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I've been reading a lot about mech viability in LotV and what people think Terran needs to make it work. Wanted to share my views as I strongly disagree with what most people are saying (that Terran needs more anti-air from the factory).
I think there are a few major issues that prevent mech from working and I’ll go through them by matchup:
TvZ: Roach/Ravager/Hydra is a good composition against mech. In HotS this kind of composition had a timer. It wasn’t good forever because Terran in HotS had the ability to turtle to a really strong mech army off 3 bases and attack before a transition into anything that could beat it. This is no longer possible for a few reasons.
-Ravagers pressure the Terran player extremely early and force a very specific tech response, which delays expansions significantly
-Bases run out of money much faster, which makes turtling in general less viable
-Minerals are relatively easier to gather than gas, which makes it supremely easy for a Zerg to take a lot of bases vs. a defensively positioned Terran.
-Vipers: with the addition of parasitic bomb, the Viper has basically become an anti mech god mode unit. Think about it:
Blinding cloud neutralizes Tanks/Thors. Parasitic bomb annihilates Vipers/Liberators/Ravens. Abduct on any high priority targets that need to be focus fired. Consume for basically endless mana.
But more importantly, the Viper now addresses all the weaknesses of this Lair tech composition that wasn’t viable forever. AND should the Terran defend against this, Vipers also destroy the only available counter to the inevitable Brood Lord transition. Brood Lords now have 10 range, as well, which means Vikings need to get closer to the Zerg to engage and Ghosts will have more difficulty taking out Vipers.
TL,DR; The Viper’s abilities synergize way too well against mech.
Possible solution: move some of the Viper’s abilities to the Infestor or simply just remove parasitic bomb altogether. Fungal growth was used to handle clumped up air units in HotS. Maybe give Fungal a slight buff and remove PB.
TvT
Much better Terrans than me (T is my off race :/ ) have already addressed this but there are three important points:
-Economy changes favor mineral units (marines) over gas units (mech)
-With Tank drops being a thing, the bio player has BOTH mobility AND firepower. What’s the point of making Tanks and Thors when you can make Marines and Tanks? You literally never have to fight in a place you don’t want to. Iaguz and Avilo I think commented on this and I agree.
-Liberators. Bio + Liberators is kind of silly. Against anyone who tries to go mech a bio player can just simply add Liberators and come out ahead. Bio + Liberators / Sky trumps pure mech any day, and it requires no new infrastructure (reactored Starport is already out…).
Proposed solution: remove sieged tank pickups. I think this was also Avilo’s solution. But you’d have to do something about Ravagers. About Liberators, I'm not sure. A nerf impacts the other matchups too much. Maybe Cyclones can deal with it given the right tweaks?
TvP
ECONOMY.
Terrans I belive have everything they need in this matchup to go mech. The end game units are there. Ghosts/Liberators/Battlecruisers/Thors/Tanks, whatever… they have it. It’s possible. The problem is that Protoss harass options become too strong IN THIS ECONOMY for a meching Terran to deal with. Turtling has become too hard, and Protoss is able to exploit that.
Any time a Terran tries to mech against me I take as many bases as I want, defend them with basically no units since Photon Overcharge is strong and my opponent won’t be moving out (in fear of a Warp Prism counter attack), and go straight to mass Tempest + Storm.
The Tempest/Storm/Archon/Blink ball becomes too big too fast for any Terran to handle, in my experience.
Proposed solution: honestly, I don’t know. Maybe make some of the maps a little more Turtle friendly, but this will only empower Zerg and possibly break ZvP.
TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy.
Please let me know what you think. If you disagree please let me know why rather than just flaming. Blizzard reads these forums… if we can suggest good ideas they might implement them.
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i wonder how well the viper would do if terran had some kind of anti caster unit, or perhaps some long ranged anti air to prevent it from getting close
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On December 08 2015 01:11 johax wrote: i wonder how well the viper would do if terran had some kind of anti caster unit, or perhaps some long ranged anti air to prevent it from getting close
Move Parasitic bomb to the Infestor (but make it require research) and you make Ghost play against it possible. They can snipe/EMP them much more easily than the Viper which is a nimble air unit.
Reduce the range on these abilities so they have to come closer to the Terran. I'd like to see Ghosts used against Infestor/Viper like they're used against HT.
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I like Blinding Cloud. It forces Terran to spread the Tanks and that makes for better looking games IMO. Problem is, Tanks suck hardcore when you don't have 90% of them shooting at the same time. Solution: buff tanks 
If the eco is really a big problem for mech, then you can just buff some units or reduce their cost, nothing to complicated.
I agree with the better maps and no more siege pick up.
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TvZ. Basically the problem is the Viper's PB. It was bad enough with blinding cloud affecting tanks and thors but at least you could build Vikings to counter them and often the interaction was quite interesting. Now Vipers counter their counter - Blizz stupidity at its finest.
Siege tank pick up for retreat I like and would be OK if the tank unsieged (obviously then you can pick up two). Any nerfs to Liberator would return us to ZParcraft - not sure what can be done here that does not affect TvP&Z.
TvP. Protoss have incredibly strong harassment options and incredibly strong get-out-of-jail defensive options. As you say, you can defend with zero units (I have). I would like to retract my earlier statement - this is Blizz stupidity at its finest. A PO nerf (without a compensating buff FFS) might keep the Protoss more honest.
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After playing a bunch of games, i have to say that mech kinda works in TvZ and TvT. You just have to make other combinations of units, rather then hots. For example, if zerg goes vipers, it doesn't mean you need to have many vikings/liberators, e.t.c. But i absolutely can't understand how it can work in TvP. I feel so far behind in every aspect of game. Doesn't matter what protoss does - it works superb.
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On December 08 2015 01:35 DeadByDawn wrote: TvZ. Basically the problem is the Viper's PB. It was bad enough with blinding cloud affecting tanks and thors but at least you could build Vikings to counter them and often the interaction was quite interesting. Now Vipers counter their counter - Blizz stupidity at its finest.
Siege tank pick up for retreat I like and would be OK if the tank unsieged (obviously then you can pick up two). Any nerfs to Liberator would return us to ZParcraft - not sure what can be done here that does not affect TvP&Z.
TvP. Protoss have incredibly strong harassment options and incredibly strong get-out-of-jail defensive options. As you say, you can defend with zero units (I have). I would like to retract my earlier statement - this is Blizz stupidity at its finest. A PO nerf (without a compensating buff FFS) might keep the Protoss more honest.
With no compensating buff to a PO nerf Zerg fucks us even more mate, 
Really, fuck Zerg haha.
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Can't blizzard simply remove the tank medivac mechanic in tvt only? The whole premisse of *global balance* is like shooting yourself in the foot to begin with.
If they would simply balance things for a specific matchup they could make the game a lot more diverse, and interesting, with a lot less effort. In fact, they could even make mech play viable instead of bio, for a period of time so people are forced to play mech for a couple of weeks/months just to test whether it's the fun way to go. without fucking with any other matchup
As for pvt: you could just remove the pylon overcharge stuff in pvt and voila, medivac drops are viable again, just put the overcharge back to the hots nexus variant if you feel it's needed.
Pylon overcharge can remain as it is in zvp because zerg's early aggresion is very strong atm
Honestly, I'm sorry i'm ranting like this on your post here, but honestly, why people aren't balancing this way is beyond me.
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I disagree with your points about tvt, if the meching player has vikings liberators wont become an issue, or your forcing him to play pure mech, and with bio + tanks he should never have enough gas for both tanks, medivacs and vikings/liberators
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I think Mech could be viable as the balance is right now in TvT and TvZ but in both matchups it is very easy to die to something stupid and you have to sit for a long time. But it's not that bad, even though the BL+Viper combo is somewhat stupid, but I have seen avilo use ghosts with great efficiency against them and then 1-2 EMPs can just insta-win just like a few PBs and you are out.
That absolutly doesn't mean there shouldn't be changes - to the Viper for example; to the tank for example - but in general I think in both matchups there could be ways to win games with it.
TvP it feels pretty hopeless. From Protoss 2 base timings through no viable harassment because of Pylon overcharge to insanly good tank counters + everything kind of can compete with low amounts of tanks to air compositions I wouldn't even know where to begin.
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On December 08 2015 01:46 Suchbalancemuchwow wrote: Can't blizzard simply remove the tank medivac mechanic in tvt only? The whole premisse of *global balance* is like shooting yourself in the foot to begin with.
If they would simply balance things for a specific matchup they could make the game a lot more diverse, and interesting, with a lot less effort. In fact, they could even make mech play viable instead of bio, for a period of time so people are forced to play mech for a couple of weeks/months just to test whether it's the fun way to go. without fucking with any other matchup
As for pvt: you could just remove the pylon overcharge stuff in pvt and voila, medivac drops are viable again, just put the overcharge back to the hots nexus variant if you feel it's needed.
Pylon overcharge can remain as it is in zvp because zerg's early aggresion is very strong atm
Honestly, I'm sorry i'm ranting like this on your post here, but honestly, why people aren't balancing this way is beyond me.
Consistency. Players want a game that is consistent and for units to behave the same way all the time.
Also, the game is played in 2v2 3v3 and 4v4 by a lot of people and your solution would mess things up.
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On December 08 2015 01:37 Strelok wrote: After playing a bunch of games, i have to say that mech kinda works in TvZ and TvT. You just have to make other combinations of units, rather then hots. For example, if zerg goes vipers, it doesn't mean you need to have many vikings/liberators, e.t.c. But i absolutely can't understand how it can work in TvP. I feel so far behind in every aspect of game. Doesn't matter what protoss does - it works superb. Hi Strelok! I loved your stream, it would be cool to see how you mech in LotV! I know you retired but you could stream once in a while :D
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Aimed at dinomight's previous post(i'm too much of a digital dummy to reply properly)
Teamgames would just remain the same inbalanced mess that they are right now, and have always been(4 protoss vs 4 zerg has always been hilariously onsided). with rush fests dominating at the high master meta, I reckon even more so in Lotv than In earlier installments. And they could in fact, make things less messed up, by implementing all kinds of specific fixes for teamgames without being hindered by the 1v1 field with my solution as well.
But if you still dislike it, I don't see an issue with a global balance method for teamgames. Because in my opinion it has never had much balance to begin with.
As for consistency, well, how consistent is this game really? the meta is everchanging and all matchups usually have their own timings and units that are used. That wouldn't change if you remove or add specific units to a matchup. It's bascially the same as making a unit viable again through a balance patch because it wasn't used previously.
To rest my case: The matchup specific spore crawler vs bio damage practically killed muta's usage in zvz back then. That's kind of how I envision my *balancing* method to work, it was straight to the point, it got rid of the *so called problem* and didn't do any harm to any other matchup. How was this not the best/easiest way to deal with muta wars being a problem in zvz?
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I totally agree with you guys about the TvP Mech situation. It doesn´t really matter what build or opening you are choosing, you are always way behind.
In TvT and TvZ I feel pretty confident and strong when I play Mech. It doesn´t feel as wrong as against Protoss and you actually have good openers that prepare your Mech Gameplay.
My current level is @ Mid-Masters with a 60% winrate in TvT and against Zerg with 84%.
My winrate against Protoss is really bad tho. :/
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On December 08 2015 02:06 Suchbalancemuchwow wrote: Aimed at dinomight's previous post(i'm too much of a digital dummy to reply properly)
Teamgames would just remain the same inbalanced mess that they are right now, and have always been(4 protoss vs 4 zerg has always been hilariously onsided). with rush fests dominating at the high master meta, I reckon even more so in Lotv than In earlier installments. And they could in fact, make things less messed up, by implementing all kinds of specific fixes for teamgames without being hindered by the 1v1 field with my solution as well.
But if you still dislike it, I don't see an issue with a global balance method for teamgames. Because in my opinion it has never had much balance to begin with.
As for consistency, well, how consistent is this game really? the meta is everchanging and all matchups usually have their own timings and units that are used. That wouldn't change if you remove or add specific units to a matchup. It's bascially the same as making a unit viable again through a balance patch because it wasn't used previously.
To rest my case: The matchup specific spore crawler vs bio damage practically killed muta's usage in zvz back then. That's kind of how I envision my *balancing* method to work, it was straight to the point, it got rid of the *so called problem* and didn't do any harm to any other matchup. How was this not the best/easiest way to deal with muta wars being a problem in zvz?
Why even make races then? If a banshee has different stats in TvT from what it has in TvZ then they are two different units and ergo you created a 4th race.
To your spore crawler argument, the +vs bio works against all units equally - the other races just don't have any - , EMP removes shields from all Zerg units. I'm not a fan of those solutions to begin with since they have no practical impact, but still in theory there are the same numbers on the unit everytime in every game. A patch is a completely different thing. Because the unit is still the same afterwards in all matchups, it is just different from the previous game version.
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Mech won't be viable even in TvT. Mech has been successfully removed from the game as Blizzard wished. All is that left for us mech players either learn bio or move on to something else.
GG, it was a nice run.
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On December 08 2015 02:32 WrathSCII wrote: Mech won't be viable even in TvT. Mech has been successfully removed from the game as Blizzard wished. All is that left for us mech players either learn bio or move on to something else.
GG, it was a nice run.
Why do you even bother with this post. Seriously it adds nothing to this chat.
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To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL.
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I think you can mech, but you can't turtle. And that's a good thing. Turtling shouldn't be in this game.
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On December 08 2015 00:43 DinoMight wrote: Possible solution: move some of the Viper’s abilities to the Infestor or simply just remove parasitic bomb altogether. Fungal growth was used to handle clumped up air units in HotS. Maybe give Fungal a slight buff and remove PB.
How did fungal in the past work out vs mass air armies especially in hots?
Why do you want to go back? It was so much more worse than now. Boring games with mass infestors in which zerg defends until the opponent makes a mistake and flies his skyarmy close to infestors. The problem is that flying units are faster and mobile. Its close to impossible to catch air units with fungal if opponent plays carefully.
But with parasiteric bomb on vipers, both sides have options and counterplay. The only change it needs is a small nerf to the damage. Also parasiteric bomb is very easy to nerf or buff. Imagine you have to cast more parasiteric bombs to kill an air unit than they stack if you fly them carefully.
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On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL.
Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory???
People keep saying this but nobody will explain. Why can't you build a Starport for anti air?
If your answer is parasitic bomb, well I've already said that ability is clearly OP.
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On December 08 2015 02:59 DinoMight wrote:Show nested quote +On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL. Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory??? People keep saying this but nobody will explain. Why can't you build a Starport for anti air? If your answer is parasitic bomb, well I've already said that ability is clearly OP.
Well, two obvious answers to that are: 1 - it is much easier to get the production going when you don't need two different facilities 2 - the upgrades would be shared
But you are correct when you say that this is just a matter of balance, so yeah, I'm 100% with you no that.
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On December 08 2015 02:48 DinoMight wrote:Show nested quote +On December 08 2015 02:32 WrathSCII wrote: Mech won't be viable even in TvT. Mech has been successfully removed from the game as Blizzard wished. All is that left for us mech players either learn bio or move on to something else.
GG, it was a nice run. Why do you even bother with this post. Seriously it adds nothing to this chat.
I got little tired of seeing these threads with the same idea keep popping . In general, mech issues has been discussed over and over. But the problem is Blizzard willing to listen and make it viable? 2 expansions and over 5 years and they did not care about it.
LOTV focuses on everything that mech is not. All they want to have is units dancing everywhere, to hell with position play, to hell with slow pushing, they just want explosions everywhere.
It is too late, we have to make do with what we have. Discussing why it is not viable is time waste because WE ALL KNOW why it is not.
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On December 08 2015 03:06 Big J wrote:Show nested quote +On December 08 2015 02:59 DinoMight wrote:On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL. Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory??? People keep saying this but nobody will explain. Why can't you build a Starport for anti air? If your answer is parasitic bomb, well I've already said that ability is clearly OP. Well, two obvious answers to that are: 1 - it is much easier to get the production going when you don't need two different facilities 2 - the upgrades would be shared But you are correct when you say that this is just a matter of balance, so yeah, I'm 100% with you no that.
I think if air is a threat at a time where you CAN'T have a Starport then maybe yeah you need better AA from the factory. But as it is, there's no really scary air threat that arrives before Starport.
Cyclone I think is really good at helping out Terran in the early game and holding them over until proper AA can be out.
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On December 08 2015 03:12 WrathSCII wrote:Show nested quote +On December 08 2015 02:48 DinoMight wrote:On December 08 2015 02:32 WrathSCII wrote: Mech won't be viable even in TvT. Mech has been successfully removed from the game as Blizzard wished. All is that left for us mech players either learn bio or move on to something else.
GG, it was a nice run. Why do you even bother with this post. Seriously it adds nothing to this chat. I got little tired of seeing these threads with the same idea keep popping . In general, mech issues has been discussed over and over. But the problem is Blizzard willing to listen and make it viable? 2 expansions and over 5 years and they did not care about it. LOTV focuses on everything that mech is not. All they want to have is units dancing everywhere, to hell with position play, to hell with slow pushing, they just want explosions everywhere. It is too late, we have to make do with what we have. Discussing why it is not viable is time waste because WE ALL KNOW why it is not.
Actually, a big chunk of the population seems to think that stronger tanks and goliaths are the answer.
So I wouldn't say that EVERYONE is on board.
