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On February 05 2016 07:12 Charoisaur wrote: No comment on ultras? Didn't he see byun vs curious? It's just bad design when two armies are trading even the entire game then suddenly ultras pop and it's gg. it just feels like terran is playing on a timer every game
Does zergs army not cost more than terrans bio army? Did they trade really even?
Even does not always mean they have both the same things. That is unlikely in an asymmetrical game (its not chess or tic tac toe).
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Thank you Blizzard and David Kim. I am very pleased with the recent direction for the game. If the trend continues, this game is going to be the one to play and spectate for the decade to come.
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if they remove the Medivac SiegeTank pick up then i want the Tank made stronger. I absolutely don't want Banshees made stronger via a change in how you obtain their speed upgrade.
What about increasing the delay between when you drop the tank on the ground and when it can fire a siege shot?
In general, any changes made to Terran should involve their ground army getting stronger and their Air army getting weaker. When you need to buff the Terran for some reason: make it a ground unit that gets the buff. When you need to nerf the Terran for some reason: make it an air unit that gets the nerf.
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On February 05 2016 22:10 PressureSC2 wrote: Thank you Blizzard and David Kim. I am very pleased with the recent direction for the game. If the trend continues, this game is going to be the one to play and spectate for the decade to come.
I feel the same way. The problem is other communities already think sc2 is dead. But i believe we will see a slowly resurrection of the community (not as big as before but the community will grow).
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there's not much to do about the tank pick-up. it will be too mechanically demanding to both use and macro for if there are changes like say to the time it takes to do the pickup. then there's having to use liberators in smaller numbers with that army too. they're vulnerable for various reasons and they're difficult to control in a mobile army.
the terran macro game will forever be quite difficult (rax, fac, starport simultaneously), i think buffing aspects of mech is the right direction right now.
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On February 05 2016 20:30 DarkLordOlli wrote: Good stuff this week. Disruptors are too strong in PvP, the matchup is good otherwise. They will still be extremely powerful units, but not to the ridiculous extent they are right now.
As for tanks, dunno. I don't mind flying tanks actually. I'm weird like that.
Basically all big topics people were talking about are addressed though, that makes me happy.
It's because you don't watch TvT 
Seriously, I don't see another way to make TvT good again than removing tankivacs. No composition is more efficient and seeing always the same 3 units in the match up is just bad (esp. when it was arguably the most diverse matchup back in LotV)
As for people whining about PvZ, we only have few days of match history, trying to fix it now would be a shot in the dark and would risk doing more bad then good. I don't care waiting for a few weeks to see how exactly the meta will evolve after the adept and OC nerf : we will see exactly where the match up needs a fix. + Show Spoiler + Remember that TvZ is very good in terms of balance atm, fixing PvZ and getting an OP TvZ would be pointless. The zerg nerf -if it's actually needed - will need surgery like precision
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On February 05 2016 22:14 todespolka wrote:Show nested quote +On February 05 2016 22:10 PressureSC2 wrote: Thank you Blizzard and David Kim. I am very pleased with the recent direction for the game. If the trend continues, this game is going to be the one to play and spectate for the decade to come. I feel the same way. The problem is other communities already think sc2 is dead. But i believe we will see a slowly resurrection of the community (not as big as before but the community will grow).
improving technology has passed the RTS genre by. when a genre goes down due to tech. improvements both the good and bad games go down with it. there is nothing wrong with this particular game declining. it has nothing to do with how much fun it is. i still play NHL '94. its still great even though improving technology passed it by. and most of the people who played it left. same applies to SC2. and NHL '94 is still more fun than NHL '98 through to NHL '16.
there will be no renaissance. the RTS player base will continue to decay and i will have had 10 years of good fun playing SC2. that's good enough for me and my lousy stinkin' $40.
the only thing that takes away from my NHL '94 time is Zealot Hockey.
