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Community Feedback Update - February 18 - Page 4

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 2 3 4 5 6 20 21 22 Next All
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 18 2016 20:37 GMT
#61
People here won't be happy until tanks one shot everything.

Great changes, but hopefully it's still possible to pressure toss with roach ravager
chipmonklord17
Profile Joined February 2011
United States11944 Posts
February 18 2016 20:38 GMT
#62
On February 19 2016 05:19 Glorfindel! wrote:
I dont understand the Liberator change, someone cares to explain?


You can't nerf ravagers without nerfing tanks/liberators without killing ZvT. If it takes more corrosive bile to kill a liberator than previously you can't also have liberators effortless removing a mineral line.
Deathstar
Profile Blog Joined May 2010
9150 Posts
February 18 2016 20:38 GMT
#63
On February 19 2016 05:35 Gullis wrote:
Show nested quote +
On February 19 2016 05:00 StarscreamG1 wrote:
Ravager 3 shots? Haven't they 120 HP and 1 point auto regen?

plus it has 1 armor.
This doesn't even seem to make the tank 3 hit it, it still takes 4 hits or am I going full retard now?


No it takes 4 hits. I think the damage will be bumped by 5 or something to actually make it 3 hits.
rip passion
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 18 2016 20:40 GMT
#64
On February 19 2016 05:19 Glorfindel! wrote:
I dont understand the Liberator change, someone cares to explain?


Ravagers take one more shot to kill them so they want spores and Queens a more viable option vs them early game
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2016-02-18 20:44:19
February 18 2016 20:43 GMT
#65
On February 19 2016 05:10 Vindicare605 wrote:
Show nested quote +
On February 19 2016 04:50 PickyProtoss wrote:
I will miss the siege tank being lifted in siege mode, for me it was symbolic of change, it was one of the first time in a while where we saw organic innovation. Now it's gone, siege tank back to being a boring unit.


In your opinion.

My opinion is that the Tankivac is a terrible design that completely destroys the concept behind the transforming Siege Tank.

The Siege Tank is in my opinion one of the best designed RTS units of all time. Leave its design alone.


Yep, tankivacs just ruined the game for me, especially TvT. It's a good change for the players and that's what matters in the long run.
... einmal mit Profis spielen!
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2016-02-18 20:46:42
February 18 2016 20:45 GMT
#66
On February 19 2016 05:32 Glorfindel! wrote:
Show nested quote +
On February 19 2016 05:27 Dangermousecatdog wrote:
On February 19 2016 05:19 Glorfindel! wrote:
I dont understand the Liberator change, someone cares to explain?

There were spots in certain maps where a liberator could give freedom to drones without the queens being able to shoot back.

But is range just decreased by one?
That is the change?
Sorry, I misunderstood. i thought you was asking for an explanation. Yes, liberator will get -1 freedom mode. When the fusion core upgrade is researched it will have the same full range it had before with the fusion core upgrade. So compared to previous version it has -1 range and then with the upgrade it will comparitively have +1 range to have +0 difference in range with the upgrade. That's how I have understood it. I don't know why whoever writes these have no idea how to communicate clearly.
Scarlett`
Profile Joined April 2011
Canada2393 Posts
February 18 2016 20:47 GMT
#67
On February 19 2016 04:49 blade55555 wrote:
Show nested quote +
On February 19 2016 04:37 FireCake wrote:
Lurker is useless in ZvT
Now Ravager is useless in ZvT

YES YES YES §§§


I don't think either of those units are going to be useless with this buff. Don't forget, no more flying tanks which is going to make killing siege tanks a million times easier.

I actually think Ravager rushes might potentially be OP now because Terran will have 1 siege tank and now he can't pick it up to micro against the rush.

I may be wrong, but I don't see Ravagers or Lurkers being useless!

id say the opposite the damage nerf on bile pretty much kills proxy hatch ravager cuz you can just repair forever and when you get a tank just put it far back
Progamer
Deleted User 132135
Profile Joined December 2010
702 Posts
February 18 2016 20:49 GMT
#68
Good changes.

Still liberators will stay too overpowered (also and especially in air vs. air fights) compared to the other tools terran has.
I am sure that ravagers and tanks need more tweaking as well.