I think in the current economy, a slighty cheaper Cyclone, Photon Overcharge nerf (with a buff to help PvZ elsewhere), and Viper nerf would go a long way to make mech playable, even if it isn't the super slow pushing Brood War mech.
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On December 08 2015 03:12 DinoMight wrote:Show nested quote +On December 08 2015 03:06 Big J wrote:On December 08 2015 02:59 DinoMight wrote:On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL. Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory??? People keep saying this but nobody will explain. Why can't you build a Starport for anti air? If your answer is parasitic bomb, well I've already said that ability is clearly OP. Well, two obvious answers to that are: 1 - it is much easier to get the production going when you don't need two different facilities 2 - the upgrades would be shared But you are correct when you say that this is just a matter of balance, so yeah, I'm 100% with you no that. I think if air is a threat at a time where you CAN'T have a Starport then maybe yeah you need better AA from the factory. But as it is, there's no really scary air threat that arrives before Starport. Cyclone I think is really good at helping out Terran in the early game and holding them over until proper AA can be out.
Yes and you can always produce marines early as Terran if that was the real deal. Reactored barracks with marines is always viable, even if you intent to go Mech later on. Then you have widow mines from the factory and now the cyclone and yeah, then there is the Viking. If that doesn't work an armory-requirment Goliath wouldn't solve the problem either early.
I don't think the problem is the very early game anti-air at all for mech. I think the problem with Mech antiair are as follows: Carriers in large numbers counter Vikings Parasitic Bomb counters large numbers of Vikings Tempests can pick from your mech army and there is not really a good way to engage that or prevent that. (I know PDD and stuff, but all of that hits too late)
I think the basic air problem is that Mech just can't deal properly with capital ships because either they counter both the Thor and the Viking alike on their own (like the Carrier or pick away from them from a safe cover like the tempest) or a combo of air units counter both of them (Broodlord+Viper+Corruptor). The other antiair options are all sort of bridging options for Mech imo, though widow mines can be a pretty sick get-out-of-jail card if one isn't careful (e.g. against interceptors). Also I left out liberators for now, because to be honest I still don't quite understand their antiair dynamics sufficiently. They are pretty insane in high numbers, but can they compete with Protoss capital ships+storm or PB? Probably not. (ghosts are a solution I guess, but you see, we are walking away from Mech techs to cover your anti air and more and more into, why not play bio to begin with if your tanks cannot cover against spellcasters or you need to walk out of tank support to attack into Tempests and you need mass liberators anyways and they deal with ground decently to begin with?)
So yeah, it is not so much that Mech has no antiair options, it's really that the antiair options of Mech all become insufficient eventually or need too much support from all techpaths in my opinion. And I think buffing the antiground Mech would be kind of a solution, because then the Meching player could choose to either play for a push but expose himself to airtechs, or mix in airtechs more freely because he doesn't need as much units on the ground. The main problem of this probably being, but what if the Terran still just reaches the same ultimate lategame army with tanks, thors, liberators, vikings, ravens and ghosts and it is just buffed?
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Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss
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I agree with Dinomight. People are focusing on the wrong problems.
From what I've seen:
For mech vs Z, cyclone/hellion + plus supporting liberators and/or tanks is really good against any Zerg ground army, but so expensive that it's almost impossible to make anything happen before hive and the inevitable broodlord/viper/corruptor deathball (as an aside, Cyclones absolutely CRUSH armored air that they outrange).
Ravagers also make it almost impossible to open ground, so mech players are forced to do crazy things like open triple starport banshee.
Parasitic bomb on the viper invalidating its own counters is the issue here. Move that skill to the infestor.
Vs P, Terran has the tools to win (some combination of Cyclones/Mines/Hellions/Liberators) but mass blink just crushes any tech opening and pylon overcharge kills early pressure. Part of the problem is that Cyclone openings are really good vs early P pressure, but get destroyed by blink, mostly because they cost too much gas and build too slowly in the early game.
Some combination of: 1. Parasitic bomb nerf (either a straight numbers change or moving it to the infestor) 2. Slight Cyclone cost reduction (150/125?) 3. Factory cost reduction (25 less gas?) to account for changed economy skewing early income towards minerals OR 4. Pylon overcharge nerf (with compensating buffs elsewhere if necessary).
would go a long way towards fixing things. Even just 1 and 2 might be enough actually.
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OP is a Protoss player who does not play Terran, telling us how mech should be played...
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On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss
Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this.
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On December 08 2015 03:53 BeStFAN wrote: OP is a Protoss player who does not play Terran, telling us how mech should be played...
OP is a Protoss player who plays a lot of Terran (I said that I off race Terran IN THE OP) and nowhere in this post did I tell you how to play. OP also happens to play and watch a ton of SC2.
Your post adds nothing to this discussion.
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On December 08 2015 04:03 DinoMight wrote:Show nested quote +On December 08 2015 03:53 BeStFAN wrote: OP is a Protoss player who does not play Terran, telling us how mech should be played... OP is a Protoss player who plays a lot of Terran (I said that I off race Terran IN THE OP) and nowhere in this post did I tell you how to play. OP also happens to play and watch a ton of SC2. Your post adds nothing to this discussion.
This is the problem with this thread. It mainly revolves around you and other players opinions and "feelings" instead of citing anything tangible like actual games played or people who can be recognized as knowledgable such as Strelok.
"OP is a Protoss player who plays a lot of Terran (I said that I off race Terran IN THE OP) and nowhere in this post did I tell you how to play. OP also happens to play and watch a ton of SC2."
this discussion is plainly narcissistic and it revolves around someone who is very biased and not very qualified to discuss how a play style actually works and should work
www.teamliquid.net/blogs/DinoMight
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What Terran mech in my opinion need is the security to go into the mid/ late game. There is none of that at the moment.
The Cyclone could fill that gap but its god-awful as it is at the moment.
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On December 08 2015 02:59 DinoMight wrote:Show nested quote +On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL. Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory??? People keep saying this but nobody will explain. Why can't you build a Starport for anti air? If your answer is parasitic bomb, well I've already said that ability is clearly OP. For gameplay reasons mainly. Air vs air is much more boring then ground vs air where one is maybe more powerful but restricted by terrain and mobility; and for balance reasons because the infrastructure of mech is very expensive, you have gas heavy buildings compeating with mostly mineral only ones (barracks, wargates) and you can't be asked then to also compete 1 for 1 in "anti air" buildings, starports.
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On December 08 2015 04:12 BeStFAN wrote:Show nested quote +On December 08 2015 04:03 DinoMight wrote:On December 08 2015 03:53 BeStFAN wrote: OP is a Protoss player who does not play Terran, telling us how mech should be played... OP is a Protoss player who plays a lot of Terran (I said that I off race Terran IN THE OP) and nowhere in this post did I tell you how to play. OP also happens to play and watch a ton of SC2. Your post adds nothing to this discussion. This is the problem with this thread. It mainly revolves around you and other players opinions and "feelings" instead of citing anything tangible like actual games played or people who can be recognized as knowledgable such as Strelok. Isn't your post just a big "feelings" rant?
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I got mech working on low level (Diamond) against Protoss with mass mine supported by tanks and Vikings. Doubt it works on higher levels though were people actually can micro.
But mech versus Zerg feels complexly hopeless. Zerg has so huge advantages in the early game and the mid game. Their all ins are powerful as hell, their economy is extremely strong, ravagers come out too early and counters every unit you got until late game when you have several banshees with the speed upgrade.
I agree completely that it is not the anti-air that is the problem. It is Ravager, Nydus, and parasitic bomb.
If Ravagers got moved to Lair, Nydus got nerfed and parasitic bomb got moved to infestors I think mech would be somewhat playable in TvZ.
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On December 08 2015 03:28 Big J wrote:Show nested quote +On December 08 2015 03:12 DinoMight wrote:On December 08 2015 03:06 Big J wrote:On December 08 2015 02:59 DinoMight wrote:On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL. Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory??? People keep saying this but nobody will explain. Why can't you build a Starport for anti air? If your answer is parasitic bomb, well I've already said that ability is clearly OP. Well, two obvious answers to that are: 1 - it is much easier to get the production going when you don't need two different facilities 2 - the upgrades would be shared But you are correct when you say that this is just a matter of balance, so yeah, I'm 100% with you no that. I think if air is a threat at a time where you CAN'T have a Starport then maybe yeah you need better AA from the factory. But as it is, there's no really scary air threat that arrives before Starport. Cyclone I think is really good at helping out Terran in the early game and holding them over until proper AA can be out. Yes and you can always produce marines early as Terran if that was the real deal. Reactored barracks with marines is always viable, even if you intent to go Mech later on. Then you have widow mines from the factory and now the cyclone and yeah, then there is the Viking. If that doesn't work an armory-requirment Goliath wouldn't solve the problem either early. I don't think the problem is the very early game anti-air at all for mech. I think the problem with Mech antiair are as follows: Carriers in large numbers counter Vikings Parasitic Bomb counters large numbers of Vikings Tempests can pick from your mech army and there is not really a good way to engage that or prevent that. (I know PDD and stuff, but all of that hits too late) I think the basic air problem is that Mech just can't deal properly with capital ships because either they counter both the Thor and the Viking alike on their own (like the Carrier or pick away from them from a safe cover like the tempest) or a combo of air units counter both of them (Broodlord+Viper+Corruptor). The other antiair options are all sort of bridging options for Mech imo, though widow mines can be a pretty sick get-out-of-jail card if one isn't careful (e.g. against interceptors). Also I left out liberators for now, because to be honest I still don't quite understand their antiair dynamics sufficiently. They are pretty insane in high numbers, but can they compete with Protoss capital ships+storm or PB? Probably not. (ghosts are a solution I guess, but you see, we are walking away from Mech techs to cover your anti air and more and more into, why not play bio to begin with if your tanks cannot cover against spellcasters or you need to walk out of tank support to attack into Tempests and you need mass liberators anyways and they deal with ground decently to begin with?) So yeah, it is not so much that Mech has no antiair options, it's really that the antiair options of Mech all become insufficient eventually or need too much support from all techpaths in my opinion. And I think buffing the antiground Mech would be kind of a solution, because then the Meching player could choose to either play for a push but expose himself to airtechs, or mix in airtechs more freely because he doesn't need as much units on the ground. The main problem of this probably being, but what if the Terran still just reaches the same ultimate lategame army with tanks, thors, liberators, vikings, ravens and ghosts and it is just buffed? I've only messed around with it in the unit tester, but i found that Liberators kill interceptors really really fast. It seems like the Tempest and the BL supported by Vipers are the ones that can essentially do free dmg.
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8748 Posts
On December 08 2015 03:54 HeroMystic wrote:Show nested quote +On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is. Well, the Factory, and Terran, is designed that way. Mineral sink good against light, gas expensive unit good against armor, space control with mines and some anti air. Also separate upgrades. So, if they changed Terran to work more like Protoss with just ground and air upgrades then you would be right.
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
<3 <3 <3 <3
Thank you for this incredible post.
Seriously, I don't think I've ever seen it better.
It's like saying I want to win only with female Terran units or Zerg units that don't end in "isk."
People played mech in Brood War because it won games. Not because of some arbitrary stylistic choice. Bio was not viable vs Protoss because it got annihilated by Reavers.
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
There are two things to keep separate in your argument. 1) "Mech", as in the desired composition being viable 2) the general viability of units and having various approaches/playstyles to win the game
1) is just the historically grown alternative in the Terran arsenal, and it's not half as made-up of a composition as you describe it here. Like the composition itself has been working in 2 matchups of SC2 for 5years, so you are going far overboard if you pretend there is no basic-shared theme here aside from the mechanical-tag. (production, upgrades, the share of mineral and gas units on the factory... I really don't need to tell you this though) 2) The whole idea behind it is that lots of Terran units just don't have a lot of uses and Mech is a rather natural approach to solve that problem for factory units. Sure we can have a "whatever works" approach to the game, always play bio, maybe even see the one or other tank or thors somewhere and never talk about it again. But why would we stop here when blizzard has been talking about improving the game and giving options for a long time?
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
If you're asking me why I want mech viable then you're asking the wrong person, because I've accepted that BW-style Mech isn't going to happen a long time ago. The problem is Factory/Starport units are very bad without upgrades, and it's not efficient/bad to get all upgrades at once.
And I've said this in another thread, but you can tell Blizzard realized this, which is why Cyclone uses spell damage, and Liberator's damage is pretty absurd. But for every other unit that isn't like this, they lose their worth as time goes on. When Air/Mech upgrades were completely separate, it was downright silly to mix these two compositions together effectively, especially if you had the idea of going Bio-Mech.
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
People aren't asking to arbitrarily be able to play with only units produced out of a one building, mech is a playstyle based entirely around the tank's slow, defensive/positional nature. No one is asking for hellion/cyclone or mass thor to be viable against all races on every map. They're asking to play something other than MMM, which by nature tends towards certain ways of playing the game that many players may not like, and not be at a significant disadvantage for it.
What exactly is so irrational about wanting styles of play to be viable other than MMM against every race? (All Terran does is MMM for 5 years ect as some Zerg/Protoss players love to bring up) Yes, there are a myriad of issues preventing mech from truly becoming a viable style but that does not invalidate people's wishes for there to be more than one core composition and general playstyle as Terran.
I find it more ridiculous that people are so vehemently against making changes to the game that actually allow for strategic options other than MMM + support unit (vikings/liberators/widow mines) for however many more years.
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On December 08 2015 04:48 Big J wrote:Show nested quote +On December 08 2015 04:33 NonY wrote:On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is. There are two things to keep separate in your argument. 1) "Mech", as in the desired composition being viable 2) the general viability of units and having various approaches/playstyles to win the game 1) is just the historically grown alternative in the Terran arsenal, and it's not half as made-up of a composition as you describe it here. Like the composition itself has been working in 2 matchups of SC2 for 5years, so you are going far overboard if you pretend there is no basic-shared theme here aside from the mechanical-tag. (production, upgrades, the share of mineral and gas units on the factory... I really don't need to tell you this though) 2) The whole idea behind it is that lots of Terran units just don't have a lot of uses and Mech is a rather natural approach to solve that problem for factory units. Sure we can have a "whatever works" approach to the game, always play bio, maybe even see the one or other tank or thors somewhere and never talk about it again. But why would we stop here when blizzard has been talking about improving the game and giving options for a long time?
Not every unit has to be viable in every matchup for it to be a good unit. When you ask for Blizzard to do that you're basically holding the rest of the game hostage to your demand for "factory units only" to be viable in all 3 MUs...
Also, maps change and the meta changes.. what's not in fashion now could work at another point in time. TY made mech happen vs Protoss a couple of times in Pro League. Tanks have been used on certain maps *with a bio follow-up.* SoS opened Tempests PvZ in a grand finals. ForGG opened mech and transitioned back into bio....
You can still build all those units if you want when the situation calls for them. It's good to have that diversity. But saying "you need to design me units so that I can play SC2 like Brood War" is silly.
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I don't agree that vipers come out early enough to actually be the mech killer. It's terrible scaling in the mid-game that dooms almost all factory-heavy compositions. To fix it Blizzard could drop factory unit gas cost and build times. Or maybe just buff the range on thors as they are the least mobile unit right now.
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On December 08 2015 04:59 DinoMight wrote:Show nested quote +On December 08 2015 04:48 Big J wrote:On December 08 2015 04:33 NonY wrote:On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is. There are two things to keep separate in your argument. 1) "Mech", as in the desired composition being viable 2) the general viability of units and having various approaches/playstyles to win the game 1) is just the historically grown alternative in the Terran arsenal, and it's not half as made-up of a composition as you describe it here. Like the composition itself has been working in 2 matchups of SC2 for 5years, so you are going far overboard if you pretend there is no basic-shared theme here aside from the mechanical-tag. (production, upgrades, the share of mineral and gas units on the factory... I really don't need to tell you this though) 2) The whole idea behind it is that lots of Terran units just don't have a lot of uses and Mech is a rather natural approach to solve that problem for factory units. Sure we can have a "whatever works" approach to the game, always play bio, maybe even see the one or other tank or thors somewhere and never talk about it again. But why would we stop here when blizzard has been talking about improving the game and giving options for a long time? Not every unit has to be viable in every matchup for it to be a good unit. When you ask for Blizzard to do that you're basically holding the rest of the game hostage to your demand for "factory units only" to be viable in all 3 MUs... Also, maps change and the meta changes.. what's not in fashion now could work at another point in time. TY made mech happen vs Protoss a couple of times in Pro League. Tanks have been used on certain maps *with a bio follow-up.* SoS opened Tempests PvZ in a grand finals. ForGG opened mech and transitioned back into bio.... You can still build all those units if you want when the situation calls for them. It's good to have that diversity.
This I disagree with. If I play an AvsB matchup there is no C in the game. So the unit either has a use or it doesn't when I play. There is no Schrödingers matchup in the game where a unit is 33% good with my opponent being race ABC until I measure his existance. (ok... in random vs random you could make that case... yeah... who cares about them...) The game is basically 6 different games, that's just how it is.
And with those 6 different games you can now either say: a) fuck it, we don't need no balance and nothing because if something is weak just don't play it... well, that's not what's happening because that would be pretty stupid for any kind of game b) We balanced it somehow, but it doesn't matter how... that's also not what's happening... we didn't stop at BL/Infestor/Daybreak vs Sentry/Immortal/Ohana balance for example. People are rightfully in arms about such gameplay as it is hilariously bad to play or watch. c) We actually try to balance it in a way that various strategies are possible and that you get a variety of scenarios, not just one or two per matchup.
