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Community Feedback Update - February 18 - Page 14

Forum Index > SC2 General
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jalstar
Profile Blog Joined September 2009
United States8198 Posts
February 19 2016 18:41 GMT
#261
On February 20 2016 02:06 ivancype wrote:
Siege Tank pick up was one of the craziest and coolest ideas Blizzard had for LotV, please dont remove it (at least not entirely).


Some people have suggested being able to pick up tanks in siege mode, but they get dropped in tank mode.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
February 19 2016 18:43 GMT
#262
I'm with snute on looking for another solution for the rav and lib. I'm fine with the liberator, and it seems like TvP would be really tough. Rav with 45 damage vs buildings seems rather boring from a playing and spec'ing standpoint. I don't use ravagers much as is, and that would just totally kill it for me. Maybe increasing the morphing time would help for PvZ? I was always surprised by how fast they morph, and plus it doesn't require lair tech.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2016-02-19 18:49:49
February 19 2016 18:49 GMT
#263
Mmmm. Tanks. I've been waiting a long time to fulling my fantasy.

#editor #lulz

I think I like all of these changes. Though--and I've been saying this for ages--the Liberator upgrade being on Fusion Core tech is crazy-talk. If you're going to nerf the vast majority of Liberator usage, please at least make the upgrade slightly more accessible. This is going to nerf TvP again.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
CheddarToss
Profile Joined September 2015
534 Posts
February 19 2016 18:51 GMT
#264
On February 19 2016 23:26 ZAiNs wrote:
Show nested quote +
On February 19 2016 22:54 CheddarToss wrote:
On February 19 2016 17:14 ZAiNs wrote:
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.

"Make it useless"...how so when currently they are an auto win for the zerg if protoss don't respond with double stargate immediately?

That being said I'm not for nerfing Mutas, because they are already rather weak in ZvT. I want a Stalker AA buff instead. Something like flat 14 dmg instead of 10+4 vs armored.

You don't need to response with double Stargate immediately if you are using a Stalker-based composition. They need to commit hard to a ridiculous number of Mutalisks in order to make Phoenix necessary, and Zerg can't really do that without dying unless the Protoss never even tries to be aggressive or scout. The only time you need to be really careful is when going Chargelot Archon Immortal without a Stargate, then yes it's extremely difficult to play if they surprise you with Mutalisks, but if you skip the Stargate tech then be sure you have the game sense to sniff out Muta play.

Protoss currently has enough variety in unit composition against Zerg that it's not a problem that the Mutalisk restricts it slightly.

So the fact that almost every Korean Protoss player goes for double gate into double stargate is "restricts it slightly" in your opinion?
Charoisaur
Profile Joined August 2014
Germany16095 Posts
February 19 2016 19:00 GMT
#265
On February 20 2016 03:49 TimeSpiral wrote:
Mmmm. Tanks. I've been waiting a long time to fulling my fantasy.

#editor #lulz

I think I like all of these changes. Though--and I've been saying this for ages--the Liberator upgrade being on Fusion Core tech is crazy-talk. If you're going to nerf the vast majority of Liberator usage, please at least make the upgrade slightly more accessible. This is going to nerf TvP again.

Making the upgrade researchable directly at fusion core would help. So you don't have to cut liberator production to get a techlab.
Many of the coolest moments in sc2 happen due to worker harassment
ejozl
Profile Joined October 2010
Denmark3552 Posts
February 19 2016 19:32 GMT
#266
I think Corrosive Bile should deal less damage to structures instead (maybe no damage at all to make it simple). As Snute said it is crucial for fighting against Protoss and as already seen in the balance patch, it is crucial vs Liberators.
Yes it's strong vs Tanks, but so many things are strong vs Tanks, which is why I believe you should be able to retreat with them in Medivacs and not drop them in Siege Mode again.

If Corrosive Bile didn't do damage to structures I don't think that it would enable Forge expands, but it would be cool if it did. As in all diversity is good for the game. Banes should be the counter to wallins, not Corrosive Bile. Even Zergs should be able to Spine up and be somewhat safe in ZvZ, this is not achieved by the current change.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17879 Posts
Last Edited: 2016-02-19 19:46:18
February 19 2016 19:39 GMT
#267
On February 20 2016 00:58 Garmer wrote:
not with the upgrade of +10 shield which will bring marine to a 55


if the Siege mode were an upgrade then i could see them moving it up to 45+.
i'll be surprised if they bump it up to 45+ while still having no upgrade requirement.

i play at about 130 apm and so the first thing i reach for are buffs that require zero micro. so for me that combat shield upgrade is as essential as water and oxygen. so guys like me should really get that shield thing all the time. i'm not so sure that is the case with higher APM play levels though.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-02-19 19:50:34
February 19 2016 19:49 GMT
#268
I think tanks 1 shotting lings makes total sense....

