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Community Feedback Update - February 4 - Page 2

Forum Index > SC2 General
298 CommentsPost a Reply
Prev 1 2 3 4 5 13 14 15 Next All
Lexender
Profile Joined September 2013
Mexico2656 Posts
Last Edited: 2016-02-04 22:37:44
February 04 2016 22:37 GMT
#21
On February 05 2016 07:32 DinoMight wrote:
Show nested quote +
On February 05 2016 07:27 Lexender wrote:
Give tanks +6 flat damage and change upgrades from 3+2 each to 2+3 each.

Makes tanks kill most zerg and toss units in 1 shot less while keeping the amount of shots required to kill marines the same, even when fully upgrade.


Tank damage buff doesn't really address any issues with the game at the moment.

Lifting them makes TvT unplayable.

Not lifting them makes Ravagers kill them too easily.

Removing Ravagers' ability makes Zerg too weak to Liberator rushes.


A series of bad designs just outdoing each other...


I don't disagree with you, but having tanks unsiege when picked and buffing the damage a tad atually adresses issues in the game at the moment, namely buffing mech and making siegevacs less stupid without it being too much of a nerf in non-mirror MUs.
JonnySC2
Profile Joined December 2015
Germany119 Posts
February 04 2016 22:37 GMT
#22
Are they serious? They don't even mention PvZ at all. Very disappointing.
SKT best KT
Nebuchad
Profile Blog Joined December 2012
Switzerland12422 Posts
February 04 2016 22:38 GMT
#23
On February 05 2016 07:32 DinoMight wrote:
Not lifting them makes Ravagers kill them too easily.


The tank change they discussed last time still allowed you to lift them in siege mode. You just couldn't deploy them in siege mode.
No will to live, no wish to die
scoo2r
Profile Joined December 2015
Canada91 Posts
February 04 2016 22:39 GMT
#24
Decreasing the time that cyclone lock-on needs to dish out it's damage, even if means nerfing the total damage it does (this is one of the Iaguz solutions)
Another day, another depot.
Deleted User 329278
Profile Joined March 2014
123 Posts
February 04 2016 22:41 GMT
#25
as a massive balance whiner, zerg fanboy, protoss hater (a-move, no honor), terran hater (total abusers), and so on...

let me just say that the sieged tank medivac pickup should STAY in the game ffs please. it's too cool of a feature to be removed just because it dominates tvt. so what, every mirror match has a focus, just think about ling bane or roach ravager wars in zvz. the tank pickup is just too freakin cool even to a total zerg racist.

you can't support nerfing the sieged tank pickup and still call yourself a starcraft fan.

the siege tank deserves <3 <3 <3
imre
Profile Blog Joined November 2011
France9263 Posts
February 04 2016 22:41 GMT
#26
TvT is way better than HotS due to Tankivacs. Please don't change that it improved the match up so much.
Zest fanboy.
NyxNax
Profile Joined March 2014
United States227 Posts
February 04 2016 22:42 GMT
#27
So im curious, do you think those 3 adjustments to those maps will make the map pool more desirable? To me it seems like a lot of people want them replaced with some of the GSL maps, not only because of balance but because of being bored with the maps? I suppose if were stuck with the maps then adjusting them is better than nothing?

PvP disruptors. Did anyone see Zest vs Dear in Proleague? Well its not singular to that match, but pvp disruptor is soo volatile.. Zest was owning Dear 90% of the game, then it came down to those 2 disruptor shots that ended it for zest. It certainly is fun to watch, but damn that has got to be frustrating to lose. 1 shot can just wipe out 6 stalkers or so too. Should it have less area of effect? or will just lowering the +shield damage fix it?

What if it was like a Reaver in that you had to pay 25 minerals per round, store up 5 shots..? I suppose it would make it more difficult for new players..Just spitballin here.

Gold natural... That just sounds crazy..

