Community Feedback Update - February 4 - Page 3
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Shield
Bulgaria4824 Posts
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SirPinky
United States525 Posts
On February 05 2016 07:32 DinoMight wrote: 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. | ||
y0su
Finland7871 Posts
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
1264 Posts
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
Brazil318 Posts
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Fran_
United States1024 Posts
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Darkdwarf
Sweden960 Posts
* Nerfing the disruptor damage vs shields slightly. * Removing the ability to drop tanks in siege mode while retaining the ability to pick them up. | ||
Mozdk
Denmark6989 Posts
Map changes are definately welcome. I still wont play Central Protocol. The others I will have to try out. | ||
Big J
Austria16289 Posts
Siege tank, here is my simple suggestion: ![]() 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
United Kingdom20285 Posts
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 | ||
Thaniri
1264 Posts
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
Portugal1653 Posts
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: ![]() 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
66 Posts
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Penev
28475 Posts
Somehow I feel this update isn't quite complete | ||
zealotstim
United States455 Posts
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
United States13974 Posts
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Nebuchad
Switzerland12169 Posts
On February 05 2016 08:11 blade55555 wrote: 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. | ||
usopsama
6502 Posts
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: ![]() 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
France248 Posts
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Sholip
Hungary422 Posts
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... ![]() | ||
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