And Mech is just one of the things that would help the game achieve c) in a rather fundamental way. A set of viable and/or semi-viable strategies for Terran.
You are absolutely right about what you are saying with metagame/maps etc, but really, the difference between what you say - Tanks may be viable on this or that map - and what I say - tanks should be somewhat viable in general - is just that I want to play a version of the game that is definitely going to feature that variety and rather sooner than later, because I don't have anything from it when the maps and balance and metagame have moved there in 10years, but I don't play anymore.
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
Adding to what everybody is saying, not only mech has been viable to different degrees in at least 2 MU throught the history of the game (THIS GAME BTW) but also Blizzard promised us.
BLIZZARD. FUCKING. PROMISED. US.
So no, its not stupid (irrational) to ask Blizzard something they themselves promised the would give us.
I like to play mech, other people like to play mech, Blizzard should either step up and start tacking action, or simple aknowleadge that they were lying and say they don't really want to give us mech.
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Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break.
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On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break.
I don't quite believe this. It's simply a matter of utilizing and balancing different playstyles.
That said, all I want is different unit compositions from Bio. How it is done doesn't really matter to me anymore, but it would be really helpful if it wasn't just Bio 2.0.
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On December 08 2015 04:43 DinoMight wrote:Show nested quote +On December 08 2015 04:33 NonY wrote:On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is. <3 <3 <3 <3 Thank you for this incredible post. Seriously, I don't think I've ever seen it better. It's like saying I want to win only with female Terran units or Zerg units that don't end in "isk." People played mech in Brood War because it won games. Not because of some arbitrary stylistic choice. Bio was not viable vs Protoss because it got annihilated by Reavers.
I know, right? It's completely ridiculous you see these idiotic threads post up time after time just because they can't have a certain niche group be used as standard. People often forget Bio in broodwar TvP was not really possible unless it was a surprise cheese play.
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On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that:
TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway?
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On December 08 2015 05:47 Sapphire.lux wrote:Show nested quote +On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: Show nested quote +TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway?
Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game.
I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators.
Ravagers and Parasitic bomb are priorities 1 and 2 IMO.
Make Cyclones 25 gas less.
Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps.
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On December 08 2015 04:43 DinoMight wrote:Show nested quote +On December 08 2015 04:33 NonY wrote:On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is. <3 <3 <3 <3 Thank you for this incredible post. Seriously, I don't think I've ever seen it better. It's like saying I want to win only with female Terran units or Zerg units that don't end in "isk." People played mech in Brood War because it won games. Not because of some arbitrary stylistic choice. Bio was not viable vs Protoss because it got annihilated by Reavers.
Frankly it's a bit sad this needs to be said, but there's absolutely nothing arbitrary about upgrade synchronization. There's a reason bio compositions tend to be pure bio, and mech compositions tend to be pure mech. That reason is not because people are making an "arbitrary stylistic choice" to only use units with a "mechanized" tag.
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It's even more annoying that people constantly forget that Upgrades, Research, and Production buildings doesn't allow for Terran to make full tech switches and therefore forces unit compositions to be viable all game long.
And BW Bio not being viable in TvP is actually a bad example, because that is a problem there as well. There's a reason why Starbow tried to make it viable.
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On December 08 2015 06:02 DinoMight wrote:Show nested quote +On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators. Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. OK, it seemed to me like you were taking opposite positions. first make a thread about how to make mech viable and then enthusiastically agree with posts that said it shouldn't be viable in the first place.
The interesting point for me is the eco. You say you played a lot of Terran, assuming a fair bit of mech, so how do you feel, based on your experience, that the new eco has impacted the style? Early game? Mid game? etc. It would be nice to have a discussion on this in a bit more detail.
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On December 08 2015 06:02 DinoMight wrote:Show nested quote +On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators.Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps.
That is the one thing WE DONT WANT.
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I suppose Dinomight talking about mech makes a nice change from his Protoss is underpowered, all other races EZ rhetoric. That said, all of this mech business is getting tiresome. You might as well ask why other races don't get the "mech" playstyle, whatever your definition of that may be.
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It would be really nice if those whining that mech should not be viable can just propose the entire factory is removed. And then also remove the robotics facitity for protoss completely. And some random units for zerg (how about no air units for zerg, except ovis of course). Either make them viable, or remove them. But hey, apparantly having to do MMM every game is great!
Anyway to stay actually ontopic: I agree with the OP that factory anti air isn't really a major issue. Although re-adding the thor anti-armored air mode would be nice, maybe slightly boosted. (Why was it removed in the first place?). The main air problem for mech from zerg is the broodlord. There is no way you are going to make a ground mech unit deal with the broodlord without being OP against other air (such as voidrays). However right now vikings are just really bad due to parasitic bombs. And then add that with the range boost of broodlords no ground mech will even come into range of them. Was there an actual reason for that boost? If we cannot revert it, give the same range boost to thor anti-armored mode. (Yes I said no significantly better factory anti air was needed, but then it isn't better than it was in HOTS. I don't want thor to counter broodlords, but at the same time 10 broodlords shouldn't counter 30 thors because of a wall of broodlings).
And carriers, well. With the same reinstituting the thor anti armored attack they will do bit better vs them also. Problem is that it simply is a unit which is hard to mass, but when you get it is incredibly strong. And sure thats also true for other capital ships, but I feel that despite the need to build interceptors, carrier has fewest weaknesses.
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On December 08 2015 06:27 Sapphire.lux wrote:Show nested quote +On December 08 2015 06:02 DinoMight wrote:On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators. Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. OK, it seemed to me like you were taking opposite positions. first make a thread about how to make mech viable and then enthusiastically agree with posts that said it shouldn't be viable in the first place. The interesting point for me is the eco. You say you played a lot of Terran, assuming a fair bit of mech, so how do you feel, based on your experience, that the new eco has impacted the style? Early game? Mid game? etc. It would be nice to have a discussion on this in a bit more detail.
I think the infrastructure requirement for mech is quite high and because of that it has trouble dealing with the new econ style that requires taking a lot of bases very quickly. If you spend all your money on infrastructure you have nothing to take bases with or you have to delay taking your base too long.
For example, what does a meching Terran do against... say... 20 roaches denying his 3rd? There's really nothing he can do that doesn't require a Starport OR a whole bunch of mech units that physically can't be out at that time.
Meching Terran is a bit like Protoss where you have to invest a lot up front and defend with as few units as possible but Terran units right now can't quite do that because of how the units are designed and when they hit the field. Also, the new economy delays gas and promotes mineral units. Both Zerg and Protoss have decent Mineral harassment tools but Terran doesn't really if they want to mech. Hellions are good but you need that Factory time to build siege tanks so you can take your 3rd against a bunch of Roaches/Stalkers.
On December 08 2015 06:29 Lexender wrote:Show nested quote +On December 08 2015 06:02 DinoMight wrote:On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators.Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. That is the one thing WE DONT WANT.
Maybe YOU don't want it. I want it. As I've just said.
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On December 08 2015 06:59 DinoMight wrote:Show nested quote +On December 08 2015 06:29 Lexender wrote:On December 08 2015 06:02 DinoMight wrote:On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators.Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. That is the one thing WE DONT WANT. Maybe YOU don't want it. I want it. As I've just said.
Thats not even mech! This thread really makes no sense, you say what should be done to make mech viable, then you say you DONT want mech to be viable, and then you say you want only bio to be viable (no matter what units are used as support as long as the core is MMM, as it always is, thats not mech)
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On December 08 2015 06:59 DinoMight wrote:Show nested quote +On December 08 2015 06:27 Sapphire.lux wrote:On December 08 2015 06:02 DinoMight wrote:On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators. Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. OK, it seemed to me like you were taking opposite positions. first make a thread about how to make mech viable and then enthusiastically agree with posts that said it shouldn't be viable in the first place. The interesting point for me is the eco. You say you played a lot of Terran, assuming a fair bit of mech, so how do you feel, based on your experience, that the new eco has impacted the style? Early game? Mid game? etc. It would be nice to have a discussion on this in a bit more detail. I think the infrastructure requirement for mech is quite high and because of that it has trouble dealing with the new econ style that requires taking a lot of bases very quickly. If you spend all your money on infrastructure you have nothing to take bases with or you have to delay taking your base too long. For example, what does a meching Terran do against... say... 20 roaches denying his 3rd? There's really nothing he can do that doesn't require a Starport OR a whole bunch of mech units that physically can't be out at that time. Meching Terran is a bit like Protoss where you have to invest a lot up front and defend with as few units as possible but Terran units right now can't quite do that because of how the units are designed and when they hit the field. Also, the new economy delays gas and promotes mineral units. Both Zerg and Protoss have decent Mineral harassment tools but Terran doesn't really if they want to mech. Hellions are good but you need that Factory time to build siege tanks so you can take your 3rd against a bunch of Roaches/Stalkers. Show nested quote +On December 08 2015 06:29 Lexender wrote:On December 08 2015 06:02 DinoMight wrote:On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators.Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. That is the one thing WE DONT WANT. Maybe YOU don't want it. I want it. As I've just said. I agree actually. Here i hoped the Cyclone could be the answer. It's great as a first Factory unit in that it's versatile and can defend from air and ground harass. So maybe if the Cyclone gets to a point where with heavy micro, 3 or 4 of them can keep the enemy busy to get up the 3ed or at least the infrastructure to start production of mass tank hellbat...
It just feels like if Cyclones get good enough to do such a job, then why not continue to mass them? And then we end up with a bio 2.0, a kiting army, so then what's the point?
No matter how i look at it, i can't see any solution past making tanks more effective in small number.
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On December 08 2015 07:22 Lexender wrote:Show nested quote +On December 08 2015 06:59 DinoMight wrote:On December 08 2015 06:29 Lexender wrote:On December 08 2015 06:02 DinoMight wrote:On December 08 2015 05:47 Sapphire.lux wrote:On December 08 2015 05:32 DinoMight wrote: Well, Blizzard is tasked with the impossible of making everyone happy.
The game can't be faster and require more micro but also be slower and positional at the same time. Give them a break. But you've just said that: TL,DR; Terran doesn’t need anti air from the factory to make mech work. Terran needs (1) A viper nerf (2) Siege tank pickup to not exist (3) more “mech friendly” maps and economy. So which one is it? 2 or 3 changes and some favorable maps or it's impossible? Or it shouldn't be viable anyway since it's irrational anyway? Well I was mostly responding to Blizzard bashing. They have a very difficult job of making everyone happy and also producing a good game. I don't think full mech needs to be viable. But I do think making a few changes to LotV can make mech MORE viable. l wouldn't mind seeing more bio play that incorporates some mech elements such as Siege Tanks or Liberators.Ravagers and Parasitic bomb are priorities 1 and 2 IMO. Make Cyclones 25 gas less. Increase the amount of gas in each base a bit and make the maps less... for lack of a better word.. fucking idiotic. Enough of these incredibly large hard to defend natural ramps. That is the one thing WE DONT WANT. Maybe YOU don't want it. I want it. As I've just said. Thats not even mech! This thread really makes no sense, you say what should be done to make mech viable, then you say you DONT want mech to be viable, and then you say you want only bio to be viable (no matter what units are used as support as long as the core is MMM, as it always is, thats not mech)
I said mech CAN be viable if they make a few changes.
Then I said insisting for mech to be viable purely because it was viable in BW is a stupid thing to do.
Then I said that all units are seeing play in one or another at the pro level even if they're not used in a "mech" composition and gave examples of times this has been done.
Then I commented that I would like to see more units incorporated into Terrans' composition.
What of this offends you?
Seriously...
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On December 08 2015 06:59 Sissors wrote: It would be really nice if those whining that mech should not be viable can just propose the entire factory is removed.
Uhh last time I checked, it was the Terran players that have been making these threads and posts for centuries, and the "mech doesn't have to be viable" argument only came as a response to these pointless threads. So the ones whining were actually those who advocated for mech to be viable.
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can we stop proposing cyclones as the answer...
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If mech ever became viable it will be the same as it was in Wol/hots. Turtle until deathball A move. Let's not bring that back please.
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First of all, mech is a legitimate side of the terran play, period. Where zerg choose between melee, air or ranged, terrans choose between air, bio or mech. The upgrades dictate that. That being said, I think it's beautifull that terrans can play with two very different mindsets and compositions, between the defensive mech and the mobile bio.
Now, let's talk viability. 1) tank : I agree with the buff + overkill propositions. Right now, the liberator does the job of the tank because it flies, and therefore is harder to swarm. About the tank drop : it is needed to survive ravagers. However it makes TvT incredibly retarded. So yeah I suppose something needs to happen here. Just remove it altogether, then work from that. Maybe terran players will be forced to build a banshee in TvZ, but it's pretty much been the case since 2012.
2) cyclone : the problem with the cyclone is that the way it's designed, it would me either an incredibly OP and frustrating unit, or a supportish unit with no real meaning. Seriously, does any one wants mech to be about the terran player constantly locking on zergs units and running away while he builds a critical mass of cyclones ? My proposition would be to move the lock to AA only, while giving the cyclone the ability to shoot while moving with 5 range/15 dmg, and reducing both its cost, movespeed and build time SLIGHTLY. The cyclone needs a role that's close to the goliath, and what mech lacks since 2010 : a decent "footman" that shoots air.
3) parasitic bomb : this spell is op, punishing, does not really accept counter play. It's like a storm + a seeker missile. It's horrible, it needs to go.
4) prism : protoss harass was already well buffed with the adept. The ranged pickup need to go.
5) maps. Maps need to change. Not to encourage turtle, but to be bigger for a siege tank nerf not to be a turtle fest activator. Protoss as a race already gained mobility in great amount. Do not make the maps more open, just bigger, with bases a little more further from each other. And then we can have a tank that's decent, and not the piece of garbage it is now.
I think that's what would be needed for mech to work. And not a turtle/camping mech, a harass intensive and positionnal mech.
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On December 08 2015 08:24 JackONeill wrote: 5) maps. Maps need to change. Not to encourage turtle, but to be bigger for a siege tank nerf not to be a turtle fest activator. Protoss as a race already gained mobility in great amount. Do not make the maps more open, just bigger, with bases a little more further from each other. And then we can have a tank that's decent, and not the piece of garbage it is now.
I think that's what would be needed for mech to work. And not a turtle/camping mech, a harass intensive and positionnal mech.
How does a bigger map make a unit that can't move better?
That makes zero sense.
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From what I've seen of BW's TvP, it was about bases far from each other, with few turrets and siege tanks defending them. Protoss had to invest a lot if he wanted to kill one, leaving himself open to some kind of counter attack.
As a whole I think what makes mech either ultra turtle-ish or ultra weak is the fact you can pretty much cover a single attack path and wall a second one while being on B3-B4. If you had strong tanks but had to spread out thiner, defensive play would be more dynamic. AND mech players could get out on the map more, instead of cowering behind their turret ring until their 180-200 pop megapush. So you buff the tank's stats, but you make the mech players spread themselves thiner.
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The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd...
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No way. Turtling sucks. You should not get to do that easy. HAHAHA. I laugh at your tears.
Also liberators have A-move AOE. What could be more annoying? Adn you have thors. And siege tanks. And more AOE.
User was warned for this post
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is. I normally agree with you Nony, but I feel you are going a bit too extreme here.
You are correct that there is no reason for every conceivable unit composition to be viable to play. Of course. Don't think anyone argues that. What I do think most people agree with though, probably you as well, is that the game benefits, both as player and as spectator, if a matchup can be played viably with different unit compositions.
I'm a zerg players, so I'll talk about ZvT. The standard game will be the usual marine-medivac etc unit compostion. Which is fine, it makes for fun games imo. But it'd be even more fun if the MU every now and then was a different unit composition. A natural choice for alternative unit comps are units with different sets of upgrades, which mean factory and/or air units. I'm not a big fan of pure air compositions, so for me, the natural alternative TvZ unit comp is then mech (units benefitting form armoury upgrades). I also like the fact that the more passive armoury playstyle is so different from the aggressive 4M.
So yeah, I think it is kindof natural, and good for the game, to try to make mech viable (at least speaking about TvZ). That said, we need to be wary of getting to too passive style back, which can get pretty boring. But hopefully the "fixed" SH and the new economy will help with that. Actually, the fact that OP complains that the 3 base turtle into 200/200 a-move style isn't viable any more is a great sign in my book! I definitely think that careful buffing of mech has the potential to make the game more enjoyable.
How to buff mech? Hard to say. Personally I'd start with tank projectile + damage buff, potentially nerfing tankivac correspondingly. Allows fewer tanks to be efficient, and allows increased counterplay against many tanks (ling bombs, roach burrow bombs, in general allowing a few spread lings to take a full round of tank shots, etc). But yeah, hard to say. Unlike many others on this site I won't pretend to be able to predict the outcome of changes to the game.
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Hi,
im in Diamond. I play Mech in everey matchup since Wol. Its so frustrating to see that Blizzard doesnt do something to make mech viable. It would be better for the game. In BW there were 2 styles viable (Ok against toss you should only mech but some people played bio even in pro matches). It would be better for the game in everey case to have more options. In SC 2 zerg and toss have the Option to play different styles. Terran can only play bio with some different openings.. Blizzard promised us to make mech viable. Now we have nothing but the same boring bio style with liberators. TvP in Broodwar was better to watch because it was so much fun to see this tank pushes and the positional play. Now we have the boring biostyle in everey game. We want different Options for terran. It would be better for the game.
