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Community Feedback Update - February 4 - Page 9

Forum Index > SC2 General
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Wrath
Profile Blog Joined July 2014
3174 Posts
February 05 2016 20:12 GMT
#161
On February 06 2016 04:54 Loccstana wrote:
I would like to see a siege tank range buff to 16 units and also a single target damage increase.


Instead of Tanks range buff, we need Tempest's range nerf.
stilt
Profile Joined October 2012
France2754 Posts
February 05 2016 20:48 GMT
#162
On February 06 2016 04:30 ecnahc wrote:
Show nested quote +
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.


The nerf of the inject and the strengh of the liberators against mutas make this compo way weaker than before and the armies with ultras or ravagers are just boring no matter how you play them. Bio/mine vs mutaling was great because it involves great micro from both side with bait, spread, split, now, you have just to A+click and clicking some silly capacities like the good old time of BL/infest... Or like every protoss do. :D
The current design of this MU and the arrestation of Life are pretty depressing from a zerg pov, even more than the fantasized imbalance of the protoss.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
February 05 2016 21:06 GMT
#163
^Back in the bio-mine days everyone was complaining about how mindless and boring it was compared to marine+tank play.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
adMachine
Profile Joined February 2013
Australia54 Posts
February 05 2016 21:33 GMT
#164
+1 for the mech and tank buffs
Life is a weight, so lift it.
ejozl
Profile Joined October 2010
Denmark3486 Posts
February 05 2016 22:34 GMT
#165
On February 06 2016 04:54 Loccstana wrote:
I would like to see a siege tank range buff to 16 units and also a single target damage increase.

I think this would really help, but would limit map design too much.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
PPN
Profile Joined August 2011
France248 Posts
February 05 2016 23:26 GMT
#166
On February 06 2016 05:48 stilt wrote:
Show nested quote +
On February 06 2016 04:30 ecnahc wrote:
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.


The nerf of the inject and the strengh of the liberators against mutas make this compo way weaker than before and the armies with ultras or ravagers are just boring no matter how you play them. Bio/mine vs mutaling was great because it involves great micro from both side with bait, spread, split, now, you have just to A+click and clicking some silly capacities like the good old time of BL/infest... Or like every protoss do. :D
The current design of this MU and the arrestation of Life are pretty depressing from a zerg pov, even more than the fantasized imbalance of the protoss.


Yeah I must have hallucinated Aligulac's 41.82% PvZ in December and 44.78% in January and my own experience from ladder. PvZ is fine indeed. Since nothing is wrong, that must be why DK and his teams are tweaking the maps now.

Now if you'll excuse me, I'm going to go on ladder a-move my army of msc, oracles, phoenixes, disruptors and high templars.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 05 2016 23:32 GMT
#167
On February 06 2016 08:26 PPN wrote:
Show nested quote +
On February 06 2016 05:48 stilt wrote:
On February 06 2016 04:30 ecnahc wrote:
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.


The nerf of the inject and the strengh of the liberators against mutas make this compo way weaker than before and the armies with ultras or ravagers are just boring no matter how you play them. Bio/mine vs mutaling was great because it involves great micro from both side with bait, spread, split, now, you have just to A+click and clicking some silly capacities like the good old time of BL/infest... Or like every protoss do. :D
The current design of this MU and the arrestation of Life are pretty depressing from a zerg pov, even more than the fantasized imbalance of the protoss.


Yeah I must have hallucinated Aligulac's 41.82% PvZ in December and 44.78% in January and my own experience from ladder. PvZ is fine indeed. Since nothing is wrong, that must be why DK and his teams are tweaking the maps now.

Now if you'll excuse me, I'm going to go on ladder a-move my army of msc, oracles, phoenixes, disruptors and high templars.


Ah no wonder you are losing, you are using an awful unit composition! Take out Disruptors, and navigate to a chargelot/archon/immortal composition after phoenix. You are welcome in increasing your PvZ winrate .
When I think of something else, something will go here
PPN
Profile Joined August 2011
France248 Posts
February 05 2016 23:38 GMT
#168
On February 06 2016 08:32 blade55555 wrote:
Show nested quote +
On February 06 2016 08:26 PPN wrote:
On February 06 2016 05:48 stilt wrote:
On February 06 2016 04:30 ecnahc wrote:
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.


