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On November 26 2015 15:53 RaFox17 wrote:Show nested quote +On November 26 2015 15:48 TedCruz2016 wrote:On November 26 2015 10:22 WhaleOFaTale wrote:On November 26 2015 06:58 purakushi wrote:Revert the siege tank to greatness: http://wiki.teamliquid.net/starcraft2/Siege_Tank_(Heart_of_the_Swarm)#Patch_Changes- increase life from 150 to 160 if overkill is implemented - siege mode damage changed from 35 (+15 armoured) to 60 (70 if overkill is implemented) - siege mode upgrade damage changed from +3 (+2 armoured) to +4 (+5 if overkill is implemented) - attack cooldown increased from 2.8 to 3.0 (i.e. takes longer -- note, these are old Blizzard time seconds) - unsieges upon medivac pickup If a nerf is necessary, first look into increasing the attack cooldown. Reducing life can come second, but keep its high damage! A strong siege tank is awesome and makes it a unique unit. Have you seen what a 3/3 tank ball does to anything bio.....it is disgusting, in mass tanks are super strong, there is no good way to buff them in smaller numbers without making them stupid in large numbers Even if buffed in the way as suggested, a large number of tanks with lots of turrets around can still be crashed by a few broodlords or tempests in late game. And in LotV turtling will no longer be an option. Naturally if T has no air support. Ultras can also be killed by one banshee. Making big changes this early is not wise in my opinion.
Then how about other hard counters of P's and Z's? Vipers, ravagers, disruptors, even adepts can destroy a cluster of sieged tanks. There's simply no positional play in such cases. Tanks could be dropped unsieged, but being picked up when sieged is a must for their survival.
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Austria24417 Posts
I'd like it if they addressed the issue with protoss having no chance whatsoever and PvP being a terrible disruptor clusterfuck before they worry about whether or not the bunker upgrade needs a change. Weak update
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Fiddler's Green42661 Posts
Bunker changes are a hallowed tradition of balancing in SC2, how dare you imply otherwise Olli
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Australia18228 Posts
No more Disruptor F2 into suicide
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ffs I just hope they man up and buff tanks already if they are going to remove the whole tanks medivac thing. The tank really need something done with it as it stand. imo keep splash the same but increase single target damage is the way to go but hard to say
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Why dont give the tank the same buff given to the ultra? Putting them with a flat damage of 50? Would be stronger vs marines, chargelots and zerglings, without making them OP vs counters like marauders or immortals. Lets test it please.
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Wish they'd do more testing of potential balance changes via test maps, so people can try stuff out. With ingame chat it should be easier than ever to find people for some test games on those maps.
Telling us stuff on a weekly basis is just blabla to me, no real value aside from trying to keep players at bay.
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On November 26 2015 05:02 Dumbledore wrote: What's up with the bunkers?
Yea I am wondering what they want to change with bunkers...
I think that would be a terrible idea to remove siege tanks drops. Anyway mech has no future since that has always been lame against toss, against terran during WOL we were only watching marines tanks vs marines tanks.
On HOTS in tvt we could see that and tvz. This games were great but sometimes so boring because turteling mech vs turteling swarm hosts ( before the nerf )
But in LOTV with ravagers, vipers and mech upgrades split, mech is no more viable. And thors are almost completely useless right now.
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I have been talking to other old semi-pro NA players and some other active P players and none of us can figure out why the colo was nerfed so heavily. If you somehow missed it by this point the fully upgraded colo in LotV does the same damage as a base dmg colo in HotS (I believe? - 12+1 vs 15+2 damage and 10.2 vs 18.2dps)
?????????
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On November 26 2015 20:31 -Kyo- wrote: I have been talking to other old semi-pro NA players and some other active P players and none of us can figure out why the colo was nerfed so heavily. If you somehow missed it by this point the fully upgraded colo in LotV does the same damage as a base dmg colo in HotS (I believe? - 12+1 vs 15+2 damage and 10.2 vs 18.2dps)
?????????
I don't understand why they nerfed them so heavily, but maybe to force protoss players to use disruptors instead. But not sure though
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On November 26 2015 20:31 -Kyo- wrote: I have been talking to other old semi-pro NA players and some other active P players and none of us can figure out why the colo was nerfed so heavily. If you somehow missed it by this point the fully upgraded colo in LotV does the same damage as a base dmg colo in HotS (I believe? - 12+1 vs 15+2 damage and 10.2 vs 18.2dps)
????????? I guess they just removed it from the game without actually removing it, which is really weird indeed..
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On November 26 2015 20:31 -Kyo- wrote: I have been talking to other old semi-pro NA players and some other active P players and none of us can figure out why the colo was nerfed so heavily. If you somehow missed it by this point the fully upgraded colo in LotV does the same damage as a base dmg colo in HotS (I believe? - 12+1 vs 15+2 damage and 10.2 vs 18.2dps)
????????? Because it's a terrible unit that leads to terrible deathball gameplay that Protoss has been cursed with since WOL. I guess they did not remove it for marketing reasons.
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Why did they make the lings attack faster?
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Dominican Republic614 Posts
On November 26 2015 04:41 eviltomahawk wrote:http://us.battle.net/sc2/en/forum/topic/20042934163Dusk Towers Stalker issueThank you for your feedback illustrating how Stalkers can blink from the 3rd location to the natural location on Dusk Towers. We’ll get this fixed soon as well.
this is something i dont quite get, and this is the reason why SC2 is so borring at times to watch, in BW there were maps were zerg could not let the protoss take a 3rd, because the map was favored towards zerg...
why would you like to remove this option when is part of the map gameplay?
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My thoughts on coop.