Marine maybe not.

I just never want to see people picking up tanks in siege mode and boosting them to chase a retreating enemy. That's just... SO NOT what the tank is about...

I'd watch it though with the tank buffs. I played Terran in BW... i had my fair share of tank fun so I get it... But also the tank can always be used with Bio and Liberators. 1/1/1 pushes with super tanks are going to be tough to stop.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 19 2016 20:12 GMT
#269
On February 20 2016 03:49 TimeSpiral wrote:
Mmmm. Tanks. I've been waiting a long time to fulling my fantasy.

#editor #lulz

I think I like all of these changes. Though--and I've been saying this for ages--the Liberator upgrade being on Fusion Core tech is crazy-talk. If you're going to nerf the vast majority of Liberator usage, please at least make the upgrade slightly more accessible. This is going to nerf TvP again.


That would force zerg to go 2 base spire every game.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
February 19 2016 20:21 GMT
#270
I cant wait for the siege tank buff. I dont even want to play the game until the patch comes.

I'm gonna mech it happen man. lol
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2016-02-19 21:09:52
February 19 2016 20:56 GMT
#271
On February 20 2016 04:32 ejozl wrote:
I think Corrosive Bile should deal less damage to structures instead (maybe no damage at all to make it simple). As Snute said it is crucial for fighting against Protoss and as already seen in the balance patch, it is crucial vs Liberators.
Yes it's strong vs Tanks, but so many things are strong vs Tanks, which is why I believe you should be able to retreat with them in Medivacs and not drop them in Siege Mode again.

If Corrosive Bile didn't do damage to structures I don't think that it would enable Forge expands, but it would be cool if it did. As in all diversity is good for the game. Banes should be the counter to wallins, not Corrosive Bile. Even Zergs should be able to Spine up and be somewhat safe in ZvZ, this is not achieved by the current change.

It all depends on what exactly Blizzard is comfortable with in terms of bonus damage. Please correct me if I'm wrong, but I don't think there is a reduced damage to x modifier for any unit. For instance, when Blizzard nerfed the old snipe they refashioned it into dealing bonus damage to psionic instead of dealing reduced damage to massive, which was a popular community suggestion. And I don't think there is any unit which deals common bonus damage to structures, similar to how bonus damage to armored/light/bio works. There existed (afaik) two units with special bonus damage to structures in banelings and reapers (with old grenades), but that's about a different choice in targets which triggers a different attack, it's not about the same attack hitting and dealing bonus damage. (though your suggestion of corrosive bile not damaging structures at all could work I guess)

So it might be that bonus damage to bio is Blizzard's only acceptable compromise in nerfing corrosive bile vs structures, and they rationalize it by pointing out the ravager's strength vs protoss. And they might be happy having the ability to target specific match-ups in the future by e.g. changing the bonus damage to bio to +10 or +20 from +15 in the future.

And maybe there is an edict in the SC2 team that you can not have abilities which deal reduced damage to certain targets because 1. players feel like they are punished 2. players will interpret subtraction as addition due to habit and 3. humans are worse at subtraction than addition, since I'm sure this is a piece of player psychology Blizzard is aware of. I don't really know of course, but it's fun to speculate.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2016-02-19 21:20:09
February 19 2016 21:18 GMT
#272
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.
[url]http://i.imgur.com/lw2yN.jpg[/url]
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
February 19 2016 21:18 GMT
#273
I like the liberator nerf. I don't think it was "intended" to be a harassing unit like we see now (as its harassment is pretty boring). It is fine to use units in "uninteded" ways, but right now the liberator seems a little bit too all-purpose, as it is basically never a bad idea to make a liberator. I think a -1 to the ground range will be enough to make liberator harassment a lot less attractive (but still somewhat viable), while still keeping the unit strong as defensive/counter unit.

