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Community Feedback Update- November 25 - Page 5

Forum Index > SC2 General
129 CommentsPost a Reply
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TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 26 2015 07:37 GMT
#81
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.
Make DC listen!
Olli
Profile Blog Joined February 2012
Austria24422 Posts
November 26 2015 07:37 GMT
#82
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
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
November 26 2015 07:54 GMT
#83
Bunker changes are a hallowed tradition of balancing in SC2, how dare you imply otherwise Olli
Moderator
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
November 26 2015 08:18 GMT
#84
No more Disruptor F2 into suicide
Liquipedia"Expert"
SheaR619
Profile Joined October 2010
United States2399 Posts
November 26 2015 08:33 GMT
#85
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
I may not be the best, but i will be some day...
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2015-11-26 09:13:20
November 26 2015 09:11 GMT
#86
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.
Creager
Profile Joined February 2011
Germany1942 Posts
Last Edited: 2015-11-26 09:29:13
November 26 2015 09:29 GMT
#87
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.
... einmal mit Profis spielen!
bObA
Profile Joined May 2012
France300 Posts
November 26 2015 11:25 GMT
#88
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.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
November 26 2015 11:31 GMT
#89
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)


?????????
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
bObA
Profile Joined May 2012
France300 Posts
November 26 2015 11:34 GMT
#90
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
Penev
Profile Joined October 2012
28530 Posts
November 26 2015 11:36 GMT
#91
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..
I Protoss winner, could it be?
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 26 2015 12:42 GMT
#92
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.
Head Coach Park: "They should buff tanks!"
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
November 26 2015 12:51 GMT
#93
Why did they make the lings attack faster?
http://www.twitch.tv/pinokotsbeer
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
November 26 2015 13:12 GMT
#94
On November 26 2015 04:41 eviltomahawk wrote:
http://us.battle.net/sc2/en/forum/topic/20042934163

Dusk Towers Stalker issue
Thank 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?

How may help u?
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2015-11-26 14:36:01
November 26 2015 14:18 GMT
#95
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.
usopsama
Profile Joined April 2008
6502 Posts
November 26 2015 14:24 GMT
#96
Remove the fucking Siege tank pick up and buff the Siege tank. How stubborn can they be about this?
jeeeeohn
Profile Blog Joined May 2011
United States1343 Posts
Last Edited: 2015-11-26 15:15:46
November 26 2015 15:12 GMT
#97
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.
If you can't jam with the best, then you have to slam with the rest.
ColterTV
Profile Joined September 2010
Argentina163 Posts
November 26 2015 15:27 GMT
#98
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
ColterTV Stream -> http://www.twitch.tv/ColterTV
Kon-Tiki
Profile Joined February 2011
United States402 Posts
November 26 2015 16:13 GMT
#99
Jesus Christ Blizzard and their goddamn bunker changes
I am a leaf on the wind. Watch how I soar.
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
November 26 2015 17:59 GMT
#100
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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