We Need Mech for better gameplay. Pls make mech Viable.
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"I've been reading a lot about Mech viability in LotV and what people think Terran needs to make it work."
Not flaming, but at what level \ rank does "Mech not work". Gold, Plat,Master or Pro i really would like to know?
Also why do Terrans, think its their god given right to win a game based on units from solely one building the Factory? The other 2 races must use Lower Tier units in order to win, or at least survive until later tech in fact Protoss is completely dependent on the Stalker\Zealot at all stages until extreme late game
Why cant Protoss players demand the right to win a game based on Robo units only?
I know Zerg used to have the ability to win with the the Muta at lair tech in HotS, but Mutas in this expansion don't look no where near as powerful, unless its a fast tech switch against Protoss. Winfestors got nerfed to the ground and so did swarm hosts after the Pros showed massing them could could win games building these units only.
At extreme late game, all 3 races go sky
Blizzard dont want mid tier units dominating the games, they want fast paced action, hence the new economy model and super fast units. Tanks simply arent what this game is about, they are a support unit for Bio
Stop dreaming about a game that is effectively retired by Blizzard, if you want Mech style play go play Broodwar or play Forged Alliance.
LoTV is the best version of SC2 so far i don't want it ruined by people who want to sit in their bases and Turtle to Victory with 40 min + games.
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Also why do Terrans, think its their god given right to win a game based on units from solely one building the Factory? The other 2 races must use Lower Tier units in order to win, or at least survive until later tech in fact Protoss is completely dependent on the Stalker\Zealot at all stages until extreme late game
Upgrades issue.
I know Zerg used to have the ability to win with the the Muta at lair tech in HotS, but Mutas in this expansion don't look no where near as powerful, unless its a fast tech switch against Protoss. Winfestors got nerfed to the ground and so did swarm hosts after the Pros showed massing them could could win games building these units only.
There is a huge difference between massing a single unit and a composition of units that comes from 1 building due to upgrades. In HotS, mech issues in TvP were different, but there were not much complaints about "Why am I making starports vikings in my mech?!"
Blizzard dont want mid tier units dominating the games, they want fast paced action, hence the new economy model and super fast units. Tanks simply arent what this game is about, they are a support unit for Bio
Unfortunately this is what made the game horrible for some of us. It is about dancing and activating abilities instead of planning and timing.
Stop dreaming about a game that is effectively retired by Blizzard, if you want Mech style play go play Broodwar or play Forged Alliance.
Already moved to BW. Thanks for the advice though.
LoTV is the best version of SC2 so far i don't want it ruined by people who want to sit in their bases and Turtle to Victory with 40 min + games.
That is your perspective. That doesn't I mean I agree with turtle 40+ minutes for 1 death push into GG. But LoTV is far from being "Best" version of SC2, and yes, that is my perspective as well.
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4713 Posts
On December 08 2015 02:59 DinoMight wrote:Show nested quote +On December 08 2015 02:53 Lexender wrote: To be honest I think your propositions are OK-ish but the conclusion its pretty awful.
NO MORE TUTRLE. No maps where you sit in 4 bases, not to make enemies unable to break you, not to depend on ultimate end game armies to win.
The reason we say buff the tank and add AA to the factory is so that we don't need to turtle on 4 bases, if you had a tank that could actually stop roach/ravager pushes, that could fight protoss (pretty much anything protoss at this point) and a unit that doesn't forces you to turtle to mass air.
Maps then can be used to balance other stuff, I think open maps and the fast LotV economy are ok for mech, because that way you can buff factory based mech without it being a completely unbreakable turtle for 40 min composition.
That being said, BUFF THE DAMN TANK AND ADD OVERKILL. Buffing the tank and adding overkill is one thing but why does your anti air need to come from the factory??? People keep saying this but nobody will explain. Why can't you build a Starport for anti air? If your answer is parasitic bomb, well I've already said that ability is clearly OP.
Because it promotes better gameplay. Factory units are ground units, by definition they are subject to terrain restrictions. To compensate they should be made more powerful. This to overall better gameplay since, instead of having two air blobs crash into each other air game, you have a more careful game of cat and mouse since air will be more mobile in general but less powerful in a straight up fight. Right now the game is in a horrible state since the best primary anti-air for all the races comes from other air units. Leading to a lot of very uninteresting late game fights.
And its not only gameplay. It makes it easier for mech to produce stuff since they won't need to add two different type of infrastructure buildings and armory research will be able to cover all the relevant units.
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Warp-in itself is a major thing in PvT. In BW, you specifically set up a siege in a space you could hold, cut off reinforcements, etc.
In SC2, warpin makes this entirely irrelevant. You can fully produce out of any base you have, which means there's that much more potential for counterattack.
That, and the lack of spider mines for map control / slowing enemy army movement.
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i'm still a little confused with the BW comparisons, please forgive me. the word, "viable" is being thrown out there with little consideration for context with regards to those very comparisons.
deep6, other bio cheeses and openers TvP doesn't make the "composition" viable. It needed to work, and it needed to be unscouted and masked behind the meta opening at the time, which involved marines in a bunker at the natural. just because marines and medics were used in some pro-games doesn't mean it's usable by the rest of the population of gamers, not in the slightest.
there is a problem I have where players wish for something to be an option to them--something that is fully workable and fits into any playstyle they imagine, without actually requiring the player to practice extensively or to do their homework on opponents. it's like it doesn't matter the specifics of what your opponents do, you want to play singleplayer for the first 5 minutes and build what you think works, then it works at least somewhat and your opponents need to figure a way around it. if you want to turtle, you turtle and bottle up the potential openings in your base and then the win condition for your opponent is to contain and starve you from an extra base. this is where the playervsplayer interaction occurs, and I understand the request for this kind of playstyle or at least the option for it to exist.
there was a lategame mech transition for TvZ that became popular past 2008. it happened in part because the factory units that were used did not need simultaneous upgrades. in fact, they didn't need any upgrades all to mix in well with the rest of the bio army. those units offered cheap and efficient ways to funnel off a section of the map for very specific time-frames where bio was hard to play. those units were not a requirement to stay in the game when defiler mounds were getting built by opposition, yet they eased the flow of the game and made it easier to play effectively on certain maps. sometimes they (tanks) were a requirement in certain situations, granted you had the information beforehand.
it's very obvious once you watch games of BW (beginning to end) that the pacing of income makes it so that you have very few selections in openers--so much so that players will use the exact same builds with very little variation, and even buildings were placed in the same spots. this is simply because they're the safest and most efficient things to do on a given map. the pacing of the game is slower such that you have few workers, lower income cumulatively, and in ZvZ your zerglings won't get the speedling upgrade because it takes too many resources vs. how many larvae you're getting. so, in that example, you keep altering your spending (and larvae) on zerglings and drones until you have enough to support constant production (should you choose) plus the possibility of taking gas and having speed. in SC2, you just take away the opportunity cost and get both very quickly (or have many opportunities to), whether you opened hatch first or not.
if you are telling me that air-zerg is a thing in ZvP, you really need to start doing your homework or hashing out some games. It may become a trend, or an option (as mutalisks are) based on scouting and the space you've earned yourself throughout the game but it is moreso a way to close out the game than it is a composition that comprises of unit combinations. each unit is cost inefficient, and requires gas which is a heavy resource for zerg.
because you made some wins as mech (vulture, tank, goliath) in TvZ on USW/East does NOT mean it's "viable". it means your opponents were bad enough, and you were good enough using those units and timings that you were able to get away with it. whereas at the top of the game, players struggle and cannot make it work except in very specific situations
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Warp-in itself is a major thing in PvT. In BW, you specifically set up a siege in a space you could hold, cut off reinforcements, etc.
They already stated during BETA that warping is not going. I agree that it is source of all issues that Protoss suffer from (And any other race that plays vs Protoss).
If not for warping, the whole Blink all in era would not have happened to begin with.
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As a Terran i also like to see siege tank pickups removed... TvT became kinda silly with that. its like whoever lands the first good siege tank marine doom drop wins...
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On December 08 2015 08:22 blade55555 wrote: If mech ever became viable it will be the same as it was in Wol/hots. Turtle until deathball A move. Let's not bring that back please.
HotS TvT. Much turtle. So great point.
Or not.
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On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd...
It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it.
I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP.
Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything.
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Sorry for the discouraging post but how many years does it take for you to realize mech is not coming to sc2? It's been 5 years and it's the third and final installment. The pack has been shuffled, cards have been dealt, now play your hand as it is.
Even if you're still hopeful, the only type of mech that will be viable would be Sc2 mech with a particular lack of spider mines and spread-out tanks, but liberators against every threat you can imagine. Or even worse, a gigantic ball of supersonic cyclones blacking out the screen with their indicators. Even then, just be glad you're not playing with warhounds haha.
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On December 08 2015 18:27 pure.Wasted wrote:Show nested quote +On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. tanks don't need to do well against chargelots as they should always be supported by hellbats.
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On December 08 2015 08:31 DinoMight wrote:Show nested quote +On December 08 2015 08:24 JackONeill wrote: 5) maps. Maps need to change. Not to encourage turtle, but to be bigger for a siege tank nerf not to be a turtle fest activator. Protoss as a race already gained mobility in great amount. Do not make the maps more open, just bigger, with bases a little more further from each other. And then we can have a tank that's decent, and not the piece of garbage it is now.
I think that's what would be needed for mech to work. And not a turtle/camping mech, a harass intensive and positionnal mech. How does a bigger map make a unit that can't move better? That makes zero sense. If maps are bigger you can buff the tanks stats more since it's immobility is a bigger issue or something like that.
It's all irrelevant tho mech in bw wasn't god damm tanks and friends. It had a lot of other units that were good which allowed for the flexibility which mech in sc2 lacks. Vultures were a super cheap way to hold back your opponent and decent meat shields. Science vessles were an extremely flexible caster unit. Goliaths are quickly massable AA It had a supreme late game that ensured you can't just wait it out.
Mech in sc2 doesn't have those toys. Hellions can be ran off the map by a few roaches (Grenade reapers might fill this hole who knows) Tanks take more supply and hit for less vessles have a raven that's useless in unless you have 40 of them (with para bomb it's useless then too) Late game used to be everyones favorite mass bc raven viking turtle over 60 thousand turrets. Issue with having a very strong defensive comp with a good late game in sc2 is that because of the maps (Bases are close to each other compared to BW) If mech is ever viable then there is no point in playing agressive. Since you can easily split the map without ever moving out(overgrowth maps were the standard macro maps for most of sc2) there is no reason to attack, we play whatever works after all. You can't just change the maps either, bases in sc2 are not close together based on something arbitrary. It's because armies in general are more mobile(T doomdrops ,12 prism warp ins, 40 muta balls ) in sc2 than bw so you can't hold on to far off bases with a few units, zerg lacks it's greatest tool from bw namely the defiler which allowed 5 lings and lurker to stop a 60 supply army while waiting for reinforcements. Toss doesn't have the tools to defend a fast 3rd if it's too far from the main. Making bw like mech viable in sc2 would require for a total redisign of sc2 econ, maps ,unit interactions for every race etc. And that's not something blizzard has the capacity or desire to do.
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On December 08 2015 19:06 Charoisaur wrote:Show nested quote +On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. tanks don't need to do well against chargelots as they should always be supported by hellbats.
OK. Replace Chargelots with Blink Stalkers. Roaches. Adepts. Same question.
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On December 08 2015 18:27 pure.Wasted wrote:Show nested quote +On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. I think we should also make tanks fly and shoot air. And spawn thors when they die that fall on the ground and do splash damage.
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On December 08 2015 19:09 pure.Wasted wrote:Show nested quote +On December 08 2015 19:06 Charoisaur wrote:On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. tanks don't need to do well against chargelots as they should always be supported by hellbats. OK. Replace Chargelots with Blink Stalkers. Roaches. Adepts. show me 160 supply of a moveed roaches killings 80 supply of tanks.
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On December 08 2015 19:10 HellHound wrote:Show nested quote +On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. I think we should also make tanks fly and shoot air. And spawn thors when they die that fall on the ground and do splash damage.
Please point me to where in my post I wrote "we should just buff tanks forever and ever and make zero othe changes to the game" so that I can remove that and make sure no one else misunderstands my point.
If you could see past your own bias for one second, you might appreciate that I'm much closer to suggesting that the tank problem is unsolvable than I am to anything that should make terrans very happy.
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On December 08 2015 19:14 pure.Wasted wrote:Show nested quote +On December 08 2015 19:10 HellHound wrote:On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. I think we should also make tanks fly and shoot air. And spawn thors when they die that fall on the ground and do splash damage. Please point me to where in my post I wrote "we should just buff tanks forever and ever and make zero othe changes to the game" so that I can remove that and make sure no one else misunderstands my point. If you could see past your own bias for one second, you might appreciate that I'm much closer to suggesting that the tank problem is unsolvable than I am to anything that should make terrans very happy. I am just answering your question of the buff tanks need to deal with stalkers and adepts. Non flying tanks are unsolvable because things like broodlord and adepts/stalkers exist
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Good, I rather see mech not being viable at all then how it was in HoTS.
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On December 08 2015 19:13 HellHound wrote:Show nested quote +On December 08 2015 19:09 pure.Wasted wrote:On December 08 2015 19:06 Charoisaur wrote:On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. tanks don't need to do well against chargelots as they should always be supported by hellbats. OK. Replace Chargelots with Blink Stalkers. Roaches. Adepts. show me 160 supply of a moveed roaches killings 80 supply of tanks.
80 supply of tanks? Pray tell where a non-deathballing Terran mecher got 80 supply of tanks to push out at the 8 minute mark.
I made it clear that I'm talking about BW style slow push mech, and could not be less interested in deathball turtle "mech." What 80 supply of tanks can or cannot accomplish is irrelevant, if a Zerg can be maxed on Roaches before the Terran has anything remotely frightening, and continue to remax from 4 hatcheries while a Terran has how many factories to replenish his dying gas units?
Edit: I read your longer post, which wasn't addressed to me, and I think we mostly agree. It's a crying shame. If they'd legitimately tried back during HotS beta, or even LOTV beta, it could have been done.
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On December 08 2015 19:01 B-royal wrote: Sorry for the discouraging post but how many years does it take for you to realize mech is not coming to sc2? It's been 5 years and it's the third and final installment. The pack has been shuffled, cards have been dealt, now play your hand as it is.
I know, however personally I have been happily meching in WoL and HotS. (Also WoL vs protoss. While in HotS on paper mech got help, they also got some significant nerfs in mech tvp, so in the end I never was really sure if it was better or worse. No hellbats made it harder in WoL, but also opened up nice option to have enemy zealots being kited by hellions while tanks shot them). I don't personally need to have it as good as HotS, but I do wonder if the major nerfs were really needed. For example vs zerg we got the ravager, which is pretty much a specific early-mid game tank counter, parasitic bomb and boosted broodlords. Also boosted ultras, but in principle mech has many high damage units which are not as badly affected).
At the same time I am doing better than ever vs zerg. Now with Liberator I can counter mutas, I am just opening double starport banshees and raining death from above on any zerg agression. Mid game I go back to mech, but to be fair I don't know if I got a proper reason for this besides nostalgia, since late game I am going back to air again.
On December 08 2015 19:13 HellHound wrote:Show nested quote +On December 08 2015 19:09 pure.Wasted wrote:On December 08 2015 19:06 Charoisaur wrote:On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. tanks don't need to do well against chargelots as they should always be supported by hellbats. OK. Replace Chargelots with Blink Stalkers. Roaches. Adepts. show me 160 supply of a moveed roaches killings 80 supply of tanks. Then a critical mass of tanks has been reached, and they definately do well. Small downside: By this time the zerg is hive and your tanks are largely dead weight anyway. The problem there is more in smaller numbers they simply get overrun, in larger numbers when they start pulling their weight, it is too late to be relevant. (Thats only vs a bunch of units btw, pretty sure for example adepts still would thrash those tanks).
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I dont know about higher rank terrans here in GM like EJK and likes, but here are major flaws in my opinion on why mech doesn't work
Fundamental flaws 1) the need to respond to air force with air 2) speed of expansions
Now, the second one is not really a problem- the first one is a big fundamental problem that has been carried over into lotv- and is more apparant.
Now, when I am talking about mech, I am talking more about siege tanks pushing as core with support units.
-TvZ-
1) Viper Now, viper was a unit that had good interactions in past, with binding cloud vs spreading tanks and zoning out with air. Now, it has solution to both problems, with parasitic bomb nullifying air with way too fast damage and having binding cloud to prevent ground from attacking on top of it. Add with it abducts and you have high utility caster that can recharge and deal with everything mech can throw at it.
2) Broodlords Same as above- Broodlords REQUIRE A2A engagements as broodlings in high amoutns at 10.5 range zone out ground 2 air units completely- but vipers deny this very thing.
3) Ravagers Not a big problem in my eyes, but it does its fair share in punishing tanks heavily in lower numbers and keeping in low while not taking in as much damage as it should in return. I am fine with it but it does make it harder for mech player.
As result of the combination of above 3 factors, mech TvZ is largely a large rush to kill off zerg as fast as possible and denying bases past 3/4. As result, a more mobile skyterran liberator+banshee/ hellion cyclone is favored as it is only real composition that can reasonably keep zerg from out expanding.