I'm really on the fence about the tankivac change. I kinda, sorta like seeing tankivac play, but it does basically crush the core identity of the unit. Like other posters have mentioned, maybe it needs a range buff more than a damage buff, if tankivac pick-ups go away. I'll be interested to see how it plays out. Terrans will definitely being doing a lot more 1-1-1 style all ins against protoss if the change goes through (and they might be nearly unstoppable if the liberator range doesn't get nerfed).
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
CyanApple
Profile Joined February 2016
48 Posts
Last Edited: 2016-02-19 21:53:07
February 19 2016 21:29 GMT
#274
Great changes imo.

It shouldn't be possible for terrans to go mech only, just like it isn't possible for protoss to go robo only. Terrans should have their basic/core units (marines+medivacs) which they supplement with favoured (or situationally necessary) units.
This solves many problems, as there's no need for mech AA and no necessity for a hard transition from mech to air, as you have bio to at least half-effectively trade with air and tanks to put pressure on the opponent at the front, while transitioning. With the update, tanks can get to the front faster by medivacs, without engaging unfairly into defenses, since they have to siege first.
For this to be viable, MMM shouldn't be AS strong on their own as they are right now and supplementary units should have more impact.

The same holds for protoss, as they aswell produce out of production buildings. Their core unit should be stalker (less so the adepts - they should be a situational/harass unit that trades off well in earlygame), as it can fight against ground and air. It is then supplemented with further tech units.

Due to basically the same unit production method, this matchup is to some degree sort of a mirror matchup, in which it is risky to open with tech, as it can be hardcountered.
Against zergs however this is different, as they are not bound to production buildings. As a tradeoff, zergs dont have an early core unit, but can mass-transition easier to put pressure on the oponent later in the game.

Imo this puts the races into perspective and should stop discussions about massive redesigns of certain tech paths.

I have a question, though. Why is it, that an early ravager push is hard to stop and comes with such a low risk? Terrans and protoss can't produce enough air units (or other ravager-countering units) early enough, right?
This is the only problem I see currently after this "test update". To avoid this, ravagers should be delayed (eventhough they are a great counter to reapers due to their range) - their damage doesn't need to be reduced. For that cause and to avoid mass ravagers, spamming biles on immobile targets, their supply should be increased.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
February 19 2016 21:35 GMT
#275
On February 20 2016 06:18 HardlyNever wrote:
I'm really on the fence about the tankivac change. I kinda, sorta like seeing tankivac play, but it does basically crush the core identity of the unit.

The deck seems highly stacked against the siege tank. Smart and self-conscious, it is burdened with expectations by the success of its older brother and lives to disappoint. Ill-suited to the new environment it keeps trying and when it finally does become useful it is accused of selling out and abandoning its core identity. Still we all have a soft spot for it.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17879 Posts
February 19 2016 21:38 GMT
#276
On February 20 2016 04:49 DinoMight wrote:
I just never want to see people picking up tanks in siege mode and boosting them to chase a retreating enemy. That's just... SO NOT what the tank is about...

as much as i liked Siege Tank hot pickups.. you've got a good point here.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
quesquecest
Profile Joined February 2016
1 Post
February 19 2016 22:06 GMT
#277
The "siege tank pickup into normal tank mode when dropped" seems like the natural conclusion. Surprised Blizz isn't talking about it.

In any case, if medivacs can't pickup tanks in siege mode, surly phoenix should have the same limitation. They are either bolted to the ground or they are not. I thought this was so weird back in the previous expansion logic-wise.
Naracs_Duc
Profile Joined August 2015
746 Posts
February 19 2016 22:19 GMT
#278
On February 20 2016 06:38 JimmyJRaynor wrote:
Show nested quote +
On February 20 2016 04:49 DinoMight wrote:
I just never want to see people picking up tanks in siege mode and boosting them to chase a retreating enemy. That's just... SO NOT what the tank is about...

as much as i liked Siege Tank hot pickups.. you've got a good point here.


Well, Siege Tanks are also really terrible examples of real tanks. It really should be a called something else we are talking about verisimilitude.
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
February 19 2016 22:32 GMT
#279
I don't know why they are avoiding changing protoss so hard... @_@;; At least fix the colo damage ~.~
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
February 19 2016 23:00 GMT
#280
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.

You cannot buff the tanks with this and don't give them overkill. Can you imagine the mayhem this would create with smart fire? Probably not.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
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