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I'd like to see Zealots get a basic small arc attack, similar to the Ultralisk, where they do maybe two or 3 damage to enemies adjacent to the primary target. It'd allow for more diversity in the opening game vs Z, and make chargelots slightly better in late game PvT as they'd have great burst damage onto the bioball. Zealot walls would be very strong vs zerglings to help with the difficulty in securing a 3rd, but that change wouldn't affect vs roach play.
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On February 05 2016 22:23 Gwavajuice wrote:Show nested quote +On February 05 2016 20:30 DarkLordOlli wrote: Good stuff this week. Disruptors are too strong in PvP, the matchup is good otherwise. They will still be extremely powerful units, but not to the ridiculous extent they are right now.
As for tanks, dunno. I don't mind flying tanks actually. I'm weird like that.
Basically all big topics people were talking about are addressed though, that makes me happy. It's because you don't watch TvT  Seriously, I don't see another way to make TvT good again than removing tankivacs. No composition is more efficient and seeing always the same 3 units in the match up is just bad (esp. when it was arguably the most diverse matchup back in LotV) As for people whining about PvZ, we only have few days of match history, trying to fix it now would be a shot in the dark and would risk doing more bad then good. I don't care waiting for a few weeks to see how exactly the meta will evolve after the adept and OC nerf : we will see exactly where the match up needs a fix. + Show Spoiler + Remember that TvZ is very good in terms of balance atm, fixing PvZ and getting an OP TvZ would be pointless. The zerg nerf -if it's actually needed - will need surgery like precision
+1. i agree. if this poster were 65 years old he'd still be wise beyond his years. asuming this poster is male of course.
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On February 05 2016 22:05 todespolka wrote:Show nested quote +On February 05 2016 07:12 Charoisaur wrote: No comment on ultras? Didn't he see byun vs curious? It's just bad design when two armies are trading even the entire game then suddenly ultras pop and it's gg. it just feels like terran is playing on a timer every game
Does zergs army not cost more than terrans bio army? Did they trade really even? Even does not always mean they have both the same things. That is unlikely in an asymmetrical game (its not chess or tic tac toe). Byun played those games like it was HOTS. He hardly had any liberators, his ghosts were late. ... Not a good game to point at as an example.
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I agree that the tankivac needs to go. It has made the most fun and interesting matchup in the game completely one dimensional and boring.
Increasing tank damage is the right way to go, it would improve all matchups.
Removing shield bonus damage from Disruptors is a good move, Disruptor vs Disruptor battles are boring both to watch and play.
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On February 06 2016 01:59 crazedrat wrote:Show nested quote +On February 05 2016 22:05 todespolka wrote:On February 05 2016 07:12 Charoisaur wrote: No comment on ultras? Didn't he see byun vs curious? It's just bad design when two armies are trading even the entire game then suddenly ultras pop and it's gg. it just feels like terran is playing on a timer every game
Does zergs army not cost more than terrans bio army? Did they trade really even? Even does not always mean they have both the same things. That is unlikely in an asymmetrical game (its not chess or tic tac toe). Byun played those games like it was HOTS. He hardly had any liberators, his ghosts were late. ... Not a good game to point at as an example. It´s basically the same as zerg going full Roach/hydra mid game and eventually losing to <160 supply bio. You aim to kill your opponent before he get´s to a certain point.
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Ultras should also be addressed, they don't need 8 armor it's pretty BS that once ultras come out Terran has to go back to their base and turtle into mass ghost liberator.
It really does remind me of how mech currently is - "oh my opponent now has 10 broods and vipers, i must sit here and do nothing and turtle into mass viking raven liberator because my ground units now do nothing."
Except now the issue is the same thing for bio...once ultras are out your entire ground army is invalidated until you turtle for ghosts and liberators. It's pretty fucking stupid let's be honest.
And for people that don't understand why it's really stupid - it slows down the pace of the game and doesn't allow continual unit trades to happen when one player gets out their "super unit" that can beat everything.
The only way to take down that "super composition" is to turtle into your own bullshit "super composition" in this case ghost + liberator which is also questionable at best considering how flimsly ghosts are.
They honestly need to make it so if you use snipe, it will snipe and not have this stupid mechanic of "oh wow my ghost got hit now he does nothing!."
