If there is marauder's poll or colussus's poll in beta i guess the negative vote easily overwhelm other.
Community Feedback Update - February 18 - Page 11
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seemsgood
5527 Posts
If there is marauder's poll or colussus's poll in beta i guess the negative vote easily overwhelm other. | ||
zakadar
Germany409 Posts
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Hider
Denmark9341 Posts
On February 19 2016 18:56 zakadar wrote: to pick up siege tank but then they are unsieged would be fine but a complete remove would be boring no mor micro possible to dodge corrosive biles or save them Agree. I think its funny when you use it to dodge skillshots/safe them. | ||
Sandinista
United States3 Posts
Blizzard, If you want BW Siege Tanks then do them right - they did massive single target damage along with the splash. If not, do your own thing with them! Flying Tanks are cool! | ||
JackONeill
861 Posts
On February 19 2016 19:13 Hider wrote: Agree. I think its funny when you use it to dodge skillshots/safe them. When I see things like that I wanna shoot myself : NO ONE CARES IF IT "LOOKS" COOL. It's been ruining TvT for more than 3 months, that's what matters, and that why it needs to go ! | ||
Cyro
United Kingdom20274 Posts
yeah it would survive with 4hp even if they all fired at the same time ----- As for design: I don't really understand the people who would rather have a weak flying tank instead of a strong immobile tank, given that you can't do both at the same time (adding power in one form means that you have to reduce it in the other for balance reasons) The immobility is very core to the unit design - it's a siege tank. | ||
Tresher
Germany404 Posts
On February 19 2016 18:37 Penev wrote: 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. Read what I wrote. I never said he is not allowed to express his opinion. Please don´t put words in my mouth. I know he has some good feedback from time to time but in 92% of this time its overshadowed by his constant swearing/complaining. Mech players asked for years for a Tank damage buff. Now we might finally get it and the first thing he writes is: "Tanks need more Damage. " . To me this is whining because he is STILL NOT SATISFIED. If he would have wrote something like: "Damage buff for the Tank, thats great. The next thing you guys should look into is Anti-Air capability for Mech" then it would be much better feedback than :" Moar damage plox. Can´t build 20 Tanks without getting destroyed by 20 Tempests" (I have seen him do that, complaining about it included). Hey I even agree that Mech needs some tweaks in the ground to air department. But like I said: One step at a time. To me Blizzard showed that they are willing to make Mech better with this Update ( alot of people thought they gave up on it and Mech is a lost cause) and Im sure they will take a look at Anti-Air when this Updates go trough and Ground Mech is stronger in the Zoning department. | ||
Vanadiel
France961 Posts
On February 19 2016 19:50 Cyro wrote: yeah it would survive with 4hp even if they all fired at the same time ----- As for design: I don't really understand the people who would rather have a weak flying tank instead of a strong immobile tank, given that you can't do both at the same time (adding power in one form means that you have to reduce it in the other for balance reasons) The immobility is very core to the unit design - it's a siege tank. Quite simple, we all have play against mech, and for some people, including me, the experience against it is 95% of the time playing against turtle fest. I enjoy very much a game where it's a battle of mechanics, decision and position and thus I liked tankivacs (although I agree it was problematic in TvT), rather than who is going to be the most patient and turtle better. When I watch this thread and post like those of Avilo, what I learn is that mech terran wants an even bigger buff of the tank, sometimes with a bigger range and less supply, stronger cyclone AA, and a nerf of lategame Air units. Am I wrong in assuming that? Because then what I read, is that they want an unbreakable ground army, especially in defensive position, and no late game solution to play against it. That will lead, in my opinion, only to even more turtle play which is completely boring, or more accurately, that turtle play will be the most efficient way to win the game. I've always thought that the whole "buff the tank and we won't turtle I promise" argument is completely wrong, and thus I fear we're going to get a repeat of the end of HoTS. | ||
Sapphire.lux
Romania2620 Posts
On February 19 2016 20:31 Vanadiel wrote: Quite simple, we all have play against mech, and for some people, including me, the experience against it is 95% of the time playing against turtle fest. I enjoy very much a game where it's a battle of mechanics, decision and position and thus I liked tankivacs (although I agree it was problematic in TvT), rather than who is going to be the most patient and turtle better. When I watch this thread and post like those of Avilo, what I learn is that mech terran wants an even bigger buff of the tank, sometimes with a bigger range and less supply, stronger cyclone AA, and a nerf of lategame Air units. Am I wrong in assuming that? Because then what I read, is that they want an unbreakable ground army, especially in defensive position, and no late game solution to play against it. That will lead, in my opinion, only to even more turtle play which is completely boring, or more accurately, that turtle play will be the most efficient way to win the game. I've always thought that the whole "buff the tank and we won't turtle I promise" argument is completely wrong, and thus I fear we're going to get a repeat of the end of HoTS. Did you consider TvT mech vs bio in HOTS and WOL a "turtle fest" ? Because if yes, then it means you just don't like mech; if no, then that is what mech Terrans want in TvZ and TvP, and not what we actually got in HOTS due to Ravens. | ||
Mirann
4 Posts
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ejozl
Denmark3326 Posts
On February 19 2016 19:50 Cyro wrote: yeah it would survive with 4hp even if they all fired at the same time ----- As for design: I don't really understand the people who would rather have a weak flying tank instead of a strong immobile tank, given that you can't do both at the same time (adding power in one form means that you have to reduce it in the other for balance reasons) The immobility is very core to the unit design - it's a siege tank. even with armour they would survive due to zerg regeneration. | ||
Vanadiel
France961 Posts
