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Community Feedback Update - February 4 - Page 3

Forum Index > SC2 General
298 CommentsPost a Reply
Prev 1 2 3 4 5 13 14 15 Next All
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 04 2016 23:24 GMT
#41
If so many protosses think PvZ isn't ok, why don't we get any feedback from Blizzard?
SirPinky
Profile Joined February 2011
United States525 Posts
February 04 2016 23:26 GMT
#42
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...


Tank damage does matter. If you remove tank-vac lift and buff the tank base damage then it will offset this nerf. For instance, as a mech player, if I see early ravager rush what I may do is decide to go for 2 siege tanks instead of 1tank/1medivac. Furthermore, if you give the tank a buff, not just for siege mode, but tank mode, then you can just decide NOT to siege versus any early roach ravager and the units will be more effective. Right now unsieged tanks are pretty pathetic, while the siege tank isn't too far behind.
How much better to get wisdom than gold; to get insight rather than silver!
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 04 2016 23:28 GMT
#43
Give tanks an extra 2-3 range (sieged) through an upgrade.

Radical. Allows armies that moved too close to still pull back after just one shot but also makes it a little more dangerous to commit to attacking into them. Since it still requires vision and an upgrade it might not be totally broken.
Thaniri
Profile Blog Joined March 2011
1264 Posts
Last Edited: 2016-02-04 23:35:49
February 04 2016 23:35 GMT
#44
Might start playing again if tankivacs are removed.

I stopped playing not long after I lost to avilo on ladder for the first time ever because of how stupid TvT is. I don't care much what TvP and TvZ are like, so long as TvT goes back to being the most interesting matchup.
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
February 04 2016 23:35 GMT
#45
Tankivacs are boring! I want to see more positioning, not more apm. Just buff them tanks directly!
What qxc said.
Fran_
Profile Joined June 2010
United States1024 Posts
February 04 2016 23:37 GMT
#46
Tank pickups is working at Pro level to differentiate good players from better players, and it's exciting to watch. I wouldn't want to see it go.
Darkdwarf
Profile Blog Joined December 2012
Sweden960 Posts
February 04 2016 23:39 GMT
#47
I agree with:

* Nerfing the disruptor damage vs shields slightly.

* Removing the ability to drop tanks in siege mode while retaining the ability to pick them up.
Teams: IM, Jin Air, Invictus || Players: Maru, GuMiho, INnoVation, Ryung, sOs, Squirtle, NaNiwa, Has, Zoun, Life, Rogue, Dark
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 04 2016 23:39 GMT
#48
Worried about what a change to banshee speed will mean for other matchups. Might turn out to be very broken.

Map changes are definately welcome. I still wont play Central Protocol. The others I will have to try out.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Big J
Profile Joined March 2011
Austria16289 Posts
February 04 2016 23:40 GMT
#49
First, this is a really cool update and I want to say that you please keep up the discussion about gameplay. The last few updates have been a bit lackluster and felt mainly like reports of the sort "we will put down a balance test map", "we will really put out the balance test map for these issues", "the balance test map is out now and we will patch next week", "we have patched". I.e. keep the discussion about various topics going, even if there are more pressing issues and the discussed topics are not on a balance test map (yet).


Siege tank, here is my simple suggestion:
[image loading]

The reasoning is rather simple: Siege tanks have high burst damage, but rather low damage over time. This makes them strong against units which they can burst down easily and which are greatly affected by their splash damage like zerglings, banelings or marines.
They are still decent against the middle-health, middle-size units like marauders, roaches or stalkers because they deal 15 extra against armored.
But the tank is very weak at doing this job against units with higher health and greater size, for example immortals, archons or ultralisks or even smaller high health units without the armor tag like zealots or adepts. This buff would leave the most common scenarios in which tanks are used as splash damage dealer widely unchanged but give the tank a greater range of units it can work well against.
This effect could also be introduced as an upgrade effect, e.g. by the iconic name of Maelstrom Rounds from the Wings of Liberty campagin.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2016-02-04 23:42:55
February 04 2016 23:41 GMT
#50
On February 05 2016 08:24 Shield wrote:
If so many protosses think PvZ isn't ok, why don't we get any feedback from Blizzard?


There's a 3 week lag time between reality and blizzard response, give it a week or 2

We could look into things many players have pointed out already such as: increasing Siege Tank damage


at least 3 years overdue
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Thaniri
Profile Blog Joined March 2011
1264 Posts
February 04 2016 23:45 GMT
#51
On February 05 2016 08:37 Fran_ wrote:
Tank pickups is working at Pro level to differentiate good players from better players, and it's exciting to watch. I wouldn't want to see it go.


Upsets have been traditionally quite rare in TvT. I'd expect that the tankivac mechanic would make the situation worse.

And frankly, everyone hates 1a'ing a bio ball into the enemy team and then dropping all the tanks simultaneously behind it. It's dumb to play. It's dumb to watch. It needs to go.