PvZ?
Ljas
Profile Joined July 2012
Finland725 Posts
February 04 2016 22:42 GMT
#28
Tankivacs ended up being really cool in progames so I'd rather not see them go.
The_Masked_Shrimp
Profile Joined February 2012
425 Posts
February 04 2016 22:51 GMT
#29
make it so tanks kill ravagers and stalkers in 2 shots, and completely change the liberator to have no air-ground damage and instead have a utility deployment zone that allows tank to siege/unsiege instantly while in the liberation zones and/or reduce aoe damage into them by a LOT.
usopsama
Profile Joined April 2008
6502 Posts
Last Edited: 2016-02-04 22:52:57
February 04 2016 22:52 GMT
#30
On February 05 2016 07:04 SetGuitarsToKill wrote:
Balance
  • PvP Disruptors look to be really powerful again.
On February 05 2016 07:04 SetGuitarsToKill wrote:
  • Remove Siege Tank Medivac pick up – to help out in TvT
On February 05 2016 07:04 SetGuitarsToKill wrote:
  • We could look into things many players have pointed out already such as: increasing Siege Tank damage slightly, making Cyclones stronger vs. Roach/Ravager combo, or bringing the Banshee speed upgrade down a tech level.
On February 05 2016 07:04 SetGuitarsToKill wrote:

  • We still also agree completely that this change will have a big impact on ZvT, and we would definitely combo this nerf with some sort of a mech buff.

Am I fucking dreaming?

They finally stopped being stubborn and are addressing most of the issues. Way to go!
ejozl
Profile Joined October 2010
Denmark3485 Posts
February 04 2016 23:02 GMT
#31
I think:
Remove +vs Shields from Disruptor.

Medivacs pick up Tanks in unsieged mode.

Ravager Corrosive Bile don't damage buildings (Nerf needed with Tank change and new Pylon Overcharge.)

Thor:
1) Switch Liberator and Thor AoE/Damage/number of attacks, keep range.
2) Bring back Thorzain Strike Cannon, but instead of being an ability you use on a unit, you simply click it, just like Medivac Boost. From there The Thor goes into Strike Cannon mode (same animation, same range, same attack,) but instead of overkilling a single unit he shoots at whatever unit is currently within range. It doesn't stun.
3) Give Thor +1 armour.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
February 04 2016 23:04 GMT
#32
I like map diversity in all its forms. Tankivac needs to go, I'm all for removing it, if you do however we need a proper tank buff no other useless change that will keep mech gimped. Especially Banshee speed upgrade hitting earlier sounds like something that will only make the game worse. Mech gets weaker because of tankivac being removed and mech doesn't get a stright up buff at all (I don't call running away faster a buff in a direct confrontation of army vs army) also stimmed banshee lacks counter play which is never good.

Protoss still needs to be nerfed, protoss pylon overcharge should be removed, I know it will not happen so it should be nerfed. At the moment Protoss can out expand zerg with less units which is frankly insane. Zerg still does well but the reason for that is because their units and comps are very powerful. So the solution is to nerf both zerg and protoss, possibly terran as well(liberator).

Biggest problem this game have is pylon overcharge that makes the early game a snooze in all vs P matchups and pidgeonholds all other races to play macro or midgame all-in. Might as well start the game on two bases in vP matchups to save time, frankly its bad design. Especially bad is that it gives these tools to a race that already has the most options of most races and tons of different build options.
PvT is broken because P can always always get ahead on econ (or all in and kill T/kill Ts econ) which makes it so that a hard matchup (don't know which races actually has an edge mid-late game because there are barely any games were P and T enter that stage evently) becomes almost impossible since you enter the mid-late game behind. The main reason for this is the pylon overcharge, fix it, nerf it and give us balance and options to all races against all races.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
Hoon
Profile Joined December 2010
Brazil891 Posts
February 04 2016 23:06 GMT
#33
Holy shit.

Removing the tank pickup and buffing mech to compensate it would be the best thing possibe.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
BretZ
Profile Joined May 2011
United States1510 Posts
February 04 2016 23:06 GMT
#34
On February 05 2016 07:37 JonnySC2 wrote:
Are they serious? They don't even mention PvZ at all. Very disappointing.