-TvP- I think theres a lot of things that carried over on HotS as problems on top of LotV changes. In my eyes, Mech TvP in LotV is in even worse state than before.
The real killer here is economy 1) Economy Protoss in LotV has lot more freedom to expand and is often seen getting 3rd earlier than terran player- which is a fairly big problem for Terran as the protoss army is inherently beefy-meaning they can get to needed number faster. This I think is #1 cause that is actually killing mech play in lotv as there is no real way to prevent protoss 3rd while myriad of options from protoss can keep terran contained
2) adepts Adepts come in hand to hand with increased protoss harassment options in warp prism and likes. Combine this with economy change means protoss gets 3rd out lot earlier and roll over your army.
Shade is a big problem as well- Siege tanks do not do well against units that come up close and personal- and was weak to zealots. Adept is everything this and more- as it is just as tanky if not tankier, and can close the distance with 0 risk to itself. It blinking on top of siege tank line means lost tank and often times, durign defensive stage of game, this spells end for siege tanks if thi were to happen.
3) skytoss interactions With split mech upgrades and nerf to raven, it is lot harder to counter the skytoss compositions, lot harder than it was in hots. As skytoss that troubles mech so much is primarily composed of capital ships liek tempest and carrier which combines extremely well, one with range and 1 with close dps, it completely zones out the mech compositions. Vikings needing upgrade on top of it does not help, as well as general lack of ground to air unit that can combat skytoss would it appear.
add to general warp gate reinfrocement after trades according to how much terran commited in one area leads to iffy for terran. -----------------------------
Anyway, overall, I thought early LotV beta where cyclone was pretty broken was one of best time for sc2 mech to thrive in. Mech could actually move out with assault all-rounder unit that served as great AA and combined with tank/liberator/mine to zone out and allow helllion/cyclone to engage freely while allowign tanks to inch forward was really exciting to play, and mech was able to move out sub 150-160 supply. Its such a shame blizzard nerfed this so heavily as it did good job of bridging gap and allowed mech to deal with air units well.
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On December 08 2015 16:58 Topdoller wrote: "I've been reading a lot about Mech viability in LotV and what people think Terran needs to make it work."
Not flaming, but at what level \ rank does "Mech not work". Gold, Plat,Master or Pro i really would like to know?
Also why do Terrans, think its their god given right to win a game based on units from solely one building the Factory? The other 2 races must use Lower Tier units in order to win, or at least survive until later tech in fact Protoss is completely dependent on the Stalker\Zealot at all stages until extreme late game
Why cant Protoss players demand the right to win a game based on Robo units only?
I know Zerg used to have the ability to win with the the Muta at lair tech in HotS, but Mutas in this expansion don't look no where near as powerful, unless its a fast tech switch against Protoss. Winfestors got nerfed to the ground and so did swarm hosts after the Pros showed massing them could could win games building these units only.
At extreme late game, all 3 races go sky
Blizzard dont want mid tier units dominating the games, they want fast paced action, hence the new economy model and super fast units. Tanks simply arent what this game is about, they are a support unit for Bio
Stop dreaming about a game that is effectively retired by Blizzard, if you want Mech style play go play Broodwar or play Forged Alliance.
LoTV is the best version of SC2 so far i don't want it ruined by people who want to sit in their bases and Turtle to Victory with 40 min + games.
Thank you thank you thank you. Could not have said it better myself. I agree w you that Terrans think Mech is a god-given right that has been a "flaw of SC2" but these guys fail to realize BW and SC2 are different games. It's like Protoss players complaining they can't use only Robo units to win the game.
There's a REASON why Blizz hasn't caved in and hasn't "fixed" this with expansions and patches...because it was never an issue in the first place.
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On December 08 2015 19:10 HellHound wrote:Show nested quote +On December 08 2015 18:27 pure.Wasted wrote:On December 08 2015 08:43 DinoMight wrote: The more I think about it the more I find that roaches are a huge fuck you to Terran mech.
Basically they're cheap and easily massable and require no infrastructure while the counters necessary are much more gas heavy and require a lot more investment in infrastructure.
Seriously 15-20 roaches fucks you up. Think of how much mech you need to move out against just a handful of roaches like that sitting at your 3rd... It's not just Roaches. Speed lings, Chargelots, Blink Stalkers, Adepts. The entire point of tanks is "enemy has trouble getting in range." None of these easily, easily accessible units have trouble getting on top of tanks in SC2. They just do it. I said it in the previous mech thread and I'll say it again here, a damage buff on the tank WILL NOT RECREATE BW MECH in TvZ / TvP. Even if the economic conditions are ideal. Tanks need something more against these units. Even more range, even more splash. I'm not sure what. At best a damage buff enables turtle mech, and that MAY lead to fun games if the other races have a lot of opportunities to harass a turtling mech player... if they don't, it'll be backwards HotS TvP. Any time anyone has a solution, ask yourself this: does this solution allow tanks to destroy a higher supply army of a-moved Chargelots before the Chargelots get in range and the tanks start shooting each other? If no, then you haven't really solved anything. I think we should also make tanks fly and shoot air. And spawn thors when they die that fall on the ground and do splash damage. Perhaps. Or we could try giving hellions spidermines.
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On December 08 2015 22:44 jinjin5000 wrote: I dont know about higher rank terrans here in GM like EJK and likes, but here are major flaws in my opinion on why mech doesn't work
Fundamental flaws 1) the need to respond to air force with air 2) speed of expansions
Now, the second one is not really a problem- the first one is a big fundamental problem that has been carried over into lotv- and is more apparant.
Now, when I am talking about mech, I am talking more about siege tanks pushing as core with support units.
-TvZ-
1) Viper Now, viper was a unit that had good interactions in past, with binding cloud vs spreading tanks and zoning out with air. Now, it has solution to both problems, with parasitic bomb nullifying air with way too fast damage and having binding cloud to prevent ground from attacking on top of it. Add with it abducts and you have high utility caster that can recharge and deal with everything mech can throw at it.
2) Broodlords Same as above- Broodlords REQUIRE A2A engagements as broodlings in high amoutns at 10.5 range zone out ground 2 air units completely- but vipers deny this very thing.
3) Ravagers Not a big problem in my eyes, but it does its fair share in punishing tanks heavily in lower numbers and keeping in low while not taking in as much damage as it should in return. I am fine with it but it does make it harder for mech player.
As result of the combination of above 3 factors, mech TvZ is largely a large rush to kill off zerg as fast as possible and denying bases past 3/4. As result, a more mobile skyterran liberator+banshee/ hellion cyclone is favored as it is only real composition that can reasonably keep zerg from out expanding.
-TvP- I think theres a lot of things that carried over on HotS as problems on top of LotV changes. In my eyes, Mech TvP in LotV is in even worse state than before.
The real killer here is economy 1) Economy Protoss in LotV has lot more freedom to expand and is often seen getting 3rd earlier than terran player- which is a fairly big problem for Terran as the protoss army is inherently beefy-meaning they can get to needed number faster. This I think is #1 cause that is actually killing mech play in lotv as there is no real way to prevent protoss 3rd while myriad of options from protoss can keep terran contained
2) adepts Adepts come in hand to hand with increased protoss harassment options in warp prism and likes. Combine this with economy change means protoss gets 3rd out lot earlier and roll over your army.
Shade is a big problem as well- Siege tanks do not do well against units that come up close and personal- and was weak to zealots. Adept is everything this and more- as it is just as tanky if not tankier, and can close the distance with 0 risk to itself. It blinking on top of siege tank line means lost tank and often times, durign defensive stage of game, this spells end for siege tanks if thi were to happen.
3) skytoss interactions With split mech upgrades and nerf to raven, it is lot harder to counter the skytoss compositions, lot harder than it was in hots. As skytoss that troubles mech so much is primarily composed of capital ships liek tempest and carrier which combines extremely well, one with range and 1 with close dps, it completely zones out the mech compositions. Vikings needing upgrade on top of it does not help, as well as general lack of ground to air unit that can combat skytoss would it appear.
add to general warp gate reinfrocement after trades according to how much terran commited in one area leads to iffy for terran. -----------------------------
Anyway, overall, I thought early LotV beta where cyclone was pretty broken was one of best time for sc2 mech to thrive in. Mech could actually move out with assault all-rounder unit that served as great AA and combined with tank/liberator/mine to zone out and allow helllion/cyclone to engage freely while allowign tanks to inch forward was really exciting to play, and mech was able to move out sub 150-160 supply. Its such a shame blizzard nerfed this so heavily as it did good job of bridging gap and allowed mech to deal with air units well.
So generally you seem to agree with me on most things 
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What if they did something like:
Terran upgrades changed to ground upgrades and air upgrades (no more bio/mech distinction).
Ground Attack, Ground Armor, Air attack, Air Armor researched at the Engineering bay
Ground attack, Ground Armor Level 1 available at engineering bay, everything else requires armory.
This way you can start the game with bio, which is flexible enough to defend and take bases etc and work your way into mech without falling behind on upgrades. And you allow flexibility on bio/mech comps, which I think are sexy.
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On December 08 2015 01:11 johax wrote: i wonder how well the viper would do if terran had some kind of anti caster unit, or perhaps some long ranged anti air to prevent it from getting close
That isn't a solution because the Viper is such a binary unit. Either it lands the Abduct or Blinding Cloud or it doesn't. Therefore if the Viper can be easily countered, at the top level it will be a useless unit. So it is very difficult to counter on purpose, particularly in large numbers.
Therefore, Zerg can just overbuild Vipers and as long as a few Blinding Clouds land on the Tank army, then the much cheaper and more mobile Roach/Hydra army, even with less supply, can run it over with ease.
Tanks need a damage buff for Mech to work, as well some fundamental changes with how counters work in this game. The Immortal was fixed versus Mech, but the Viper is still way too strong against Mech. Abduct and Blinding Cloud are crippling, particularly versus Siege Tanks, yet versus Bio the Viper has basically no spells with that much power because Bio can move out of the cloud easily and you're not going to be Abducting Marines and Marauders.
Blinding Cloud should only affect Bio units or affect all units but only reduce range by 3-4 so Tanks aren't crippled by it.
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What if Tank, Hellbats and Thors´s movement speed would be increased?! same as stalker f.e.
For me it makes sense - at least a tank drives faster than a soldier, in real :D
And it would make mech viable i think. It´s just to slow. And Ghost snipe should shoot instant!!!
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I hope there is some response to my suggestion (increase movement speed). Anybody why it could affect the game negatively? (Except that such a fast Thor would look ridicolous
But it would give you the possibility to save (parts of) your army if a fight develops desastrous for the mech player (thats imho one of the main reasons why mech looses - once army lost, game lost).
And if you could save a more or less huge part of your army the game could go on and develop in another way.
Please let me or anybody who is interested know why this would be a bad change!
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On December 09 2015 01:25 DinoMight wrote: What if they did something like:
Terran upgrades changed to ground upgrades and air upgrades (no more bio/mech distinction).
Ground Attack, Ground Armor, Air attack, Air Armor researched at the Engineering bay
Ground attack, Ground Armor Level 1 available at engineering bay, everything else requires armory.
This way you can start the game with bio, which is flexible enough to defend and take bases etc and work your way into mech without falling behind on upgrades. And you allow flexibility on bio/mech comps, which I think are sexy.
I wish they did that. But no way they will they do it 
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Whoo, lets make mech as fast and mobile as warhounds. Good idea. No problems can be found there.
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I don't think movement speed is the issue. I think infrastructure is.
If you let Terran open and defend with bio until they have the resources(GAS)/infrastructure to mech that would be ideal. I think aligning ground upgrades might be good for that.
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To make mech viable, all you have to do is increase the damage per attack in siege mode.
Imagine if, in BW, tanks did 10 damage in siege mode. Mech would not be viable, that is, if you chose to make a bunch of factory units, you would lose, because tanks would be basically useless, and vulture-goliath is not strong enough to defeat the other races. It would have nothing to do with how the other races are designed, what their counters to tanks are, what the upgrades are, or anything. It would take 4 direct hits to kill a marine. Tanks would not be used, so mech would not be used.
Siege tanks in SC2 simply are not strong enough. They are expensive, low mobility wastes of money and energy, and do not trade effectively in low or high numbers, mostly because they do too little damage. This is the number one reason why mech is weak, or not viable. That their counters are strong does not help the situation.
Given how much emphasis is now placed on mobile units, and how hard the new units like ravagers stomp on immobile units, tanks are relatively weak even compared to HotS tanks. Medivac pickup is intended to alleviate that by adding mobility to siege mode, but that was poor design - balance a weak unit by removing its interesting weakness, rather than adding to its strength. It was poorly received, and for good reason I think. We briefly had something like shuttle reaver in sc2, but it was on terran, and it was dumb. The firing delay only makes it weak again anyway. It is better to make the contrast between mobile units and immobile units more striking, not less.
So, if you want mech in the game, make it so siege tanks do something on the order of 70(+10 per upgrade) damage per attack in siege mode. Give them flat damage instead of a bonus vs armored. Increase their range. Increase their splash radius. There are more interesting elements in LotV than preserving their damage interaction with zerglings so forget about the 35 damage upgrade interaction. Make it so, when enemy units get in range of a tank, they die, and quickly. Then mech will be viable. Counters to mech will still be usable but now more interesting because the cost of messing up is greater. And maybe, to balance tank timings, siege mode goes back on an upgrade. And maybe tanks have to take longer to siege, or have lower attack speed. This would be fine.
Once you have strong tanks, everything else you need with mech is already in the game, you just might have to tweak some numbers. Maybe the range on parasitic bomb should come down, so that you could easily lose a viper trying to cast it. Maybe parasitic bomb should go on the infestor, and mind control on the viper. You can adapt. But first...
BUFF TANKS
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On December 09 2015 02:57 TheBumbleBee wrote: What if Tank, Hellbats and Thors´s movement speed would be increased?! same as stalker f.e.
For me it makes sense - at least a tank drives faster than a soldier, in real :D
And it would make mech viable i think. It´s just to slow. And Ghost snipe should shoot instant!!!
a deathball that is incredibly strong thanks to its low mobility suddenly receives high mobility...great idea. why don't we give tanks the ability to shoot air too while we're at it? it only makes sense cuz its cannon can be pointed in the sky.
Oh, and a Thor that can be repaired instantly by itself during combat. Like the campaign. Seems fair
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The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess).
And to top it all off? Forges are 150 minerals, Evolution Chambers are 75 minerals and the Armory is 150/100. Now, the Armory is expensive and later tech due to the units it unlocks, but the costs make it sting all-the-more if you were to even consider getting both bio and mech upgrades.
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The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess).
This is a problem? Zerg ground range and melee upgrades are also separate in case you forgot. Not like a zerg player can freely mix whatever units he wants and have them all be upgraded either
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Literally the only problem with mech is that the tank sucks, why do people insist on making this more complex or only doable with nerfs to other races?
Why nerf blinding cloud? It's one of the few things that force tank splitting and allows engagements once the tank count goes past 10. It both forces micro and it can be mitigated, just split better.
Why nerf PB? It's the only thing that Zerg has that can reliably deal with mass air and even then it's almost a 200 gas sacrifice to get it off with Vipers being fragile and unwieldy. I do like the idea of moving it to the Infestor and removing NP completely (did they already do that???) but fungal growth needs a buff for the Infestor to be a bit more viable.
I don't know, better maps, a small tank buff, and some time for the Koreans to set the metagame a bit more will probably suffice as mech still looks strong when executed well. At launch some things appear super weak/strong/unviable until they are figured out months down the line, these maps are fucking atrocious though, bring better maps before all but the very smallest of balance tweaks are made, they are alot more significant to balance then people give credit for.
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Parasitic bomb makes the viper counter every unit in the game. Previously vikings were the counter to vipers. Now, vipers actually counter their counter.
It's not that hard to understand for anyone with any balance or game design acuity. Don't know why it was even added into the game.
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On December 09 2015 07:20 avilo wrote: Parasitic bomb makes the viper counter every unit in the game. Previously vikings were the counter to vipers. Now, vipers actually counter their counter.
It's not that hard to understand for anyone with any balance or game design acuity. Don't know why it was even added into the game.
Lol, come on man..
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I don't know if someone will come up with a strong style or some nasty mech pushes, but in theory mech doesn't suit LotV at all. Having to expand and defend a spread out area is always something that mech has struggled with and LotV just exacerbates that with expanding occurring more regular than before. Just seems like bio will be the go to unless some proven strong pushes/timings with mech are realized or other balance changes occur.
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On December 09 2015 07:09 ZombieFrog wrote:Show nested quote +The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess). This is a problem? Zerg ground range and melee upgrades are also separate in case you forgot. Not like a zerg player can freely mix whatever units he wants and have them all be upgraded either
This is a false equivalency. There are four upgrades for Terran ground, two of which are from the expensive armory. If a zerg player was so inclined, they could spend 375/0 for three drones and three evolution chambers. And then, there's the discount for three upgrades instead of four (although Terran may get some value from the mech shared armor upgrade). For a Terran player to get two engineering bays and two armories, it's 550/200. And that's not even taking into account the fact that Zerg also benefit from having unit production tied to one building!
But with the state of factory units and Terran air, you'll upgrade air over factory units anyway. Bio + air support is simply stronger than bio + upgraded factory units.
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On December 09 2015 07:20 avilo wrote: Parasitic bomb makes the viper counter every unit in the game. Previously vikings were the counter to vipers. Now, vipers actually counter their counter.
