be viable, and everyone keeps saying more options are better.. So yeah, it should kind of be a thing that matters. Fact remains both changes add additional nails to the "mech is viable" option.

Is it me or is it really funny that blizzard is just literally adding in units that they removed from BW with new skins?!



More option are good, but the design of mech play is bad in TvZ. In fact it's just the same than Mass SH, you just mass units than hardcounter Zerg units.

Zerglings are useless vs Mech, cause hellbat crush it. With the right among of Tank, Mech crush any zerg ground army, Thor hard counter mutas, Vikings with the combined upgrades are very cost effective vs broodlord and vipers. Raven have no counter.
But no Terran says : Mech is bad design, Zerg can't use the units they want.
The truth is mech style vs Z is just a deathball style, it's only fun for the player who play it. Personnaly i prefer to see game where both have egal chance, and possibilities, not one having all hard counter, and the other just some soft counter.

But when T can play both play Bio and Mech, and Zerg need to adapt, it's Ok. The fun fact, is when T decide to turtle while he can play bio, and don't have, put his buildings in a corner, ofc it's the Zerg fault, if the game is so long. Yeah the Zerg has never wanted to play against mech, but just adapt to it using SH, but according to mecher he has only the right just to lose the game against this.

The nerf must be Protoss deathball and mech camping style. I don't care playing SH, if you delete the unit, i'm ok, but only if i have the same chance of winning the game vs P and T, and the best win, not the one using abusing style, and low skill caps, like Protoss deathball and mech in TvZ.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 01 2015 10:25 GMT
#64
I always found it strange that Zerg is the race that can beat every deathball head on with HotS, while they are the race with the best ways to get around deathballs and with the speed to be back at home in time to defend. That they don't need to use those mechanics shows me that either their deathball is to strong or the one of the other races to weak.

But it is ironic that Zerg is the race where players are showing almost no attempt of innovative play and rather die 2 hours and hope the opponent does a mistake.
It works for 2 expansions now, so I see that there is no need to change that. But I find it really sad, because I would love seeing them do that.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
February 01 2015 10:41 GMT
#65
Axiom_Ryung: PDD's usually got destroyed before their timers ran out, so I don't think a nerf is neccesary.
Is it just me or does this sound really dumb and like an argument against himself?
Isn't the idea is that they previously lasted so long that they'd always need to be destroyed first, and that's a bad thing?
Wouldn't his first statement suggest a nerf is ideal?
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OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 01 2015 10:45 GMT
#66
On February 01 2015 19:25 FeyFey wrote:
I always found it strange that Zerg is the race that can beat every deathball head on with HotS, while they are the race with the best ways to get around deathballs and with the speed to be back at home in time to defend. That they don't need to use those mechanics shows me that either their deathball is to strong or the one of the other races to weak.

But it is ironic that Zerg is the race where players are showing almost no attempt of innovative play and rather die 2 hours and hope the opponent does a mistake.
It works for 2 expansions now, so I see that there is no need to change that. But I find it really sad, because I would love seeing them do that.

No attempt at innovative play? Lol.
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Dingodile
Profile Joined December 2011
4133 Posts
Last Edited: 2015-02-01 11:03:13
February 01 2015 11:02 GMT
#67
On February 01 2015 19:25 FeyFey wrote:
I always found it strange that Zerg is the race that can beat every deathball head on with HotS, while they are the race with the best ways to get around deathballs and with the speed to be back at home in time to defend. That they don't need to use those mechanics shows me that either their deathball is to strong or the one of the other races to weak.

But it is ironic that Zerg is the race where players are showing almost no attempt of innovative play and rather die 2 hours and hope the opponent does a mistake.
It works for 2 expansions now, so I see that there is no need to change that. But I find it really sad, because I would love seeing them do that.

This is sc2 design. Extremely limited micro potential with many hardcounter units and some one-hit units (wm hits lings) and many strong spells (FF etc), everyone is looking for opponent's mistakes than showing own strengths. Only Stephano in his first year had this "magic fights" because he fighted own strengths and ignored everything else.
Grubby | ToD | Moon | Lyn | Sky
Big J
Profile Joined March 2011
Austria16289 Posts
February 01 2015 11:09 GMT
#68
On February 01 2015 19:45 OtherWorld wrote:
Show nested quote +
On February 01 2015 19:25 FeyFey wrote:
I always found it strange that Zerg is the race that can beat every deathball head on with HotS, while they are the race with the best ways to get around deathballs and with the speed to be back at home in time to defend. That they don't need to use those mechanics shows me that either their deathball is to strong or the one of the other races to weak.

But it is ironic that Zerg is the race where players are showing almost no attempt of innovative play and rather die 2 hours and hope the opponent does a mistake.
It works for 2 expansions now, so I see that there is no need to change that. But I find it really sad, because I would love seeing them do that.