The nerf of the inject and the strengh of the liberators against mutas make this compo way weaker than before and the armies with ultras or ravagers are just boring no matter how you play them. Bio/mine vs mutaling was great because it involves great micro from both side with bait, spread, split, now, you have just to A+click and clicking some silly capacities like the good old time of BL/infest... Or like every protoss do. :D
The current design of this MU and the arrestation of Life are pretty depressing from a zerg pov, even more than the fantasized imbalance of the protoss.


Yeah I must have hallucinated Aligulac's 41.82% PvZ in December and 44.78% in January and my own experience from ladder. PvZ is fine indeed. Since nothing is wrong, that must be why DK and his teams are tweaking the maps now.

Now if you'll excuse me, I'm going to go on ladder a-move my army of msc, oracles, phoenixes, disruptors and high templars.


Ah no wonder you are losing, you are using an awful unit composition! Take out Disruptors, and navigate to a chargelot/archon/immortal composition after phoenix. You are welcome in increasing your PvZ winrate .


Welp. To be fair, it can only go up:

Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
February 05 2016 23:55 GMT
#169
On February 06 2016 05:10 Djangoobie wrote:
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.


Wouldn't it make more sense for theirr accuracy to be worse the closer they are?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
emc
Profile Joined September 2010
United States3088 Posts
February 06 2016 01:20 GMT
#170
fuck their concerns about TvT, is it really that bad? I think medivac tank pick up is the coolest thing in the game and I play zerg...
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2016-02-06 02:30:56
February 06 2016 02:17 GMT
#171
Map changes, all improvements imo.

Map diversity moving foward: I like the archetype concept, but so far everyone is vetoing the cheesy maps or the most imbalanced and pro series are played only in the so called macro ones. The series are not bad and the games that are played in the least liked maps because there are not enough vetoes are not better. While 7 standard maps with similar gameplay is bad, we don't need 7 vastly different maps, lets not move from one extreme to another.
How about this: 1-2 rush maps, that could be considered "rush" for different reasons (backdoors, wide ramps, small rush distance or other). 2-3 standard maps that can have a gold base or some creative feature and maybe some change in gameplay due to spawn positions. 1-2 macro maps, with big rush distance a relatively safe 3rd and many bases spread out, and 1-2 crazy maps that plays out differently.

disruptor: great change, imo. But i think its best to just tune down the extra damage, PvP right now is fun. While right now disruptors are too powerful (no doubt about it) if they are "removed" from the meta it will be a change for the worse, imo.

tank: It was suggested before but maybe remove the ability to drop the tanks sieged but allow them to be picked up. They are an important tool to play vs ravagers. Even if they are buffed terran will surely just play bio vs roach ravager if they cannot escape the biles. The matchup may become stale.
I suggest allowing them to be picked while sieged but they will automatically "unsiege" and ocupy the tank mode space on the medivac while also buffing the damage slightly.

PvZ: Protoss does need some buff, but its indeed a bit unclear what is the issue exactly. The simple answer is nerf mutas but if that means forcing zerg into ground compositions the matchup will change for worse. Might be best to target something else, indirectly making it easier for protoss to react to mutas. Less zerg favoured maps may do the trick too.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Gwavajuice
Profile Joined June 2014
France1810 Posts
February 06 2016 02:28 GMT
#172
On February 06 2016 10:20 emc wrote:
fuck their concerns about TvT, is it really that bad? I think medivac tank pick up is the coolest thing in the game and I play zerg...



yeah that the point, as a zerg you never play TvT.

+ Show Spoiler +
seriously it's bad, TvT always been a very deep match up with wide diversity, nowadays it's just the dumbest match up ever.
Dear INno and all the former STX boys.
CheddarToss
Profile Joined September 2015
534 Posts
February 06 2016 03:41 GMT
#173
On February 06 2016 11:17 Superbanana wrote:
Might be best to target something else, indirectly making it easier for protoss to react to mutas.