It's not that hard to understand for anyone with any balance or game design acuity. Don't know why it was even added into the game.
you dont know why it was added because you dont play zvp
parasitic bomb is too strong IMO.. but it is needed.. maybe just a lesser degree.
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On December 09 2015 08:34 Ignorant prodigy wrote:Show nested quote +On December 09 2015 07:20 avilo wrote: Parasitic bomb makes the viper counter every unit in the game. Previously vikings were the counter to vipers. Now, vipers actually counter their counter.
It's not that hard to understand for anyone with any balance or game design acuity. Don't know why it was even added into the game. you dont know why it was added because you dont play zvp parasitic bomb is too strong IMO.. but it is needed.. maybe just a lesser degree.
Everyone knows why PB was added, Zerg's shitty air anti air for the last 5 years isn't a secret.
But it is possible to do a very bad thing for very good reasons, and PB is such a thing. It's not just OP, it's a poorly designed ability placed on a unit that didn't need any more versatility.
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On December 09 2015 03:09 Dangermousecatdog wrote: Whoo, lets make mech as fast and mobile as warhounds. Good idea. No problems can be found there.
http://wiki.teamliquid.net/starcraft2/Warhound
movement speed 2.81 , thats fast?!
warhound was not removed because of high movement speed. but you cannot(!!) make a fast deathball with siegetanks - except with tankivacs - but then you have to micro well. same as zerg with r/h/v. and both can engage or disengage.
for me the only buff that makes sense. remove or nerf bc/pb doesnt make sense, cause both are extremely fair against Toss, but not against a slow mech army. toss can disengage with his deathball, mech cant.
INCREASE MOVEMENT SPEED of mech.
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On December 09 2015 09:09 pure.Wasted wrote:Show nested quote +On December 09 2015 08:34 Ignorant prodigy wrote:On December 09 2015 07:20 avilo wrote: Parasitic bomb makes the viper counter every unit in the game. Previously vikings were the counter to vipers. Now, vipers actually counter their counter.
It's not that hard to understand for anyone with any balance or game design acuity. Don't know why it was even added into the game. you dont know why it was added because you dont play zvp parasitic bomb is too strong IMO.. but it is needed.. maybe just a lesser degree. Everyone knows why PB was added, Zerg's shitty air anti air for the last 5 years isn't a secret. But it is possible to do a very bad thing for very good reasons, and PB is such a thing. It's not just OP, it's a poorly designed ability placed on a unit that didn't need any more versatility.
I disagree that it's poorly designed, maybe unimaginative being an Irradiate rip off but it's an excellent solution to mass air and can be mitigated with a bit of micro.
I agree though it doesn't need to be on the Viper, Blinding Cloud and Yank are already super strong, remember though that the Viper is a bitch to micro and is an immediate target so losing it is hella fucking easy.
Wouldn't mind if PB was moved to Infestors though so they could be more well rounded with a ground based attack and a way to deal with air as well.
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On December 09 2015 07:34 p68 wrote:Show nested quote +On December 09 2015 07:09 ZombieFrog wrote:The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess). This is a problem? Zerg ground range and melee upgrades are also separate in case you forgot. Not like a zerg player can freely mix whatever units he wants and have them all be upgraded either This is a false equivalency. There are four upgrades for Terran ground, two of which are from the expensive armory. If a zerg player was so inclined, they could spend 375/0 for three drones and three evolution chambers. And then, there's the discount for three upgrades instead of four (although Terran may get some value from the mech shared armor upgrade). For a Terran player to get two engineering bays and two armories, it's 550/200. And that's not even taking into account the fact that Zerg also benefit from having unit production tied to one building! But with the state of factory units and Terran air, you'll upgrade air over factory units anyway. Bio + air support is simply stronger than bio + upgraded factory units.
The Terran whine never stops. Have you ever considered, for just a second, that not everything in the three races have to be symmetrically equal? Armory might be more expensive but its way offset by how cost efficient Terran army is, especially with micro and splits. Giving upgrades to that efficient war machine is way more impactful than measly cost upgrades in a building.
For example, should Zerg players start complaining that their drops / transport isn't as effective as Terrans? It should be equal exactly right?, even though Z has higher mobility in general. Using your logic, Zerg players should start complaining Medivac boost is unfair because Z drops don't have that kind of amazing mobility
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On December 09 2015 10:47 parkufarku wrote:Show nested quote +On December 09 2015 07:34 p68 wrote:On December 09 2015 07:09 ZombieFrog wrote:The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess). This is a problem? Zerg ground range and melee upgrades are also separate in case you forgot. Not like a zerg player can freely mix whatever units he wants and have them all be upgraded either This is a false equivalency. There are four upgrades for Terran ground, two of which are from the expensive armory. If a zerg player was so inclined, they could spend 375/0 for three drones and three evolution chambers. And then, there's the discount for three upgrades instead of four (although Terran may get some value from the mech shared armor upgrade). For a Terran player to get two engineering bays and two armories, it's 550/200. And that's not even taking into account the fact that Zerg also benefit from having unit production tied to one building! But with the state of factory units and Terran air, you'll upgrade air over factory units anyway. Bio + air support is simply stronger than bio + upgraded factory units. The Terran whine never stops. Have you ever considered, for just a second, that not everything in the three races have to be symmetrically equal? Armory might be more expensive but its way offset by how cost efficient Terran army is, especially with micro and splits. Giving upgrades to that efficient war machine is way more impactful than measly cost upgrades in a building. For example, should Zerg players start complaining that their drops / transport isn't as effective as Terrans? It should be equal exactly right?, even though Z has higher mobility in general. Using your logic, Zerg players should start complaining Medivac boost is unfair because Z drops don't have that kind of amazing mobility
I won't bite the bait on the obvious straw man argument.
Anyway, don't miss the point. Either mech play needs to be viable by itself, or Terran needs a different solution to synergize factory with bio play. Upgrades are one obvious barrier that could be addressed if Blizzard remains unwilling to support mech play.
Of course Bio is cost efficient and we've had MMM dominate all matchups since WoL. Wanting more diverse builds to be competitive is good for the game. Of course it has to be balanced in the end, nobody is advocating for imbalance here.
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On December 09 2015 10:47 parkufarku wrote:Show nested quote +On December 09 2015 07:34 p68 wrote:On December 09 2015 07:09 ZombieFrog wrote:The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess). This is a problem? Zerg ground range and melee upgrades are also separate in case you forgot. Not like a zerg player can freely mix whatever units he wants and have them all be upgraded either This is a false equivalency. There are four upgrades for Terran ground, two of which are from the expensive armory. If a zerg player was so inclined, they could spend 375/0 for three drones and three evolution chambers. And then, there's the discount for three upgrades instead of four (although Terran may get some value from the mech shared armor upgrade). For a Terran player to get two engineering bays and two armories, it's 550/200. And that's not even taking into account the fact that Zerg also benefit from having unit production tied to one building! But with the state of factory units and Terran air, you'll upgrade air over factory units anyway. Bio + air support is simply stronger than bio + upgraded factory units. The Terran whine never stops. Have you ever considered, for just a second, that not everything in the three races have to be symmetrically equal? Armory might be more expensive but its way offset by how cost efficient Terran army is, especially with micro and splits. Giving upgrades to that efficient war machine is way more impactful than measly cost upgrades in a building. For example, should Zerg players start complaining that their drops / transport isn't as effective as Terrans? It should be equal exactly right?, even though Z has higher mobility in general. Using your logic, Zerg players should start complaining Medivac boost is unfair because Z drops don't have that kind of amazing mobility
Some times (actually all the time, but I'll try to be a bit fair) I think you are just a poorly worded troll, you always complain about "terran whiners" when you whine a lot yourself (I don't even want to remember your post during the blink era, they were cringe worthy at best) and now you come complaining about the same fucking argument you've made yourself.
You complain that terrans what a viable mech saying that protoss don't ask for robo only units to be viable (cuz all races have to be the same right? terran gets no mech because protoss has no robo only) and then you make THIS argument about races being different, when the bio/mech dichotomy is an inherent trait of terran.
I'm not complaining about your opinions, they are yours to make, but a little consistency would be nice.
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The biggest reason this is going to be so hard to balance is because in trying to make mech easily viable is that buffing mech units helps out the players who prefer bio. There are already early mid game bio pushes that come with tanks that are very hard to hold as Z. If you buff the tank not only would it make those pushes even more difficult it would kill mech in the process because using those pushes would be the easy choice for pros.
You can't just buff the tank and not take something away. the medivac pickup being removed isn't enough. The big question for mech players is, which unit you would like to weaken? marine, medivac, marauder or hell bat. Now let's get some reaction from the bio players. if the tank were to be buffed, which unit would you like to see weakened?
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I feel Terran is missing in AOE and casting abilities. I would like to see the Ghost buffed. The way I want to see the Ghost Buff is by reworking the design of some abilities and giving them a movement speed buff while in cloak mode and give them the lock down ability back from BW. I think Lock Down would be a great Tool against Protoss Air/Robo build players and could see some new Meta game builds with Terran Ghost Play more of a factor.
Also buff the siege Tank. and Make Ravens more desirable for mainline casting units with Bio play,.,,, Thanks!
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On December 09 2015 13:38 bigbadgreen wrote: The biggest reason this is going to be so hard to balance is because in trying to make mech easily viable is that buffing mech units helps out the players who prefer bio. There are already early mid game bio pushes that come with tanks that are very hard to hold as Z. If you buff the tank not only would it make those pushes even more difficult it would kill mech in the process because using those pushes would be the easy choice for pros.
You can't just buff the tank and not take something away. the medivac pickup being removed isn't enough. The big question for mech players is, which unit you would like to weaken? marine, medivac, marauder or hell bat. Now let's get some reaction from the bio players. if the tank were to be buffed, which unit would you like to see weakened?
Your argument presupposes that the game is balanced right now. The game is very far from balanced right now. It isn't figured out yet, either. Not every buff has to be offset with a nerf, and vice versa, this early into LotV.
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On December 09 2015 13:38 bigbadgreen wrote: The biggest reason this is going to be so hard to balance is because in trying to make mech easily viable is that buffing mech units helps out the players who prefer bio. There are already early mid game bio pushes that come with tanks that are very hard to hold as Z. If you buff the tank not only would it make those pushes even more difficult it would kill mech in the process because using those pushes would be the easy choice for pros.
You can't just buff the tank and not take something away. the medivac pickup being removed isn't enough. The big question for mech players is, which unit you would like to weaken? marine, medivac, marauder or hell bat. Now let's get some reaction from the bio players. if the tank were to be buffed, which unit would you like to see weakened?
That can be easily solved with siege mode research, and not to mention tanks would never work with bio withouth siege pick up, they would be too slow to be of any use withouth it.
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On December 08 2015 04:33 NonY wrote:Show nested quote +On December 08 2015 03:54 HeroMystic wrote:On December 08 2015 03:35 parkufarku wrote: Mech doesn't need to work. You don't see Protoss players complaining they can't go non-gateway toss Words cannot describe just how tired this stupid argument is. Therefore, I'll just say "the races are not the same" and leave it at that. If you try to press on this argument you'll only confirm how little thought you put into this. Can you explain how wanting mech to be competitive isn't "stupid" (irrational) at its core? You've just picked some production buildings and units that follow a non-combat theme (they're mechanical) and ask Blizzard to change the rules of the game so this theme of units you like building is viable to play on every map and against every race. There's no other group of SC2 players like the mech players. I think it's totally cool to have a composition that you like to play but it goes too far when discussing possibly changing of the rules of the game to make your little pet composition better. It all started with mech being viable in a different game and wanting an equivalent in SC2, which is not at all unlike comparing terran mech to protoss mech. The races aren't supposed to be the same and neither are the games. The completely arbitrary picking of certain terran units, the "mechanical" ones built from factories and starports, is so absurd as a basis for this whole movement that you don't even think about it anymore. Every time the mech petitioners go too far with how much they want the whole game to change to suit them, people have to come remind you how ridiculous it all is.
Amen.
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On December 09 2015 14:20 iamCHOMP wrote: I feel Terran is missing in AOE and casting abilities. I would like to see the Ghost buffed. The way I want to see the Ghost Buff is by reworking the design of some abilities and giving them a movement speed buff while in cloak mode and give them the lock down ability back from BW. I think Lock Down would be a great Tool against Protoss Air/Robo build players and could see some new Meta game builds with Terran Ghost Play more of a factor.
Also buff the siege Tank. and Make Ravens more desirable for mainline casting units with Bio play,.,,, Thanks!
AoE casting existed in seekers remember? It got nerfed though.
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Good point about maps. Why not have some maps favoring mech, and other maps favoring bio. There is not necessarily anything imbalanced about that, as long as mech requires such a map to be viable in the first place.
I'd like to see a tank damage buff, but I like that they can be picked up. But pick-up should unsiege them. It's silly otherwise, and it doesn't feel like a siege tank anymore. More like a clunky air unit.
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Awww I saw the title and was hoping for an Avilo WoT.
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It's pointless to point out the problems of mech anymore. It has been discussed over and over last few years. At this point, people are very aware of all the issues and there are many suggestions and ways to approach the problem. But unless we are able to convince Blizzard that it is actually in their own interest to make mech a viable strategy, we can throw all our suggestions out of the window. Yes, it is exciting to discuss the topic with passion. But it's pointless to throw ideas and analyses at them when they just don't want to listen and have their own minds.
On top of that, there are many Zerg and Protoss players who adopted and got used to the "old BW mech playstyle", aka "turtle into super army, then win" and they love it, of course. It was Terran in BW who could enjoyed this mindset and it worked for some reason, it doesn't work in SC2 (there are very good analyses on this too - like the economy). You could argue that it should be Terran in SC2 again who should have the strongest army, mainly because of the slowest economy, production, ability to remax, switch tech, etc... But it doesn't change the point of view of many players (and Blizzard, apparently) who just love the way the game is right now. I can't blame those players. It's just how it is with SC2 right now. Seems like it's not going to change.
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Seeker
Where dat snitch at?36990 Posts
On December 09 2015 21:42 Haighstrom wrote: Awww I saw the title and was hoping for an Avilo WoT. What does WoT stand for?
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On December 09 2015 22:05 Seeker wrote:Show nested quote +On December 09 2015 21:42 Haighstrom wrote: Awww I saw the title and was hoping for an Avilo WoT. What does WoT stand for? Wall of Truth
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Russian Federation66 Posts
On December 09 2015 22:26 Big J wrote:Show nested quote +On December 09 2015 22:05 Seeker wrote:On December 09 2015 21:42 Haighstrom wrote: Awww I saw the title and was hoping for an Avilo WoT. What does WoT stand for? Wall of Truth World of Tanks? Lol
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On December 09 2015 23:46 i_am_Nite wrote:Show nested quote +On December 09 2015 22:26 Big J wrote:On December 09 2015 22:05 Seeker wrote:On December 09 2015 21:42 Haighstrom wrote: Awww I saw the title and was hoping for an Avilo WoT. What does WoT stand for? Wall of Truth World of Tanks? Lol
Whine or Tears?
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On December 09 2015 12:39 Lexender wrote:Show nested quote +On December 09 2015 10:47 parkufarku wrote:On December 09 2015 07:34 p68 wrote:On December 09 2015 07:09 ZombieFrog wrote:The anti-mech crowd can never seem to remember that Terran ground upgrades are completely separate. This deters you from combining ground forces from factory and barracks, especially in the mid-to-late game, not that factory units synergize too well with bio play anyway (besides the widow mine, I guess). This is a problem? Zerg ground range and melee upgrades are also separate in case you forgot. Not like a zerg player can freely mix whatever units he wants and have them all be upgraded either This is a false equivalency. There are four upgrades for Terran ground, two of which are from the expensive armory. If a zerg player was so inclined, they could spend 375/0 for three drones and three evolution chambers. And then, there's the discount for three upgrades instead of four (although Terran may get some value from the mech shared armor upgrade). For a Terran player to get two engineering bays and two armories, it's 550/200. And that's not even taking into account the fact that Zerg also benefit from having unit production tied to one building! But with the state of factory units and Terran air, you'll upgrade air over factory units anyway. Bio + air support is simply stronger than bio + upgraded factory units. The Terran whine never stops. Have you ever considered, for just a second, that not everything in the three races have to be symmetrically equal? Armory might be more expensive but its way offset by how cost efficient Terran army is, especially with micro and splits. Giving upgrades to that efficient war machine is way more impactful than measly cost upgrades in a building. For example, should Zerg players start complaining that their drops / transport isn't as effective as Terrans? It should be equal exactly right?, even though Z has higher mobility in general. Using your logic, Zerg players should start complaining Medivac boost is unfair because Z drops don't have that kind of amazing mobility Some times (actually all the time, but I'll try to be a bit fair) I think you are just a poorly worded troll, you always complain about "terran whiners" when you whine a lot yourself (I don't even want to remember your post during the blink era, they were cringe worthy at best) and now you come complaining about the same fucking argument you've made yourself. You complain that terrans what a viable mech saying that protoss don't ask for robo only units to be viable (cuz all races have to be the same right? terran gets no mech because protoss has no robo only) and then you make THIS argument about races being different, when the bio/mech dichotomy is an inherent trait of terran. I'm not complaining about your opinions, they are yours to make, but a little consistency would be nice.
