Community Feedback Update - February 18 - Page 10
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SlammerSC2
77 Posts
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pieroog
Poland146 Posts
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Isualin
Turkey1903 Posts
Watching TY juggle tanks with two medivacs while defending and harassing zergs was fun ![]() | ||
ZAiNs
United Kingdom6525 Posts
On February 19 2016 16:43 pieroog wrote: I am a little disappointed that there is no info on Mutas in PvZ at all. Protoss is so bound to have it countered blindly even though they can never show up which costs A LOT. The rest of tweaks seem reasonable, especially Tankivac being gone. By 'blind countering' you're either opening Phoenix (usually into Chargelot Archon Immortal) which provide so much value other than just being a Mutalisk deterrent, or using a Blink Stalker-based composition which is totally fine. Protoss has enough choice and nerfing the Mutalisk could make it useless in PvZ. | ||
Asturas
Finland587 Posts
I am very much against this change. And as usually no mentioning of Ultras in TvZ. Very disappointing. | ||
Deleted User 137586
7859 Posts
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Tresher
Germany404 Posts
On February 19 2016 08:09 avilo wrote: Ok 2 things i will write as constructive feedback as a player who's played Mech TvX for literally 95% of my SC2 games over the last 5-6 yrs that the game has been out: a) Siege tank needs more damage to trade better. It's great blizzard is taking a step here, is it enough damage? Maybe, that's what testing is for to be honest, and if it goes live people will find out pretty fast if it really does make the tank able to hold it's ground better or not. b) Even a bigger issue with mech...ANTI-AIR. Despite the siege tank sorta sucking...the worse problem is that mech cannot build an auto-attacking anti-air unit like the goliath to dissuade someone from just massing tempest, carrier, liberator, or broodlords. Mech cyclones/thors need to be strengthened versus air to the point that they actually can kill tempests/carriers/brood/liberators. There previously was a thor change that might have done something like this that was randomly scrapped... I can tell you 100% that every single mech game played at any decent level always devolves into both players spamming air units because mech can't go up to 8-10 factories and then switch production over to 8-12 goliaths like in SC1. Along the same lines, tempests are only 4 supply. Liberators are 3 supply. Broodlords are only 4 supply...i have written already two-three long posts about how air units are way too strong in LOTV and in SC2 in general. I honestly think blizzard has a really easy fix to the late game mass air deathball for all 3 races - increase the supply cost of all major air units in the game. What does this do? It makes it so Terran, Zerg, and Protoss ground armies in lategame always have more supply invested than an army that is pure air. So if someone wants to turtle to mass air, the player that is making ground units is the one that inherently has more of the advantage, can push the action, and then both players are encouraged to make ground units to constantly fight and trade, rather than turtle into air units that can't be shot at by half of the ground units in the game. Example changes; Tempest supply cost increased to 8. Carrier supply / BC supply increased to 8. Broodlord supply increased to 6 (corruptor 2 supply, broodlord morph 4 supply). Liberator supply increased to 4. Raven supply increased to 3 (along with possible revert of some of the previous nerts in some way). Viper supply increased to 4 (and parasitic bomb nerf hammered/removed since all these changes fix air). If something like the above is done, we would not see air dominating every single match-up in every single game in late game. It's just really frustrating to me as a Mech Terran that when i want to play Mech and be aggressive, i know that i basically can't be because my opponent sees i'm going mech and then starts massing tempests which invalidates every single unit i've built that's not a viking or raven. I can show everyone here a replay pack of about 10-20+ Mech TvP that i have attempted and every single one Protoss scouts i'm "going mech" and then the game devolves into 4-10 tempests forcing me to sit in base and turtle into 15-25 vikings because there's not a single unit, including mass mine, that can fight mass tempest that has splash damage underneath. The same applies to TvT - bio Terran will just start spamming 100% liberator+viking and if you do not turtle into mass viking/raven/liberator yourself you autolose the game. Mech needs an auto-attacking anti-air unit, and air needs to be toned down. All these great changes and you are still not satisfied -_- . This is a great step in the right direction of making ground Mech better. One step at a time. First make ground Mech good then we can look into the Anti-Air problem. Seriously. Stop fucking whining. | ||
deacon.frost
Czech Republic12128 Posts