Like reducing Phoenix build time, to compensate for Chrono, which was nerfed to the ground.
Cyanocyst
Profile Joined October 2010
2222 Posts
February 06 2016 04:16 GMT
#174
As a Zerg player, i for one have enjoyed watching Tankivac play. Not sure why it seems so unpopular. Though obviously, you can't buff tanks while allowing them to be so mobile.

What if you could upgrade select tanks to have more dmg, for a small cost and then they loose the Tankivac ability?

The particular tanks you upgrade could have the mercenary skin from WOL on them to alert enemy's they hit harder.

After seeing TY use them so skillfully i don't want that kind of multi tasking to just be removed. Though i see why Terrans are making the argument for the trade off. This to me is the best of both worlds.

|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Cyanocyst
Profile Joined October 2010
2222 Posts
February 06 2016 04:25 GMT
#175
On February 06 2016 11:28 Gwavajuice wrote:
Show nested quote +
On February 06 2016 10:20 emc wrote:
fuck their concerns about TvT, is it really that bad? I think medivac tank pick up is the coolest thing in the game and I play zerg...



yeah that the point, as a zerg you never play TvT.

+ Show Spoiler +
seriously it's bad, TvT always been a very deep match up with wide diversity, nowadays it's just the dumbest match up ever.


Not that i've given Tankivacs much critical thinking (in terms of TvT) , though surely there's a better TvT related means of nerfing the tankivac without its entire removal.

Seems like too much too soon.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 06 2016 04:59 GMT
#176
I know it's just lore, but I still have a problem with the fact the entire reason siege tanks go into siege mode, is because it has such a big fucking attack it was considered artillery, and needs to fucking deploy into the ground to hold / stabilize itself. That's the entire reason siege tanks are immobile in the first place. Tankivacs totally shit on that concept.
halomonian
Profile Joined January 2012
Brazil255 Posts
February 06 2016 05:24 GMT
#177
I think we should stop looking at balance per se and look at how maps impact the matchups.

The current trend of big arenas and little to no chokepoints will always be somewhat zerg biased, especially with lurkers.
thoughts in chaos | enjOy[dream]
Tyrhanius
Profile Joined April 2011
France947 Posts
February 06 2016 06:43 GMT
#178
Concerning ZvP, i think the PO nerf will change a lot the meta game.
P need to build more army to take expansion, and can't no longer just take B3 with only 2 adepts and 1 MSC.

That means they need to build more army, and then have less economy at the beginning. So they need to make some early-midgame push to slow zerg economy, or rely more on AOE like colossus/disruptor/storm.


Need to wait imo, to see how progamer protoss developp new build order, before talking this soon about balance on the MU.

bObA
Profile Joined May 2012
France300 Posts
Last Edited: 2016-02-06 07:47:59
February 06 2016 07:44 GMT
#179
On February 06 2016 10:20 emc wrote:
fuck their concerns about TvT, is it really that bad? I think medivac tank pick up is the coolest thing in the game and I play zerg...



I agree.
Tanks are so lame without that. Actually tanks are the worst units in the game because you have to siege/unsiege them and that require a lot of micro, and you cannot siege them all at once, you have to split to avoid blinding cloud for example, and if you siege them too late you are dead.
They are really expensive and so immobile. Tankivac is a very good way to compensate that big lack.
When they are well used games are really funny to watch and that prevent tanks to get ravage by ravagers. And that kind of games are pretty fun to watch.

If you want to see more mech, you have to buff Thors because now they suck so much and combine again air and ground mech upgrade for example.
JW_DTLA
Profile Joined December 2015
242 Posts
February 06 2016 08:38 GMT
#180
Unpickupabble Tanks need +Massive and should stagger the ultralisk. Right now tankivac is critical for Terran midgame. If you make tanks unpickupable then every last tier 3 Z comp is going to eat tanks. BLs. Ultras. Vipers. All that will devour crappy tanks.
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