Having an asymmetrical equality is fine if there is a reasoning behind why it is. In my example above, Zerg drops aren't as good as Terran drops, and that's fine because Zergs have higher mobility.
You can't ask for only mech units simply without a reasoning behind it that will be ok for it to differentiate with other races, and as Nony pointed out, it's completely arbitrary. Why should Terrans get a whole new playstyle when other races don't? Because it's asymmetrical equal? No, it's not, because there is absolutely no reason why that should happen.
I see a lot of those weak arguments like "having more diverse gameplay is better," but why should that more diverse gameplay only happen for Terrans? See where this is going?
For example, T Sensor tower is something that other races lack, but they are "made up" for it because Zergs have creep that give vision, and Protoss has ability to instantly defend its base (warp or recall). These 3 things are not equal (I would argue sensor tower is probably the strongest due to how easy / fast it gives wide vision, but that's not the point here) but they give the three races a way to give asymmetrical balance.
Let's be able to crush opponents with only units that are made from factory hur-dur without giving something to the other 2 races not only breaks balance, but also creates gameplay skew that rewards gameplay to a player for picking one race over another.
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I don't think it's the same tired arguments that are being made blah blah blah..
People are so pessimistic. I think:
1) Vipers need a nerf (doable)
2) Tank drops have to go TvT (doable with a Ravager tweak)
3) Terran needs more ways to keep Protoss honest (doable with a PO nerf, but P will need a buff somewhere else against Z...)
Mech could be playable in all matchups with very few tweaks even without changing the tank.
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On December 10 2015 00:26 DinoMight wrote: I don't think it's the same tired arguments that are being made blah blah blah..
People are so pessimistic. I think:
1) Vipers need a nerf (doable)
2) Tank drops have to go TvT (doable with a Ravager tweak)
3) Terran needs more ways to keep Protoss honest (doable with a PO nerf, but P will need a buff somewhere else against Z...)
Mech could be playable in all matchups with very few tweaks even without changing the tank.
The same old story over and over again...
A good guy makes a thread about how mech could be viable, just do this blah blah blah.. I've been following this for like forever. Of course it is easy to make mech work with few changes. Guess what? They've never listened to anything of that.
It's not like people are pessimistic, it's more like people are realistic at this point. Now that LotV is out there is no more "they wil surely fix mech in the next expansion". Do yourself a favor, open your eyes and accept the facts.
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Considering the number of changes asked for, why not include ladder rank? Especially because you use your own games as examples. In the academic world people include their qualifications and for good reason. Not to say a gold-diamond doesn't have good ideas.
Bio liberators trump mech? That has not been my experience. The 150-150 liberator cost seems very high to me. I no longer use it in that MU.
Fungal growth did not deal with raven cloud effectively. Zergs just had no other option. A nerf to PB is in order, perhaps.
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Why are people obsessed with what sprites do what instead of what strategies are already present? I don't hear anyone asking for Battlecruiser siege mode or a marauder siege mode. People want a specific unit, to play a specific way, with specific responses to it, that are limited by a specific power level, that they never want to state but are quick to say if its wrong.
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Buff tank damage to beta levels.
Done.
Tanks are a joke in SC2. You want mech to work, you need tanks that don't suck. You want mech to work in a low econ environment where you have to harass and defend harass, you need tanks that don't suck - tanks that actually pose a threat early on. Tanks that punish ravagers waddling into their range. Tanks that can handle roach/ravager pressure. Tanks that threaten to punish offensive blinks.
Basically, you need tanks that don't suck.
On December 10 2015 00:37 Everlong wrote:
Do yourself a favor, open your eyes and accept the facts.
Yeah, that being the fact that the devs have made it clear time and time again that their idea of Terran is bio spam. It's too bad, really. They lost a lot of their BW flavour with the current focus on tier one barracks units to carry the race through the entire game.
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On December 10 2015 05:49 Mjolnir wrote:
Yeah, that being the fact that the devs have made it clear time and time again that their idea of Terran is bio spam. It's too bad, really. They lost a lot of their BW flavour with the current focus on (marine Raynor as the main human protagonist instead of vulture Raynor) to carry the race through the entire (Franchise).
there, fixed your typo.
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Sigh, ok I'll try to be reasonable and give my points of view, wich of course are mine, but I think a certain amout agree with. I'll go point by point
On December 10 2015 00:12 parkufarku wrote:
You can't ask for only mech units simply without a reasoning behind it that will be ok for it to differentiate with other races, and as Nony pointed out, it's completely arbitrary. Why should Terrans get a whole new playstyle when other races don't? Because it's asymmetrical equal? No, it's not, because there is absolutely no reason why that should happen.
Its been given, terran works different to other races, hence the bio vs mech argument, its not something we invented and no its not something we want because BW, seriously you have to either not watch many terrans games or simply be blind to notice that mech HAS been played all over the course of the game (THIS GAME, SC FUCKING 2).
Also its pretty rich saying that terran is asking for things other races haven't, what the fuck was the adept for? and zealots buffs? not to stop protoss from having to turtle until colossus (or into disruptor, wich is again a new style) and can now use gateway heavy styles, and zerg, my god has zerg gotten so much new shit that allows for many new playstyles. Now was has terran got? Bio 3.0 where you get to switch from vikings to liberators, even TvT and TvZ haven't changed much, TvT is marine/tank/medivac since the dawn of times, and TvP as I said simply swiched from vikings to liberators, with the same mass MMM all game all games.
So no we aren't asking for stuff other races haven't or stuff that is simply "made up", terran is 2 styles, bio and mech, it has been like that always (SC, BW, WoL, HotS) its simply inherent to the race and I think is an interesting design.
On December 10 2015 00:12 parkufarku wrote:
I see a lot of those weak arguments like "having more diverse gameplay is better," but why should that more diverse gameplay only happen for Terrans? See where this is going?
Let's be able to crush opponents with only units that are made from factory hur-dur without giving something to the other 2 races not only breaks balance, but also creates gameplay skew that rewards gameplay to a player for picking one race over another.
I'm going to say this, I don't want to be rude but I have to.
Thats a pretty fucking stupid argument.
You take almost personal, like giving variety to the games would break it, why? Because you have to learn to deal with new stuff? Because you can't play the exact same way every damn time? It almos sound likes SC2 its a strategy game where you have to think and adapt.
As I said other races are getting new styles too, ravagers, lurkers and adepts (among many other things) have opened new styles of play for the races AND if other races ask for variety themselves they are in their own right, you almost sound like a little child with "why terrans deserve variety, NO I don't want that, if I don't get new stuff NOBODY DOES!!"
And of course having variety for one races opens variety for the others, you don't play the same against bio as you do against mech, in HotS mech play opened oportunities for different styles of counter play, units that where never (or almost never) used against terran where used, such as immortals, carriers, tempest, vipers, roach/hydra, etc. Even in TvT bio players would tech to BCs to counter mech play.
Lastly and very important, very very important.
HOW, DOES, HAVING, MECH, MAKES, TERRAN, BROKEN?
Its a different style, why would it skew balance? reward players for picking a race, WTF? Mech wouldn't be broken in itself nobody is asking for that, so how in all hell would it break balance? just because theres 2 styles? that makes no sense.
Also nobody (at least not the majority) is asking to simply spam units from the factory and be unable to defeat them, the ask for tanks and factory based AA is because its a design flaw, air support units will always be needed, the only think that changes is that instead of spamming bio with your air support you get factory units. Not to make them broken, just less shitty.
Altough I agree with the people saying mass air is too damn strong right now, that a different story altogether.
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Blizzard needs to buff the tank.
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On December 10 2015 06:47 Lexender wrote:Sigh, ok I'll try to be reasonable and give my points of view, wich of course are mine, but I think a certain amout agree with. I'll go point by point Show nested quote +On December 10 2015 00:12 parkufarku wrote:
You can't ask for only mech units simply without a reasoning behind it that will be ok for it to differentiate with other races, and as Nony pointed out, it's completely arbitrary. Why should Terrans get a whole new playstyle when other races don't? Because it's asymmetrical equal? No, it's not, because there is absolutely no reason why that should happen.
Its been given, terran works different to other races, hence the bio vs mech argument, its not something we invented and no its not something we want because BW, seriously you have to either not watch many terrans games or simply be blind to notice that mech HAS been played all over the course of the game (THIS GAME, SC FUCKING 2). Also its pretty rich saying that terran is asking for things other races haven't, what the fuck was the adept for? and zealots buffs? not to stop protoss from having to turtle until colossus (or into disruptor, wich is again a new style) and can now use gateway heavy styles, and zerg, my god has zerg gotten so much new shit that allows for many new playstyles. Now was has terran got? Bio 3.0 where you get to switch from vikings to liberators, even TvT and TvZ haven't changed much, TvT is marine/tank/medivac since the dawn of times, and TvP as I said simply swiched from vikings to liberators, with the same mass MMM all game all games. So no we aren't asking for stuff other races haven't or stuff that is simply "made up", terran is 2 styles, bio and mech, it has been like that always (SC, BW, WoL, HotS) its simply inherent to the race and I think is an interesting design. Show nested quote +On December 10 2015 00:12 parkufarku wrote:
I see a lot of those weak arguments like "having more diverse gameplay is better," but why should that more diverse gameplay only happen for Terrans? See where this is going?
Let's be able to crush opponents with only units that are made from factory hur-dur without giving something to the other 2 races not only breaks balance, but also creates gameplay skew that rewards gameplay to a player for picking one race over another. I'm going to say this, I don't want to be rude but I have to. Thats a pretty fucking stupid argument. You take almost personal, like giving variety to the games would break it, why? Because you have to learn to deal with new stuff? Because you can't play the exact same way every damn time? It almos sound likes SC2 its a strategy game where you have to think and adapt. As I said other races are getting new styles too, ravagers, lurkers and adepts (among many other things) have opened new styles of play for the races AND if other races ask for variety themselves they are in their own right, you almost sound like a little child with "why terrans deserve variety, NO I don't want that, if I don't get new stuff NOBODY DOES!!" And of course having variety for one races opens variety for the others, you don't play the same against bio as you do against mech, in HotS mech play opened oportunities for different styles of counter play, units that where never (or almost never) used against terran where used, such as immortals, carriers, tempest, vipers, roach/hydra, etc. Even in TvT bio players would tech to BCs to counter mech play. Lastly and very important, very very important. HOW, DOES, HAVING, MECH, MAKES, TERRAN, BROKEN? Its a different style, why would it skew balance? reward players for picking a race, WTF? Mech wouldn't be broken in itself nobody is asking for that, so how in all hell would it break balance? just because theres 2 styles? that makes no sense. Also nobody (at least not the majority) is asking to simply spam units from the factory and be unable to defeat them, the ask for tanks and factory based AA is because its a design flaw, air support units will always be needed, the only think that changes is that instead of spamming bio with your air support you get factory units. Not to make them broken, just less shitty. Altough I agree with the people saying mass air is too damn strong right now, that a different story altogether.
There are many ways for diverse gameplay to be enabled--it does not need to be "mech" what ever that means.
Do all the factory units have various uses throughout different parts of the game? Yes. Do we need a play style whose only definition is to specifically stop using Tier 1 Units? No.
For the most part--its a stupid argument to want a play style that is only interesting because it ignores 1/3 of the race's tech.
And its obviously an attempt at BW fanboyism because the only way you guys seem to imagine mech is that it HAS to have a tank and it HAS to be immobile and it HAS to be a strong late game comp with a STRONG early game defense. If you really wanted factory play to be a thing you should be letting it evolve naturally instead of forcing it.
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On December 10 2015 07:07 Naracs_Duc wrote: There are many ways for diverse gameplay to be enabled--it does not need to be "mech" what ever that means. Mech is the factory based composition centered around the tank and positional play.
It does need to be mech, because the Terran race is designed around mech and bio play and uniquely so. Starcraft lore is that Terran is more flexible than both Protoss (raw power) and Zerg (swarm and mobility).
SC2 has just created this really stupid situation where bio is the only thing viable in all three Terran matchups.
On December 10 2015 07:07 Naracs_Duc wrote:Do all the factory units have various uses throughout different parts of the game? Yes. No. Not really. Half of Terran units don't even get used in typical bio matches.
On December 10 2015 07:07 Naracs_Duc wrote:For the most part--its a stupid argument to want a play style that is only interesting because it ignores 1/3 of the race's tech. Not at all. If you were talking about the current state of the game (where nothing but marine medivac is viable) then you would have a point.
On December 10 2015 07:07 Naracs_Duc wrote:And its obviously an attempt at BW fanboyism because the only way you guys seem to imagine mech is that it HAS to have a tank and it HAS to be immobile and it HAS to be a strong late game comp with a STRONG early game defense. If you really wanted factory play to be a thing you should be letting it evolve naturally instead of forcing it.
You clearly don't understand mech at all. A stronger tank would actually encourage more action and less turtling because mech players would be able to move out on the map and hold important positions with squads of units.
It is precisely because the SC2 tank is so pathetically weak that mech players have to turtle, because tanks are absolutely terrible in small numbers and don't do anything until you get 15 of them. And even then they're easily countered by a switch to air because mech has no anti-air. Terran players cannot tech switch because of the way that Terran infrastructure and upgrades work.
If you turtle into 15 tanks (because tanks suck and you can't actually move out with them because they don't do enough damage) then your opponent just switches to mass air and you only have 0/0 vikings.
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On December 10 2015 00:12 parkufarku wrote:
Having an asymmetrical equality is fine if there is a reasoning behind why it is. In my example above, Zerg drops aren't as good as Terran drops, and that's fine because Zergs have higher mobility.
Honest question, is it unclear how different bio is from the factory? Factory units do not synergize well with bio and upgrades are completely separate. Design-wise, it seems like Blizzard is intentionally fragmenting the Terran ground army, more so than Zerg, and especially more-so than Protoss. Blizzard did some things, like make the Hellbat bio permitting them to be healed, but they're too slow to keep up with true bio units and take up a large amount of space in medivacs. Now, if Blizzard truly intends to fragment the Terran ground army, surely there must be a benefit for doing so, and that's the core argument: is there a benefit to this, and if not, why?
Regarding Zerg, yes, drops seem to be less effective overall, but Zerg and Protoss have more freedom to be more defensive vs hyper aggressive. MMM is hyper-aggression. Period. It depends on heavy drop play and split micro, and it uses only a handful of Terran units.
On December 10 2015 00:12 parkufarku wrote:I see a lot of those weak arguments like "having more diverse gameplay is better," but why should that more diverse gameplay only happen for Terrans? See where this is going?
Terran players aren't asking for special favors.
Let's cut to the chase: you could remove the Factory and all of its units from the game, and it would hardly have any affect on TvZ and TvP. That's over half of the Terran ground arsenal. Maybe you'd miss the widow mine, maybe not (after all, Liberators are a much better MMM support unit).
Hell, while we're at it, you could also remove the Banshee, Raven, and the Battlecruiser, but I suppose the factory is the focus here.
Of course it's the case that not all units will be viable in all match-ups, but why is such a significant chunk of the Terran army so mediocre or useless in non-mirror matches?
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this is why TL has a rule against balance / design threads
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On December 10 2015 06:47 Lexender wrote:
You take almost personal, like giving variety to the games would break it, why? Because you have to learn to deal with new stuff? Because you can't play the exact same way every damn time? It almos sound likes SC2 its a strategy game where you have to think and adapt.
As I said other races are getting new styles too, ravagers, lurkers and adepts (among many other things) have opened new styles of play for the races AND if other races ask for variety themselves they are in their own right, you almost sound like a little child with "why terrans deserve variety, NO I don't want that, if I don't get new stuff NOBODY DOES!!"
And of course having variety for one races opens variety for the others, you don't play the same against bio as you do against mech, in HotS mech play opened oportunities for different styles of counter play, units that where never (or almost never) used against terran where used, such as immortals, carriers, tempest, vipers, roach/hydra, etc. Even in TvT bio players would tech to BCs to counter mech play.
Lastly and very important, very very important.
HOW, DOES, HAVING, MECH, MAKES, TERRAN, BROKEN?
Its a different style, why would it skew balance? reward players for picking a race, WTF? Mech wouldn't be broken in itself nobody is asking for that, so how in all hell would it break balance? just because theres 2 styles? that makes no sense.
Also nobody (at least not the majority) is asking to simply spam units from the factory and be unable to defeat them, the ask for tanks and factory based AA is because its a design flaw, air support units will always be needed, the only think that changes is that instead of spamming bio with your air support you get factory units. Not to make them broken, just less shitty.
Altough I agree with the people saying mass air is too damn strong right now, that a different story altogether.
Yo, I'm going to respond to you if you calm down and stop raging. Think about it. You give race X tools A and B. Then you give race Y tools C, D, E, F, G, H. Having more options / playstyle forces the other races to constantly scout at what you are doing, and prepare for 6 different scenarios with defensive units / reacting playstyle as opposed to race Y that just needs to prepare / scout against 2 different playstyles. It doesn't directly break balance, but the possible tech switches, proactive and dominating playstyle that forces your opponent to react / guess accordingly simply because you have more options definitely makes the balance much much more difficult to work with.
You mentioned lurkers, adepts, ravagers, but those are simply new units that are injected in current playstyles. Terrans got liberators, cyclones, and other nifty upgrades that are implemented too. But what Protoss or Zerg didn't get are sole differentiation on arbitrary tag, like mech. Which is what you guys are constantly demanding.