What other race has some idiotic handicap on a unit that makes the unit worthless if it gets hit in this manner? It's really makes no sense. If i paid for a unit that unit should 100% be able to do it's job, not have some handicap in place for it to be effective.
And to top that off about the current ghost snipe mechanic...then remember your opponent is literally box selecting ultras and right clicking to your army while you're doing physics equations to position your ghosts right and try to get snipes off that might be cancelled because of bad game design.
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On February 06 2016 03:34 avilo wrote: Ultras should also be addressed, they don't need 8 armor it's pretty BS that once ultras come out Terran has to go back to their base and turtle into mass ghost liberator.
It really does remind me of how mech currently is - "oh my opponent now has 10 broods and vipers, i must sit here and do nothing and turtle into mass viking raven liberator because my ground units now do nothing."
Except now the issue is the same thing for bio...once ultras are out your entire ground army is invalidated until you turtle for ghosts and liberators. It's pretty fucking stupid let's be honest.
And for people that don't understand why it's really stupid - it slows down the pace of the game and doesn't allow continual unit trades to happen when one player gets out their "super unit" that can beat everything.
The only way to take down that "super composition" is to turtle into your own bullshit "super composition" in this case ghost + liberator which is also questionable at best considering how flimsly ghosts are.
They honestly need to make it so if you use snipe, it will snipe and not have this stupid mechanic of "oh wow my ghost got hit now he does nothing!."
What other race has some idiotic handicap on a unit that makes the unit worthless if it gets hit in this manner? It's really makes no sense. If i paid for a unit that unit should 100% be able to do it's job, not have some handicap in place for it to be effective.
And to top that off about the current ghost snipe mechanic...then remember your opponent is literally box selecting ultras and right clicking to your army while you're doing physics equations to position your ghosts right and try to get snipes off that might be cancelled because of bad game design. If snipe cannot be canceled thats basically one-click auto kill. I would rather tone down ultras, ghost and liberators so that the interaction between those units is less binary.
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Muta ling bane is no longer feasible in zvt due to overpowered liberator splash damage. The fact that the lib splash damage completely wipes out corruptors too is a very good additional sign they need to be nerfed.
On February 05 2016 07:12 Charoisaur wrote: No comment on ultras? Didn't he see byun vs curious? It's just bad design when two armies are trading even the entire game then suddenly ultras pop and it's gg. it just feels like terran is playing on a timer every game Often times it can look like that but it's actually due to one player playing defensive while teching up, and the other player going full "mid game all in". So of course if you can play conservative while making it to the 3rd tech tier, and you opponent just stays on the same tech, then you should win.
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United Kingdom12022 Posts
+ Show Spoiler + and we would definitely combo this nerf with some sort of a mech buff. We could look into things many players have pointed out already such as: increasing Siege Tank damage slightly
Do this. Do it now!
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cant we just pls make ZvT a great match up again by making players do muta ling bane vs bio/mine or bio/tank
please
best match up ever
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On February 06 2016 04:23 Aocowns wrote: cant we just pls make ZvT a great match up again by making players do muta ling bane vs bio/mine or bio/tank
please
best match up ever
i think the whole point of game design is not making the player do anything. let the players and community resolve the meta, just try and make a fun game.
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I would like to see a siege tank range buff to 16 units and also a single target damage increase.
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There are several things they can try to adjust the Siege Tank.
- Adjusting the accuracy depending on the range from the target. The further it is, the more inaccurate the attack should be. If they improve the damage output(which should be the case if tankivacs get nerfed), you get Siege Tanks that don't accurately deal too much damage from afar but punish stuff from mid-range/close. Weapon upgrades should also improve the accuracy.
- Adjust the damage based on distance from target. Same as above except they always hit, but with less strength from afar.
- Adjust the fire rate depending on the range from the target. The closer the target is the faster the tank fires. Weapon upgrades should improve the fire rate.
There are more ways to make the tank very powerful, but punishable. If you decrease the turret rotation speed, fast or flanking units can punish it before it even fires.
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