Yes, coop is too easy. But the problem with coop is not that it's too easy.
It is not clear to me what the point of coop is and why anyone would continue to play it after a few games just to experience all the maps.
It is not tied to any interesting rewards. It is EXTREMELY FORMULAIC, with every map having exactly 1 base and 1 natural with a rock (why is there a rock?!). The first unit wave comes at the exact same time on every map. The only strategy is to mass 1 or 2 types of units. For example, for Kerrigan, your only strategy is to mass hydras (and maybe a few ultras) with lings as the mineral dump. You MUST always get hydras, no exceptions, because the AI will use air units and there's only 2 units that attack air, hydra and mutas, but mutas are weak, extremely expensive and useless in coop, making hydras a necessity in every situation, no matter what.
There are only 5 mission types and Void Shards are already overused, it appears in 2 LotV campaign missions, while the kill X stationary things appears in several LotV missions. The extreme overuse of this killing X things mission type has just gotten tedious in both campaign and coop.
Coop also feels like a grind. It's not fun after a while. And it's not clear how to fix this.
First, it needs to be fun, not just formulaic. More units are needed. More bases are needed. And not just more new maps, fix the current maps with more bases because they are currently a tedious bore. Every map should be different. What we have now is every map has the exact same formula, deviating only in the objective, the bases are the same, the timing of attack waves are the same. There needs to be more asymmetry.
Second, there needs to be a point in playing. What is the point of this mode? There's no good rewards, no leaderboards, no competitive elements. Maybe add some sort of leaderboard? What this leaderboard ranks can depend on the objective (e.g. for Void Thrasher it could be time to complete map, for Oblivion Express it can be the time that the trains spent alive, etc.)
I would be shocked if the retention of players in coop is anything more than abysmal.
Lastly, the coop page has strange and inconsistent UI. The dialog button on the coop page with that diagonal slant looks weird and doesn't appear anywhere else in the B.net UI, why not just use the normal, rectangular, non-slanted dialog button, like everywhere else? On the score screen after the game, you can't right-click your partner's name like you can in every other part of the UI, you can't chat with your partner because there is no whisper functionality. Add whisper functionality, and make the player name consistent with the rest of the UI, i.e. able to be right-clicked to bring up the context menu. And please add an option to turn off the annoying floating tooltip that says the unit's name on mouse-over.
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Remove the fucking Siege tank pick up and buff the Siege tank. How stubborn can they be about this?
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For the love of God add more co-op missions, a new difficulty, and 5 more commander levels.
Also, co-op campaign and rush Nova min-campaign pls
:D
On November 26 2015 23:18 paralleluniverse wrote: My thoughts on coop.
Yes, coop is too easy. But the problem with coop is not that it's too easy.
It is not clear to me what the point of coop is and why anyone would continue to play it after a few games just to experience all the maps.
It is not tied to any interesting rewards. It is EXTREMELY FORMULAIC, with every map having exactly 1 base and 1 natural with a rock (why is there a rock?!). The first unit wave comes at the exact same time on every map. The only strategy is to mass 1 or 2 types of units. For example, for Kerrigan, your only strategy is to mass hydras (and maybe a few ultras) with lings as the mineral dump. You MUST always get hydras, no exceptions, because the AI will use air units and there's only 2 units that attack air, hydra and mutas, but mutas are weak, extremely expensive and useless in coop, making hydras a necessity in every situation, no matter what.
There are only 5 mission types and Void Shards are already overused, it appears in 2 LotV campaign missions, while the kill X stationary things appears in several LotV missions. The extreme overuse of this killing X things mission type has just gotten tedious in both campaign and coop.
Coop also feels like a grind. It's not fun after a while. And it's not clear how to fix this.
First, it needs to be fun, not just formulaic. More units are needed. More bases are needed. And not just more new maps, fix the current maps with more bases because they are currently a tedious bore. Every map should be different. What we have now is every map has the exact same formula, deviating only in the objective, the bases are the same, the timing of attack waves are the same. There needs to be more asymmetry.
Second, there needs to be a point in playing. What is the point of this mode? There's no good rewards, no leaderboards, no competitive elements. Maybe add some sort of leaderboard? What this leaderboard ranks can depend on the objective (e.g. for Void Thrasher it could be time to complete map, for Oblivion Express it can be the time that the trains spent alive, etc.)
I would be shocked if the retention of players in coop is anything more than abysmal.
Lastly, the coop page has strange and inconsistent UI. The dialog button on the coop page with that diagonal slant looks weird and doesn't appear anywhere else in the B.net UI, why not just use the normal, rectangular, non-slanted dialog button, like everywhere else? On the score screen after the game, you can't right-click your partner's name like you can in every other part of the UI, you can't chat with your partner because there is no whisper functionality. Add whisper functionality, and make the player name consistent with the rest of the UI, i.e. able to be right-clicked to bring up the context menu. And please add an option to turn off the annoying floating tooltip that says the unit's name on mouse-over.
You know, as someone who really enjoys co-op, I never really thought of it as potentially "repetitive" or a "grind." But I can definitely see how the lack of rewards and mission variety would turn someone off. Overall I think some type of leaderboard (or just basic rewards like more portraits) is a fantastic idea.
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F2 should also ignore some units, for example if you want to hold a Xelnaga tower, you could leave a unit there in hold position and F2 ignore units that are in hold
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Jesus Christ Blizzard and their goddamn bunker changes
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Yes - This is exactly what is wrong with the game at the moment!!! - Are they sure they are on the same patch the rest of us are using ?
I think it's weird, how blizzard operates in this regard.. Every time something is being misused, the way they don't want in a certain MU, they want to change it for the worse, against the rest of the MU's.
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