No attempt at innovative play? Lol.


These comments about Zerg superior at working around deathballs are always so ridiculous. And they always come from the guys that start whining the moment they have to defend more than one choke for 4 bases.
Let's play on Daedalus 1.0.
Let's put double and triple wide ramps to main bases. Let's make 270degree open natural bases. Let's design maps with open field middles like Alterzim. Then we can talk about superior mobility.

+ Show Spoiler +
[image loading]


Cascade
Profile Blog Joined March 2006
Australia5405 Posts
February 01 2015 11:32 GMT
#69
On February 01 2015 19:25 FeyFey wrote:
I always found it strange that Zerg is the race that can beat every deathball head on with HotS, [...].

So despite all your flame-baiting (yes, go ahead and reply to that with "lol", that'll do it), I find this opening sentence raising an interesting concept. "The reace that can beat every deathball", as if it is not necessary that every late-game composition should have a (soft at least) counter by any race.

Would it be ok with some late-game compositions (death balls) to not be beaten by anything from another race?

The other race would then have to be able to win the game in some other fashion, such as base-trade vs a very slow composition, inefficiently chipping away on the comp and remax from superior economy, or maybe win before the opponent reaches that composition, because the strongest units are crappy before critical mass or something.

I don't know. I guess most would say that no, that is not ok, and I may be one of them, but I just wanted to open the debate quickly, and think about whether there would be some possibility in allowing invincible death-balls in some matchups. It could potentially give more interesting games if passive play just cannot be answered by equally passive play. Note that this doesn't have to mean that one race is an easier "a-move" race, as a deathball still can be hard to manage if it requires skilled use of spells, and that it can be easy to counter-attack if you have a powerful and fast unit. Not saying that this is the case in how hots is played by pros right now, but maybe there is an at least theoretical possibility to have an un-counterable deathball in an enjoyable game, both watching and playing.

Not sure if that made any sense... Thoughts?
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
February 01 2015 11:36 GMT
#70
On February 01 2015 19:41 Fuchsteufelswild wrote:
Axiom_Ryung: PDD's usually got destroyed before their timers ran out, so I don't think a nerf is neccesary.
Is it just me or does this sound really dumb and like an argument against himself?
Isn't the idea is that they previously lasted so long that they'd always need to be destroyed first, and that's a bad thing?
Wouldn't his first statement suggest a nerf is ideal?

Yes, pretty large logical flaw in that argument.
I see where he is coming from, and how that can be the first 1-second reaction, so not saying he is stupid or anything, but he probably didn't put a lot of effort into that reply...
TheDwf
Profile Joined November 2011
France19747 Posts
February 01 2015 11:37 GMT
#71
On February 01 2015 20:32 Cascade wrote:
Would it be ok with some late-game compositions (death balls) to not be beaten by anything from another race?

The other race would then have to be able to win the game in some other fashion, such as base-trade vs a very slow composition, inefficiently chipping away on the comp and remax from superior economy, or maybe win before the opponent reaches that composition, because the strongest units are crappy before critical mass or something.

Welcome to TvP
Tsubbi
Profile Joined September 2010
Germany7979 Posts
February 01 2015 12:34 GMT
#72
after testing quite a bit on gm level my initial impression is that it is very hard to find a viable build with the current 200 gas cost, especially since you need a sizable amount to even be able to do anything with them

wonder if anyone had more success but with the current stats I find it hard to believe that sh are viable on pro level
robopork
Profile Blog Joined May 2009
United States511 Posts
February 02 2015 17:49 GMT
#73
On January 30 2015 16:26 OtherWorld wrote:
A "Pro Opinions" piece on the new Swarm Hosts and no Snute in the article, wtf Liquid O_o

Show nested quote +
On January 30 2015 12:37 H0i wrote:
What about:

A weekly/monthly tournament, with a community donated prize pool, which features balance test maps. They can be the balance test maps made by blizzard, or balance test maps made by others. This way you can test huge changes to the game in a competitive environment, and the viewers get to enjoy some variation. Changes that are proven successful can be considered for the main game.

It's a nice idea, but I'm unsure whether the community support would be important enough, both in terms of viewer and prizepool. We could do the same with maps too, would avoid some disasters in the map pool.


I think you could get pretty big hype out of that. Balance changes always attract a lot of attention.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
KMART561
Profile Joined September 2014
United States24 Posts
February 04 2015 05:27 GMT
#74
I like Axiom Cranks answer...he was like forget all this swarmhost and PDD talk. How about you lazy fat boys at Blizzard do something about map hackers seeing as its been a problem since 2010 and Blizzard has still not fully dedicated to fixing the problem.....touche Crank touche
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