They specifically note to add any pressing balance changes. Instead of just being "disappointed", would you suggest something for PvZ? I got nothing other than expecting something new to come from the meta.
IceBerrY
Profile Joined February 2012
Germany220 Posts
February 04 2016 23:09 GMT
#35
Believe me, if siegetank pick ups are removed, even a dmg buff won´t be enough. The ravager shots are so damn powerfull, no way this will turn out well. I really don´t know what to change though.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 04 2016 23:11 GMT
#36
On February 05 2016 07:21 Heyjoray wrote:
Show nested quote +
On February 05 2016 07:17 SC2Toastie wrote:
Okay, DK, superconstructive as to not demotivate your team:

Tank pickup can be changed. Nice change would be to drop the tanks unsieged, but still allow them to be picked up in Siege mode. The main scary interaction is Siege Tank vs Ravager All Ins from Zerg. I think buffing Siege Tank damage could be a way to go, but experimenting with an Armored tag on Ravagers might also work.

For PvT, I really dislike the opening phase where Terran HAS to play hyperdefensive and cannot really attack with anything other than Mine Drops, have you considered making Overcharge a (distinguishable) upgrade at Cycore? If Protoss wants to play defensively, they can get this upgrade, and the opponent can see this, so they won't have to fear Warpgate aggression.

Making Disruptors so they dont one shot full health stalkers sounds awesome.

And please have a look at PvZ. It's been avoided like the plague but could probably considered the most problematic matchup.

Ciao!

PvZ is problematic? Odd, because i watch protoss win against zerg constantly. Why are so many people ignoring that? Ravager with Armor tag was hilarious: They disappeared instantly.


Tends to be NA Protosses that complain who are still opening Robo first and going into sentry/stalker/disruptor (what an awful composition). Once the Protosses complaining start doing a phoenix into chargelot/archon/immortal, they will enjoy pvz a lot more.
When I think of something else, something will go here
Major
Profile Blog Joined May 2010
Mexico539 Posts
February 04 2016 23:12 GMT
#37
On February 05 2016 07:41 sAsImre wrote:
TvT is way better than HotS due to Tankivacs. Please don't change that it improved the match up so much.

no it really isnt ask any terran and they tell you its dumb and not fun
Progamer
klimuszko
Profile Joined January 2016
24 Posts
February 04 2016 23:16 GMT
#38
Take out liberators AOE, this is sick and really hurts zergs a lot.

Add corruptor speed buff. FFS, this unit is SHIT, can't catch anything, has SHITTY damage, and shit hp. The only real antiair zerg has and it SUCKS.

Do something with hydra. For it's cost it's really weird unit. Only good for making lurkers now, hydra's hp is a joke.
CharAznable2
Profile Joined July 2015
26 Posts
February 04 2016 23:19 GMT
#39
Some people defending tankivacs are not terrans, terran players suffer a lot by this combo.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 04 2016 23:19 GMT
#40
On February 05 2016 07:41 inken wrote:
as a massive balance whiner, zerg fanboy, protoss hater (a-move, no honor), terran hater (total abusers), and so on...

let me just say that the sieged tank medivac pickup should STAY in the game ffs please. it's too cool of a feature to be removed just because it dominates tvt. so what, every mirror match has a focus, just think about ling bane or roach ravager wars in zvz. the tank pickup is just too freakin cool even to a total zerg racist.

you can't support nerfing the sieged tank pickup and still call yourself a starcraft fan.

the siege tank deserves <3 <3 <3

siege drops destroy the actual "cool" aspect of siege tanks, which is strategic, positional play based on their immobility. basic defender's advantage stuff. since tanks are stronger in siege mode, you will always be at a disadvantage when attacking into tanks in TvT, which forces the attacker to out-position your opponent, resulting in interesting tactics.

if you can instantly drop your tanks in range of your opponent's tanks then defensive setups get thrown out the window, and it just becomes a matter of who has more tanks, which is boring.
vibeo gane,
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