I don't personally think this point is a boon for the matchup, but some do, and that is that early game cliff jumping and contains are much more intense and fast. Past that point, there is no redeeming quality to the tankivac.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
February 04 2016 23:48 GMT
#52
On February 05 2016 08:40 Big J wrote:
First, this is a really cool update and I want to say that you please keep up the discussion about gameplay. The last few updates have been a bit lackluster and felt mainly like reports of the sort "we will put down a balance test map", "we will really put out the balance test map for these issues", "the balance test map is out now and we will patch next week", "we have patched". I.e. keep the discussion about various topics going, even if there are more pressing issues and the discussed topics are not on a balance test map (yet).


Siege tank, here is my simple suggestion:
[image loading]

The reasoning is rather simple: Siege tanks have high burst damage, but rather low damage over time. This makes them strong against units which they can burst down easily and which are greatly affected by their splash damage like zerglings, banelings or marines.
They are still decent against the middle-health, middle-size units like marauders, roaches or stalkers because they deal 15 extra against armored.
But the tank is very weak at doing this job against units with higher health and greater size, for example immortals, archons or ultralisks or even smaller high health units without the armor tag like zealots or adepts. This buff would leave the most common scenarios in which tanks are used as splash damage dealer widely unchanged but give the tank a greater range of units it can work well against.
This effect could also be introduced as an upgrade effect, e.g. by the iconic name of Maelstrom Rounds from the Wings of Liberty campagin.

GREAT suggestion!
jackacea
Profile Joined April 2014
66 Posts
February 04 2016 23:48 GMT
#53
I think a good solution would be if the Siege Tank could still be picked up in siege mode, but only dropped unsieged. That way defensive micro against Ravagers would still be possible if you're good and fast enough. Maybe also a slight buff to unsieged mode in general to make it more viable to play.
praise kek
Penev
Profile Joined October 2012
28512 Posts
February 04 2016 23:51 GMT
#54
Ehm.. PvZ? No?

Somehow I feel this update isn't quite complete
I Protoss winner, could it be?
zealotstim
Profile Joined February 2015
United States455 Posts
February 04 2016 23:52 GMT
#55
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


This post is wonderful. As a pure viewer of sc2 (I don't play) I love tank lifts.
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
February 04 2016 23:55 GMT
#56
Yay disruptor tank mirror nerf
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Nebuchad
Profile Blog Joined December 2012
Switzerland12376 Posts
February 04 2016 23:59 GMT
#57
On February 05 2016 08:11 blade55555 wrote:
Show nested quote +
On February 05 2016 07:21 Heyjoray wrote:
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.


Terrans would have enjoyed TvP a lot more if they opened like jjakji did in first map vs Classic. Don't recall that this was a compelling argument at the time. And this was for a close to 50% match-up, we're talking 42-45% here.
No will to live, no wish to die
usopsama
Profile Joined April 2008
6502 Posts
February 05 2016 00:04 GMT
#58
On February 05 2016 08:40 Big J wrote:
First, this is a really cool update and I want to say that you please keep up the discussion about gameplay. The last few updates have been a bit lackluster and felt mainly like reports of the sort "we will put down a balance test map", "we will really put out the balance test map for these issues", "the balance test map is out now and we will patch next week", "we have patched". I.e. keep the discussion about various topics going, even if there are more pressing issues and the discussed topics are not on a balance test map (yet).


Siege tank, here is my simple suggestion:
[image loading]

The reasoning is rather simple: Siege tanks have high burst damage, but rather low damage over time. This makes them strong against units which they can burst down easily and which are greatly affected by their splash damage like zerglings, banelings or marines.
They are still decent against the middle-health, middle-size units like marauders, roaches or stalkers because they deal 15 extra against armored.
But the tank is very weak at doing this job against units with higher health and greater size, for example immortals, archons or ultralisks or even smaller high health units without the armor tag like zealots or adepts. This buff would leave the most common scenarios in which tanks are used as splash damage dealer widely unchanged but give the tank a greater range of units it can work well against.
This effect could also be introduced as an upgrade effect, e.g. by the iconic name of Maelstrom Rounds from the Wings of Liberty campagin.

I agree. 150% damage is necessary. Seige tanks need to be units that are feared. It is kind of like how Ultralisks are finally units that are feared in LotV. Seige tanks need to undergo a similar buff.
PPN
Profile Joined August 2011
France248 Posts
February 05 2016 00:08 GMT
#59
I'm mostly ok with all that has been said but PvZ still in the void apparently. Not even a word. Just great...
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
February 05 2016 00:12 GMT
#60
On February 05 2016 07:16 Jer99 wrote:
is it even worth it to float? you start with so many workers now that you hit max saturation much earlier, where's Sholip, we need some numbers :D

Haha I have a lot of studying to do but maybe I can do an analysis tomorrow...
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
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