Community Feedback Update - February 18 - Page 5
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JackONeill
861 Posts
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MiCroLiFe
Norway264 Posts
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pure.Wasted
Canada4701 Posts
On February 19 2016 06:00 andrewlt wrote: 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. Because Tanks 1) have a minimum range and 2) have extremely low mobility, "attacking more" (due to attacking earlier due to range) and "surviving longer" are very, very different things. There are many contexts in SC2 where tanks are nearly useless, and how much HP they have when they're being nearly useless doesn't really matter. Cost is a tricky thing, of course lower cost would make tanks more viable but would the gameplay be good? The hard counters would still hard counter them just as hard. Something that increased range is aimed to get around. The only scenario I can think of where more HP is better for gameplay than more range is vs Adepts, since Protoss wants to blink on top of the Bio ASAP while the adepts are still alive, and tanks surviving longer would force those Adepts to commit to suicide, and forcing commitment is good gameplay. But then I think that Shade is horrendously designed and invincibility is an awful mechanic in general, so this one's on the Adept. | ||
PressureSC2
122 Posts
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petro1987
Brazil374 Posts
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SetGuitarsToKill
Canada28396 Posts
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stilt
France2733 Posts
After hots, the current design is still pretty depressing, with the addition of Life's case, I guess I am not enough interested by the game to be that dissappointed. But still, the tank buff seems really stupid to me. For ravagers, this is promising, I just hope that the great whiners of TL stop a bit... | ||
NyxNax
United States227 Posts
On February 19 2016 06:22 ArgusDreamer wrote: No swarmhost changes, /icryeverytime. Omg I totally forgot that swarmhosts were still in the game, Havent seen them in ages. | ||
SetGuitarsToKill
Canada28396 Posts
On February 19 2016 06:36 NyxNax wrote: Omg I totally forgot that swarmhosts were still in the game, Havent seen them in ages. Stephano went mass swarm host in a small tournament yesterday. It didn't work but I appreciated that he tried. | ||
NinjaToss
Austria1383 Posts
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NyxNax
United States227 Posts
On February 19 2016 06:38 SetGuitarsToKill wrote: Stephano went mass swarm host in a small tournament yesterday. It didn't work but I appreciated that he tried. haha dang I missed it! Ohhhh was that during "The Gauntlet"? I was going to watch that too but got busy, I'll check out the VODs if there are any | ||
NyxNax
United States227 Posts
On February 19 2016 06:41 NinjaToss wrote: Since I'm very confused I want to ask if Medivacs can still pick up tanks in Unsieged Mode? Yes they can | ||
rockslave
Brazil318 Posts
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Sogetsu
514 Posts
OMFG to the Siege Tank buff... can't believe it is real and pickup is gone... I want to throw the table off the window OMG Also, very nice nerf to Corrosive Bile in PvZ, there are not really much Bio units for Protoss against that compo, so it should feel easier to survive. I cant' wait to see this patch going live! | ||
LSN
Germany696 Posts
On February 19 2016 06:07 Hotshot wrote: Overall seems good, id be interesting how this pans out. I also think lurkers are an issue. Too much range and damage. Thats right. But the true issue behind that is the strength of bio. With marauders and medivacs, lurkers need that extra in order to be used at all. But still we barely see them vs. bio at all now, do we? The biggest flaw of SC2 in the beginning was to give bio ultimative strength and mobility at the same time. Basically all balance issues derive from that. | ||
AnDro_
8 Posts
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JimmyJRaynor
Canada16376 Posts
On February 19 2016 06:53 AnDro_ wrote: All these ideas sound really good to me. Not sure about precise numbers and all possible consequences of course, but I like the general direction. i agree. i like siege tank pickups but i'm not married to the ability. in general they are weakening terran air units while strengthening their ground units. its the general direction that i requested a long time ago and i'm glad Blizz and DK are going in that direction. some people are addicted to cocaine.. others alcohol. me ? i'm addicted to SC2 Automated TOurnaments. thanks for adding automated tournaments Mr. Kim. | ||
oOOoOphidian
United States1402 Posts
On February 19 2016 04:35 pure.Wasted wrote: Siege tank buff is nowhere near enough to mitigate the loss of pickup entirely. Nowhere near. Look at their example. "Ravagers will take 3 shots to kill down from 4." 3 shots down from 4? In what universe does that make a difference? Terrans don't have 3 Siege tanks out by the time Ravagers hit, and if they did, at least some of those attacks are going to be wasted on Roaches anyway. Except now Tanks can't be evacuated by Medivac, so they don't survive the first one/two volleys regardless. Only place where this matters is the unit tester. The buff vs Roaches is actually a way bigger deal, although they're playing it down, because it means less cleanup left for the Bio once the tanks are dead. re: "we wonder if it's good to help Tank vs Protoss because Tanks are not good vs Protoss." Can someone translate this for me? Are they trying to say that it simply won't change anything? And implying that that's perfectly fine? The change makes tanks stronger against protoss, which they hope might make tanks more prevalent. | ||
JimmyJRaynor
Canada16376 Posts
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Beelzebub1
1004 Posts
Excellent idea, should go a long way to making Protoss less vulnerable to big Ravager shots which I'm all for, I don't really care about it's relationship against tanks with their coming damage buff, Terran just needs to learn to zone them out better and let the tanks do their job (which admittedly they suck at which is why they getting buffs) "Liberator ability range down by 1, but give it back with the upgrade" Thank God, an early Starport unit that can fly around locking down your drone lines? That crap definitely needs to be slowed down and this ia good minimal nerf to accomplish that, Liberators are already fantastic in head to head engagements so they don't really need to be amazing worker killers as well, at least right from the get go. "Medivacs can’t pick up Siege Tanks in Siege Mode" Already overdue, this ability shouldn't have made it out of beta, glad to see David coming to his senses. The Tank will never ever get buffed if this ability exists and it's just lazy design, removing the core weakness of something just because it's strength needs a mere number tune up is mildly asinine. "Siege Tank damage increased from 35 (50 vs. armored) to 40 (60 vs. armored)" Amazing, this is more like 2 years over due, or like, as soon as Steppes of War was discovered to be a shit map these changes should have went into effect, the Widow Mine wouldn't even exist if the tank could do it's job properly. As a Zerg I'm stoked to play against tanks as they require great skill and micro to use effectively and they are a hall mark Terran unit. More then a bit suprised to see no Lurker changes on the table, I would be a fan of making them weaker but making the tech more accessible as they currently take forever to get which keeps them somewhat balanced but once they come out Protoss seems to just get fucking stomped hard. Make them come out quicker but make them more vulnerable to Storms so Templar can once again be the proper counter. This is the best LOTV patch that has come out so far, a few more of these and Starcraft is going to be amazing. | ||
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