Gameplay reward is changed, no matter how much you want to argue otherwise. Let's say a beginner plays SC2, and plays race X. Let's assume every game, he has two ways to play the game. Then he suddenly tries playing a race that starts with T, and then BAM, there are 5 other ways to play the game (just making up a random number) with many options to play it (more fun, versatile, flexible). If that's not skew in gameplay, I don't know what is.
On December 10 2015 07:07 Naracs_Duc wrote:
There are many ways for diverse gameplay to be enabled--it does not need to be "mech" what ever that means.
Do all the factory units have various uses throughout different parts of the game? Yes. Do we need a play style whose only definition is to specifically stop using Tier 1 Units? No.
For the most part--its a stupid argument to want a play style that is only interesting because it ignores 1/3 of the race's tech.
Thank you, exactly my points. Not only are they wanting to not use Bio, but they want to disregard all other units except the ones coming out of a factory. It's like a Protoss player saying, 'not only do we not want to use basic gateway units, but we also want to only use robo facility units in a playstyle and have it completely viable!'
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On December 10 2015 07:24 DemigodcelpH wrote:Show nested quote +On December 10 2015 07:07 Naracs_Duc wrote: There are many ways for diverse gameplay to be enabled--it does not need to be "mech" what ever that means. Mech is the factory based composition centered around the tank and positional play. It does need to be mech, because the Terran race is designed around mech and bio play and uniquely so. Starcraft lore is that Terran is more flexible than both Protoss (raw power) and Zerg (swarm and mobility). SC2 has just created this really stupid situation where bio is the only thing viable in all three Terran matchups. Show nested quote +On December 10 2015 07:07 Naracs_Duc wrote:Do all the factory units have various uses throughout different parts of the game? Yes. No. Not really. Half of Terran units don't even get used in typical bio matches. Show nested quote +On December 10 2015 07:07 Naracs_Duc wrote:For the most part--its a stupid argument to want a play style that is only interesting because it ignores 1/3 of the race's tech. Not at all. If you were talking about the current state of the game (where nothing but marine medivac is viable) then you would have a point. Show nested quote +On December 10 2015 07:07 Naracs_Duc wrote:And its obviously an attempt at BW fanboyism because the only way you guys seem to imagine mech is that it HAS to have a tank and it HAS to be immobile and it HAS to be a strong late game comp with a STRONG early game defense. If you really wanted factory play to be a thing you should be letting it evolve naturally instead of forcing it.
You clearly don't understand mech at all. A stronger tank would actually encourage more action and less turtling because mech players would be able to move out on the map and hold important positions with squads of units. It is precisely because the SC2 tank is so pathetically weak that mech players have to turtle, because tanks are absolutely terrible in small numbers and don't do anything until you get 15 of them. And even then they're easily countered by a switch to air because mech has no anti-air. Terran players cannot tech switch because of the way that Terran infrastructure and upgrades work. If you turtle into 15 tanks (because tanks suck and you can't actually move out with them because they don't do enough damage) then your opponent just switches to mass air and you only have 0/0 vikings.
Do hellions/hellbats see play? Yes. Do Cylones see play? Yes. Do tanks see play? Yes. Do thors see play? Yes.
Do medivacs see play? Yes. Do vikings see play? Yes.
In fact, all Terran units see regular play except for the Ghost and the Battlecruiser. If anything,
The only thing you are asking for is the ability to spam only units from the factory and not make infantry.
Bio play typically uses Marines, Maruaders, Medivacs, Vikings, Widowmines/Tanks/Thors--literally all 3 tech trees. You guys speak of Bio play as literal marine spam without anything else when the reality is so much more diverse than you would like people to know. The only thing you are upset about is that you don't get to spam tanks like BW used to spam tanks and not that factory units don't see play. That is not asking for more diversity, its literally asking for less.
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if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T.
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I don't understand the entitlement/stupidity behind expecting a race to have two completely viable sets of units that work in every matchup.
You don't see Protoss crying that robo only armies don't work, you don't see Zerg crying that roach/hydra don't work in every situation.
So many spoiled brats from WOL and how EZ mode Terran has been since SC2 released. Try playing SC1 Terran where you only make certain units in certain matchups and mix & match based on what you need. jfc
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Why are people opposed to bio/mech?
Pure bio = hyper aggression. That is ONE STYLE. But why couldn't you theoretically open Bio and then add some Thors/Tanks/Liberators?
Why do people want to ONLY mech? I think a change that could help a lot with Terran diversity is merging bio weapons vehicle weapons (which I discussed I another thread). This addresses the "only 1 style of play" argument and allows you to use all the units in the Terran arsenal while still keeping the core bio.
Can you imagine a Protoss Army of ONLY Robo and Stargate units or a Zerg maing ONLY Ultras and Vipers? Both the other races make a lot of their Tier 1 units no matter what tech path they choose. Why is that so absurd for T?
Once we agree that we're open to that as a way to play the changes required to make it viable are actually not that many.
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On December 10 2015 16:30 ProMeTheus112 wrote:if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway  But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T.
None of those are special to mech.
You can have the Battlecruiser, the Marauder, the Ghost, the Raven, etc... occupy those abstract strategic slots. Heck, you can add midgame upgrades to bunkers to give them those strategic slots. But no one is asking for those options to be available to bio, or for those options to be available to air. Why? Because there is this nostalgic need for people to click the siege tank button in order to pretend they're playing BW.
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I don't know think this has been mentioned but I saw EJK rekt dpiTrue twice in a match (some Basetrade tourney) with a mech build a few days ago. It was pretty cool. The build I think relied heavily on banshees (2port), which I suppose is not real mech.
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On December 11 2015 04:27 Naracs_Duc wrote:Show nested quote +On December 10 2015 16:30 ProMeTheus112 wrote:if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway  But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T. None of those are special to mech. You can have the Battlecruiser, the Marauder, the Ghost, the Raven, etc... occupy those abstract strategic slots. Heck, you can add midgame upgrades to bunkers to give them those strategic slots. But no one is asking for those options to be available to bio, or for those options to be available to air. Why? Because there is this nostalgic need for people to click the siege tank button in order to pretend they're playing BW.
I like being able to build vultures and siege tanks while creating camp sites with missile turrets on maps like destination. That's not wrong at all!
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On December 11 2015 05:07 Shin_Gouki wrote:Show nested quote +On December 11 2015 04:27 Naracs_Duc wrote:On December 10 2015 16:30 ProMeTheus112 wrote:if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway  But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T. None of those are special to mech. You can have the Battlecruiser, the Marauder, the Ghost, the Raven, etc... occupy those abstract strategic slots. Heck, you can add midgame upgrades to bunkers to give them those strategic slots. But no one is asking for those options to be available to bio, or for those options to be available to air. Why? Because there is this nostalgic need for people to click the siege tank button in order to pretend they're playing BW. I like being able to build vultures and siege tanks while creating camp sites with missile turrets on maps like destination. That's not wrong at all!
And I want to wall off a ramp from zerglings with two medics, a marine and a barracks floating over them so the zerg player can't target fire the medics walling it off.
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On December 11 2015 04:27 Naracs_Duc wrote:Show nested quote +On December 10 2015 16:30 ProMeTheus112 wrote:if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway  But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T. None of those are special to mech. You can have the Battlecruiser, the Marauder, the Ghost, the Raven, etc... occupy those abstract strategic slots. Heck, you can add midgame upgrades to bunkers to give them those strategic slots. But no one is asking for those options to be available to bio, or for those options to be available to air. Why? Because there is this nostalgic need for people to click the siege tank button in order to pretend they're playing BW. Well I think it's because mech/factory units are lacking a wide strategic role and because the identity of the units call for something along the lines of these roles to be attributed.. the siege tank with the tradebacks it has (weaknesses) is expected to have such strengths, for instance. Bio units are not expected to fill these roles and don't, nor should they as you don't want things to overlap! But yeah the bunkers upgrade man, much important as we know.
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On December 11 2015 15:09 ProMeTheus112 wrote:Show nested quote +On December 11 2015 04:27 Naracs_Duc wrote:On December 10 2015 16:30 ProMeTheus112 wrote:if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway  But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T. None of those are special to mech. You can have the Battlecruiser, the Marauder, the Ghost, the Raven, etc... occupy those abstract strategic slots. Heck, you can add midgame upgrades to bunkers to give them those strategic slots. But no one is asking for those options to be available to bio, or for those options to be available to air. Why? Because there is this nostalgic need for people to click the siege tank button in order to pretend they're playing BW. Well I think it's because mech/factory units are lacking a wide strategic role and because the identity of the units call for something along the lines of these roles to be attributed.. the siege tank with the tradebacks it has (weaknesses) is expected to have such strengths, for instance. Bio units are not expected to fill these roles and don't, nor should they as you don't want things to overlap! But yeah the bunkers upgrade man, much important as we know.
What lack of roles is being talked about?
All four Factory units have extensive uses in different matchups and stages of the game. Tanks in TvT, Widow Mines, Hellion openings, Hellbat timings, and even Thors used to zone out Mutalisks. Is the goal of threads like these to buff a tech tree that is already heavily used in all three matchups?
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The only Terran unit that you don't see in play is the Battlelcruiser.
Everything else is used...
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Towards the end of hots there was a lot of BC use in tvz
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On December 12 2015 02:38 Ignorant prodigy wrote: Towards the end of hots there was a lot of BC use in tvz
Technically yes, but this may just be a rumor as the people watching were so bored after the Terran meched and turtled for the best part of 45 mins they fell asleep.
We really need photographic evidence to confirm these rumors
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On December 09 2015 14:46 pure.Wasted wrote:Show nested quote +On December 09 2015 13:38 bigbadgreen wrote: The biggest reason this is going to be so hard to balance is because in trying to make mech easily viable is that buffing mech units helps out the players who prefer bio. There are already early mid game bio pushes that come with tanks that are very hard to hold as Z. If you buff the tank not only would it make those pushes even more difficult it would kill mech in the process because using those pushes would be the easy choice for pros.
You can't just buff the tank and not take something away. the medivac pickup being removed isn't enough. The big question for mech players is, which unit you would like to weaken? marine, medivac, marauder or hell bat. Now let's get some reaction from the bio players. if the tank were to be buffed, which unit would you like to see weakened? Your argument presupposes that the game is balanced right now. The game is very far from balanced right now. It isn't figured out yet, either. Not every buff has to be offset with a nerf, and vice versa, this early into LotV.
My argument isn't based on the game being balanced at all. I'm not coming from this at a give and take here. My argument is based on bio builds right now that focus on pushes that are currently very hard to hold as zerg. If you strengthen the tank like many people in this thread are suggesting it will most likely be unstoppable. A tank with longer range, with more damage with support from a couple of hellbats, marines and medivacs now counters lings, banelings, roaches, ravagers and hydras. And it shows up too early for lurkers or mutas to be out. My argument is that if you buff the tank you will have to weaken one of the units that help support that push or weaken the tank in another way. Even with no medivac pickup the push will not be slowed enough to stop it. Maybe revert to seige upgrade but doesn't that negate the whole reason for the buffs, to give tanks the ability to control space better, to allow for terran to stop ground armies in a defensive way.
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On December 09 2015 13:38 bigbadgreen wrote: but doesn't that negate the whole reason for the buffs, to give tanks the ability to control space better, to allow for terran to stop ground armies in a defensive way.
not really, no
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On December 11 2015 16:01 Thieving Magpie wrote:Show nested quote +On December 11 2015 15:09 ProMeTheus112 wrote:On December 11 2015 04:27 Naracs_Duc wrote:On December 10 2015 16:30 ProMeTheus112 wrote:if a unit "sees play" but its role is not as interesting as expected (to give some extreme examples a unit could be totally imba and "see ton of play", or could "see play" but have a very one dimensional role, being placed almost always in the same spot or at the same moment in the game), then people will want them to be changed in some way so you can't brush people who want mech's role to change with all the arguments they give with just a Q/A justification "does that unit see play? yes". Don't think everybody who wants mech to be different don't want bio to work side by side with a more factory units based army so I'm not sure where you're coming from saying they (everybody who wants to change mech?) are "literally asking for less" diversity. A very important point is to give T back its unique identity of being strong at occupying an area (not just your own base) and attacking an adjacent area from that occupied area, and the siege tank is the expression of that, even when used side by side with bio, so long as it is strong enough to really matter, "trade efficiently" as you say, even in low numbers and should be very efficient when already sieged up and attacked, otherwise why even have a siege tank in the game? (while the other races have things that can snipe a spot which you must dodge or things that instarush/teleport towards you as well?) It can't only have range, it must have real power, if it has to siege up cost this much money have this much hp and cant shoot at close range.. It would probably be great for the game overall to bring back an essence of tactical positioning element to it that got consistency and durability to it. More emphasis on strategy. It's not really about being able to "spam tanks like BW". If you just spam tanks in BW you're pretty much dead anyway  But sure, think of trying to make SC2 better than BW not just the same, I'll always say you need to change the pathing for that first, but anyway on the topic of strategic diversity of what you build, adding the possibility of mech to stand more or less by itself by having roles that aren't purely hardcounter or metagamegimmicky like the thor or cyclone are at the moment (possibly the hellion and tank too to a lesser extent?) is a good thing for that, for the strategic diversity of what you build. it's about the types of use that you can make of your units and the strategic identity of T. If T is able to make a lot of facts and use the units there efficiently together as tools that don't merely mean "hunt down an early air aggressor" or "run into base to kill drones" or "counter a muta flock" or "some extra long range damage", but instead something like "mobile engagement starter" and "scout that threatens small units" and "reliable strong slow anti air" and "powerful long range threat" this opens a lot of diversity, possibility to start games with a bunch of factories then have choice to add this many barracks or not etc. If you are worried that other races don't have such good diversity, why not think of making them become as interesting as that (in their own way) instead of trying to pull T down to keep them on the same level? As its been pointed out, if T managed to get this type of interesting diversity to it then it should have a positive impact on Z and P over time since they'll need to adapt in meta at least against T. None of those are special to mech. You can have the Battlecruiser, the Marauder, the Ghost, the Raven, etc... occupy those abstract strategic slots. Heck, you can add midgame upgrades to bunkers to give them those strategic slots. But no one is asking for those options to be available to bio, or for those options to be available to air. Why? Because there is this nostalgic need for people to click the siege tank button in order to pretend they're playing BW. Well I think it's because mech/factory units are lacking a wide strategic role and because the identity of the units call for something along the lines of these roles to be attributed.. the siege tank with the tradebacks it has (weaknesses) is expected to have such strengths, for instance. Bio units are not expected to fill these roles and don't, nor should they as you don't want things to overlap! But yeah the bunkers upgrade man, much important as we know. What lack of roles is being talked about? All four Factory units have extensive uses in different matchups and stages of the game. Tanks in TvT, Widow Mines, Hellion openings, Hellbat timings, and even Thors used to zone out Mutalisks. Is the goal of threads like these to buff a tech tree that is already heavily used in all three matchups?
The goal of threads like this is quite literally "I want to be able to choose a unit composition at the start of the game and it be viable in every matchup regardless of what my opponent makes"
It makes no sense whatsoever and is based on the WOL Terran baby mentality
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On December 08 2015 02:57 sd_andeh wrote: I think you can mech, but you can't turtle. And that's a good thing. Turtling shouldn't be in this game.
a-move terran mech it's not mech to me, positional play it's needed which mean also pushing the "turtling" to the enemies base, this is how it was played in BW and it worked perfectly
if you want a-move mech play bio
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On December 12 2015 05:03 Garmer wrote:Show nested quote +On December 08 2015 02:57 sd_andeh wrote: I think you can mech, but you can't turtle. And that's a good thing. Turtling shouldn't be in this game. a-move terran mech it's not mech to me, positional play it's needed which mean also pushing the "turtling" to the enemies base, this is how it was played in BW and it worked perfectly if you want a-move mech play bio
Why can't positional design be given to units that aren't used as much--like Ghosts and Battlecruisers? Why change an already used unit just because you miss BW?
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i hate nerfs, i thought everyone did? don't we all want a OP game where every race has some BS that makes them super good?
removing PB means you need to give us the old fungal, I'm talking like 9 range insta cast, but that won't happen. If you give me a middle ground I'd be happy but that's still not enough. You may have to give me back pre-patched HotS swarm hosts and that won't happen either. So give me faster lurkers and better fungal and we have a deal.
also siege tanks can be picked up by medivacs, that automatically makes blinding cloud less effective. Shouldn't every mech terran have 2-3 medivacs just for that reason alone? with the speed boost upgrade (which you can afford in the late game) you can spam speed boost and pick up tanks to make the strategy even more effective, it's way too good not to use.
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On December 12 2015 06:09 emc wrote: i hate nerfs, i thought everyone did? don't we all want a OP game where every race has some BS that makes them super good?
removing PB means you need to give us the old fungal, I'm talking like 9 range insta cast, but that won't happen. If you give me a middle ground I'd be happy but that's still not enough. You may have to give me back pre-patched HotS swarm hosts and that won't happen either. So give me faster lurkers and better fungal and we have a deal.
also siege tanks can be picked up by medivacs, that automatically makes blinding cloud less effective. Shouldn't every mech terran have 2-3 medivacs just for that reason alone? with the speed boost upgrade (which you can afford in the late game) you can spam speed boost and pick up tanks to make the strategy even more effective, it's way too good not to use.
Its been about a week and I still don't know what you're talking about.
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