But things seem to go the right way.

purakushi
Profile Joined August 2012
United States3301 Posts
February 18 2016 20:50 GMT
#69
1. Buff sieged tank damage
2. Change siege tank deploy/attack sound to BW's
3. Profit???
T P Z sagi
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 18 2016 20:52 GMT
#70
On February 19 2016 05:35 KeksX wrote:
Show nested quote +
On February 19 2016 05:19 Eiltonn wrote:

Well maybe it is but the design of pretty much everything else in SCII fucks over the Siege Tank super badly. The concept of siege and being in a fixed position cant possibly work when other units can simply teleport (Stalkers), take the fire and kill the tank with ease (Immortal) or even prevent the fking tank from firing at all (blinding cloud). Also corrosive bile shreks the tank easily now since u cant prevent the hit. And dont forget the Siege Tank costs 125 gas/3 supply and building them takes a long time.


I mean, banelings in theory absolutely demolish Marines, but sometimes infinite amounts of banelings don't do anything.


You're misremembering. TRUE definitely won that series.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 18 2016 20:55 GMT
#71
Yay, seige tanks!
Moderatorshe/her
TL+ Member
MockHamill
Profile Joined March 2010
Sweden1798 Posts
February 18 2016 20:58 GMT
#72
I agree 100 % with all the changes. They are well thought out and would improve the game.

Mech will still not be playable in TvP due to Adepts shading on top of tanks and Tempest only costing 4 supply, but at least mech should be viable in TvT and TvZ.
imre
Profile Blog Joined November 2011
France9263 Posts
February 18 2016 20:59 GMT
#73
Random liberator nerf but i guess Korea and TvP doesn't count.
Siege tank buff will be huge for TvT, possibly vP but it looks a bit weak vZ.
Zest fanboy.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 18 2016 21:00 GMT
#74
On February 19 2016 04:42 pure.Wasted wrote:
Show nested quote +
On February 19 2016 04:25 Loccstana wrote:
I am against the liberator range nerf. This is a large impact on TvP since liberators are essential for holding certain types of all-ins.

Instead of a damage buff, how about a siege tank range buff instead? Also keep the medivac pickup since it is exciting to watch and promotes micro oriented play.


Agreed about the tank 100%. Their damage output isn't the core issue. The fact that other units can close the distance to a tank line basically at a whim is the issue. This was impossible in BW. This is what gave tanks their power.

And that is what Medivac pickup emulated, in a roundabout way. It gave tanks "extra range." That's what they need.



An hp buff or supply/cost reduction could do the same thing. It's not just about closing the distance, units in SC2 deal much more dps than their BW counterparts. That means units that can close the distance can kill the tanks much faster than their equivalent BW counterparts. And with tanks costing more resources and supply, terrans generally have fewer tanks than in BW.
Xenotolerance
Profile Joined November 2012
United States464 Posts
February 18 2016 21:03 GMT
#75
On February 19 2016 04:11 SetGuitarsToKill wrote:

Medivacs can’t pick up Siege Tanks in Siege Mode


This change will give us some room to increase the damage of Siege Tanks


YES

Siege Tank damage increased from 35 (50 vs. armored) to 40 (60 vs. armored)


NO
www.alonetone.com/xenotolerance
AbouSV
Profile Joined October 2014
Germany1278 Posts
February 18 2016 21:04 GMT
#76
Overall good changes, but I am concerned by this:

On February 19 2016 04:11 SetGuitarsToKill wrote:
Medivacs can’t pick up Siege Tanks in Siege Mode

This seems to be a main reason to play bio instead of mech. By removing this ability, and giving more strength to the Siege Tank, we wonder if we can have this clear distinction between the two playstyles appear once again.


As many, I like the idea of flying tanks (see TY vs Solar just amazing game), but also I like that Terran has a wider choice instead of just building only one type of production build and having the other one flying around.
I am really not found of them praising this
Hotshot
Profile Joined November 2004
Canada184 Posts
February 18 2016 21:07 GMT
#77
Overall seems good, id be interesting how this pans out.

I also think lurkers are an issue. Too much range and damage.
Dungeontay
Profile Joined December 2015
126 Posts
February 18 2016 21:15 GMT
#78
I guess mech is back....
Zzz
MiniFotToss
Profile Joined December 2013
China2430 Posts
February 18 2016 21:16 GMT
#79
LOl, no nerf to Toss. I'm happy
ArgusDreamer
Profile Joined May 2011
Canada63 Posts
February 18 2016 21:22 GMT
#80
No swarmhost changes, /icryeverytime.
The cure for boredom is curiosity. There is no cure for curiosity.
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