On February 19 2016 20:42 Sapphire.lux wrote: Did you consider TvT mech vs bio in HOTS and WOL a "turtle fest" ? Because if yes, then it means you just don't like mech; if no, then that is what mech Terrans want in TvZ and TvP, and not what we actually got in HOTS due to Ravens. It depends, mech in TvT is better than TvZ for sure, although some game were turtlefest into skyterran vs Skyterran, especially in mech vs mech. Of course, some mech games were good from times to times, imo mostly because the other player was playing a bio style, but I mean, even some SwarmHost games were good from times to times, that does not make the playstyle overall interesting. I can like mech, as in Brood War, or in general I appreciate when you have a defensive player with positional play vs agressive player like we see in PvT in the current metagames with liberator. What I don't like is when "not attacking" is the best option for you to play against. That's why mech in TvT was a bit more interesting than in TvZ, because Terran has more tools with the dps of stim marauders and medivacs boost. Tanks are just too reliable in its design given the range, IA, pathing, unlimited selection, static defense in Starcraft 2, that a strong enough tank which can hold its ground will force you never to attack. I'm not interested in a game like that. | ||
JCoto
Spain574 Posts
Next step: Hellions and Banshees are no longer Light, but Hellbats are. Study rebalance of the Hellbat. - Banshees are not hardcountered by Phoenix. - Hellions are no longer hardcountered by Adepts or Banelings (Banelings are not their main counter most of the time Btw) | ||
JCoto
Spain574 Posts
On February 19 2016 21:00 ejozl wrote: even with armour they would survive due to zerg regeneration. Until +1 kicks in. | ||
brickrd
United States4894 Posts
On February 19 2016 19:50 JackONeill wrote: When I see things like that I wanna shoot myself : NO ONE CARES IF IT "LOOKS" COOL. It's been ruining TvT for more than 3 months, that's what matters, and that why it needs to go ! my problem with tank pickups against Z and P is that it goes one of two ways: either there's an extremely high limit for pro level micro to increase the efficiency of the fight, which lends itself to one-sided outcomes with little counterplay (similar to force fields in HOTS!) or the micro limit is lower and generally the opponent will just have enough army to crush through the fight anyway. i understand LOTV is supposed to be about more individual unit micro and micro winning fights, but watching someone pull tanks away from you while you hopelessly try to fight isn't fun or good gameplay, and i'm sure on the opposite side if tanks still aren't strong enough it's not much fun to spend all your APM microing them and still lose anyway i just don't think tank pickups are a stable design, it's too strong/too weak and i am very skeptical that they could ever find the perfect middle ground | ||
Mozdk
Denmark6989 Posts
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Sapphire.lux
Romania2620 Posts
On February 19 2016 21:07 Vanadiel wrote: It depends, mech in TvT is better than TvZ for sure, although some game were turtlefest into skyterran vs Skyterran, especially in mech vs mech. Of course, some mech games were good from times to times, imo mostly because the other player was playing a bio style, but I mean, even some SwarmHost games were good from times to times, that does not make the playstyle overall interesting. I can like mech, as in Brood War, or in general I appreciate when you have a defensive player with positional play vs agressive player like we see in PvT in the current metagames with liberator. What I don't like is when "not attacking" is the best option for you to play against. That's why mech in TvT was a bit more interesting than in TvZ, because Terran has more tools with the dps of stim marauders and medivacs boost. Tanks are just too reliable in its design given the range, IA, pathing, unlimited selection, static defense in Starcraft 2, that a strong enough tank which can hold its ground will force you never to attack. I'm not interested in a game like that. I agree with the reasons for why TvT mech was more interesting. Bio was not as strong in fights but had mobility. I think this is a big part of the reason as to why mech vb z and P is not as cool; instead of a mobile and aggresive army, Z and P, mostly P, can just go mass air and then all the factory units are nullified so the game goes in turtle mode with both massing air. A stronger Tank i think gives Terran the option to punish an early air transition to Tempests or Carriers or BL, and so have a more interesting game where Z/P has to make a lot of ground units and we get to see more fights throughout the game. I think it's true that at first some players will have difficulty with that, because they have been used to 1a "counter" units like Immortals or just skip everything and go to air. It's going to take a bit of time until they get in the mindset of having the superior mobility and probably eco, and make use of that through multitasking and coordinated attacks. Like bio vs mech has to or like P had to in BW. | ||
seemsgood
5527 Posts
And map doesn't cover much vs bios.It is more likely bring back WOL than HOTS. | ||
royalroadweed
United States8301 Posts
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Big J
Austria16289 Posts
On February 19 2016 21:30 Sapphire.lux wrote: I agree with the reasons for why TvT mech was more interesting. Bio was not as strong in fights but had mobility. I think this is a big part of the reason as to why mech vb z and P is not as cool; instead of a mobile and aggresive army, Z and P, mostly P, can just go mass air and then all the factory units are nullified so the game goes in turtle mode with both massing air. A stronger Tank i think gives Terran the option to punish an early air transition to Tempests or Carriers or BL, and so have a more interesting game where Z/P has to make a lot of ground units and we get to see more fights throughout the game. I think it's true that at first some players will have difficulty with that, because they have been used to 1a "counter" units like Immortals or just skip everything and go to air. It's going to take a bit of time until they get in the mindset of having the superior mobility and probably eco, and make use of that through multitasking and coordinated attacks. Like bio vs mech has to or like P had to in BW. Why do you have the choice but I don't? That sounds aweful. I don't have the superior mobility or eco by default. I can choose them if you choose not to have anything that challenges that. When Mech is viable I also want a slow style to play with against it, like Swarm Hosts or Broodlords, since I really don't want to all-in everygame. | ||
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