On February 19 2016 17:14 ZAiNs wrote: By 'blind countering' you're either opening Phoenix (usually into Chargelot Archon Immortal) which provide so much value other than just being a Mutalisk deterrent, or using a Blink Stalker-based composition which is totally fine. Protoss has enough choice and nerfing the Mutalisk could make it useless in PvZ. Muta switch is still a thing though, and even if you scout it, with how the chrono was nerfed you cannot get out phoenixes(which are the only hard counter to mass muta) fast enough. Mutalisk is a problem in PvZ from WoL and it didn't get any better with fast regen, that's for sure(made the phoenix much required hard counter). It is a thing that requires attention, it's not a problem only in PvZ. Mutalisk is problem everywhere, look at the patch notes for mutalisk - bio damage on spores, plenty changes on phoenix, liberator, thor change, mine... Mutalisk is a problematic unit but instead of changing the root of the problem they are bending everything around it. | ||
BurningRanger
Germany303 Posts
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isrtor2
76 Posts
The increased tank damage is really needed in tvz and tvp so thats great, as has been said(again), there buff should probably be slightly larger. Now that siege tanks cannot be picked up, its good that the ravager corrosive bile is reduced(but what about other matchups?). Liberatos are really needed in tvp(as has been said) so nerfing their range will make it harder on terran, zoning the protoss army will be much harder and distruptor/storm/colosus will more easily hit. We will really only see the liberator being used with its range upgrade so only in late game situations. That being said, to be able to siege a mineral line early in the game is insane damage. What about the cyclone its 150gas but 120hp! why so expensive and weak! so far it has found use only for early game defensive purposes where it completely shuts down banshees/medivacs/decent against warp prism...redesign it? replace it with another unit? would like to see a unit that is more fun, not so expensive and weak.Terran really needs something new and fun from this expansion, and the 2 fun addons (tankivacs and liberators) are being nerfed/removed. The oracle is a great unit to tag enemy armies but it deals too much damage too quickly, killing workers too fast so its not fun having to play against it early game, having to be so defensive against it. it can force a whole mineral line off mining if there is no anti air building or a lot of units right near it, so why doesn't it get nerfed like the liberator? People are saying the lurker is bad in zvt thats not true, lurkers are great. There are so many ways to use them defensively and offensively, they are fun. As has been said, what about the swarm host? redesign it? replace it with new unit? | ||
Sapphire.lux
Romania2620 Posts
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Mugen93
16 Posts
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cmdspinner1
140 Posts
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Isualin
Turkey1903 Posts
On February 19 2016 18:22 Mugen93 wrote: So for Terran there will be pretty much the same of hots now, no new micro, no new mechanics, maybe is time to switch race cause this is really boring. I am not talking about balance of these units here but i am also jealous of the new toys protoss and zerg has with lotv. Warp prism range upgrade, lurkers, vipers with parasitic bomb, disruptors, ravagers and adepts are both cool and effective. Liberators certainly has a lot of utility(short range anti air, mineral line harass, sieging and zoning) but their liberation ability does not need a lot of thought. Reapers are much better now but they are still only viable for a few minutes at the beginning of the game. | ||
Penev
28440 Posts
On February 19 2016 17:32 Tresher wrote: All these great changes and you are still not satisfied -_- . This is a great step in the right direction of making ground Mech better. One step at a time. First make ground Mech good then we can look into the Anti-Air problem. Seriously. Stop fucking whining. You can agree with his post or not but I don't see how it is whining. It seems you just don't want him to express his opinion at all which is unreasonable, to put it mildly. | ||
deacon.frost
Czech Republic12128 Posts
On February 19 2016 18:22 Mugen93 wrote: So for Terran there will be pretty much the same of hots now, no new micro, no new mechanics, maybe is time to switch race cause this is really boring. Nothing new, except for Liberators(new micro, new mechanics). Nothing new in micro department except for reaper grenades that can, I don't know, move queens of the ramp so your hellions can get into the zerg base. No new cyclone and no new micro with its lock on mechanics... But yeah, NOTHING NEW. Blizzard, how dare you! You released Terran expansion first so they don't get too many new goodies later! That's so evil!! My sarcasm detector is probably off or I really don't know where do these people come from ![]() | ||
seemsgood
5527 Posts
On February 19 2016 18:22 Mugen93 wrote: So for Terran there will be pretty much the same of hots now, no new micro, no new mechanics, maybe is time to switch race cause this is really boring. Reaper and cyclone.But it only has use in early game so kinda let down. Right now terran is more positional and i like it. | ||
Sapphire.lux
Romania2620 Posts
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Senkii
Hungary37 Posts
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dNa
Germany591 Posts
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