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Community Feedback Update - February 18 - Page 7

Forum Index > SC2 General
430 CommentsPost a Reply
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pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2016-02-18 23:25:31
February 18 2016 23:22 GMT
#121
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.


Great post as usual. Fully agreed, esp on not increasing Muta supply. Muta/Banshee/Phoenix are the rare well designed air units in SC2, with clear strengths and weaknesses, and interesting relations with ground units.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
phodacbiet
Profile Joined August 2010
United States1740 Posts
February 18 2016 23:22 GMT
#122
On February 19 2016 07:20 Clonester wrote:
I got the perfect balance patch to make tank viable:

Each time Tank hits a target, a psy storm gets casted in that area.

All mech terrans will stop crying.


Avilo will still complain that tank is broken in TvT. So I doubt it.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2016-02-18 23:30:19
February 18 2016 23:28 GMT
#123
On February 19 2016 08:22 pure.Wasted wrote:
Show nested quote +
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.


Great post as usual. Fully agreed, esp on not increasing Muta supply.


Mutalisk, phoenix, and banshee to me represent the three best light harrassment units in the game that can you can still make a lot of and be impactful in the game but aren't oppressive to the point that if you make 100% of them there is no counter.

Banshee intrinsically is fine because it's only an anti-ground unit, and it's light so massed ground can own massed banshee.

Mutalisks are vulnerable to splash and already have counters of liberator, ranged phoenix, storm, archon splash, etc.

Phoenix are energy reliant, and also cannot shoot down, and are light so vulnerable to splash like mutas.

Then look at tempest, carrier, BC, liberator, ravens...these units are absolute trash for gameplay. Because when you start producing these there is absolutely no limiting factor on them. It's just simply better to keep making 100% of these units because they are the best units in the game, have the inherent advantage of being a flying unit, and can shoot both up and down.
Sup
SHODAN
Profile Joined November 2011
United Kingdom1158 Posts
February 18 2016 23:37 GMT
#124
+5 dmg buff isn't enough
BLAiNER
Profile Joined October 2015
7 Posts
Last Edited: 2016-02-18 23:47:44
February 18 2016 23:43 GMT
#125
Oh my, way to much excessive zerg nerfs this is really bad.
Cricketer12
Profile Blog Joined May 2012
United States14000 Posts
February 18 2016 23:55 GMT
#126
RIP Tankivacs o.O
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Cyanocyst
Profile Joined October 2010
2222 Posts
Last Edited: 2016-02-18 23:56:19
February 18 2016 23:55 GMT
#127
I play Zerg, but i liked watching tankivacs.

Even TvT is fun to watch now a days. ...Not sure i like this.

Don't mind Ravenger change, ..thought was worried it now takes more biles, on liberators, but ..combined with range nerf to libs its find.

|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
RavingRaver
Profile Joined May 2014
Canada57 Posts
February 18 2016 23:56 GMT
#128
I like all of the balance test map suggestions. I hope they all go through and this is coming from a Terran. I am looking forward to testing them out soon. I'm glad to hear that the balance team is finally listening to the community and is willing to make design changes to improve how fun the game is to play rather than simply balancing it out for pro level win rates.
seemsgood
Profile Joined January 2016
5527 Posts
February 18 2016 23:57 GMT
#129
On February 19 2016 08:37 SHODAN wrote:
+5 dmg buff isn't enough

Now it deal more damage vs light compare with brood war and it doesn't have overkill.
The problem lies more from other unit than siege tank.
I don't belive you can defend gateway unit with low number siege tank without vulture.
Liberator change is good cause it force terran upgrade.
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 18 2016 23:57 GMT
#130
On February 19 2016 08:37 SHODAN wrote:
+5 dmg buff isn't enough


The +5 dmg buff on tanks reminds me of Riot's -5 AD on jungle items and Kayle lol. Hopefully blizz will consider adding more if it's not enough...
Sup
Heyjoray
Profile Joined September 2015
240 Posts
February 19 2016 00:07 GMT
#131
Now its definitly time to bring Lurker Light damage back. Kinda sick of being allin with Lurker
Solar424
Profile Blog Joined June 2013
United States4001 Posts
February 19 2016 00:08 GMT
#132
The tank buff is big for a reason not mentioned: before tanks were only able to one-shot zerglings with an upgrade advantage. With the proposed buff they would be able to do so in any circumstance, even if the lings had +3 armor and the tank had no attack upgrades. Also, tanks would be able to one-shot drones and probes.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
February 19 2016 00:12 GMT
#133
I only play Protoss and some Zerg, but I would really, really like to see the Tank lose its mobility in exchange for an even bigger damage buff with overkill. I'm not a diehard "back to BW" freak, but the interactions that you get from a terrifyingly powerful, immobile, overkilling Siege Tank are just huge fun and I'd really like to play games against that unit more than the silly hopabout thing we've got now.
The frumious Bandersnatch
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-02-19 00:20:20
February 19 2016 00:19 GMT
#134
On February 19 2016 09:08 Solar424 wrote:
The tank buff is big for a reason not mentioned: before tanks were only able to one-shot zerglings with an upgrade advantage.


No, the only time tanks don't one-shot lings now is when they have no attack upgrades and the lings have carapace upgrades. Once a tank gets +1, it will always one-shot lings, regardless of ling upgrades. The only thing the proposed buff changes is that tanks now always one-shot lings out of the box, instead of needing +1.
seemsgood
Profile Joined January 2016
5527 Posts
February 19 2016 00:25 GMT
#135
On February 19 2016 09:08 Solar424 wrote:
The tank buff is big for a reason not mentioned: before tanks were only able to one-shot zerglings with an upgrade advantage. With the proposed buff they would be able to do so in any circumstance, even if the lings had +3 armor and the tank had no attack upgrades. Also, tanks would be able to one-shot drones and probes.

And +1 attack will 2 shot hydralisk too.
Siege tank now closely similar to brood war version.
Solar424
Profile Blog Joined June 2013
United States4001 Posts
February 19 2016 00:30 GMT
#136
On February 19 2016 09:19 Athenau wrote:
Show nested quote +
On February 19 2016 09:08 Solar424 wrote:
The tank buff is big for a reason not mentioned: before tanks were only able to one-shot zerglings with an upgrade advantage.


No, the only time tanks don't one-shot lings now is when they have no attack upgrades and the lings have carapace upgrades. Once a tank gets +1, it will always one-shot lings, regardless of ling upgrades. The only thing the proposed buff changes is that tanks now always one-shot lings out of the box, instead of needing +1.

Oops i thought lings had 1 base armor
Charoisaur
Profile Joined August 2014
Germany16077 Posts
February 19 2016 00:41 GMT
#137
the liberator nerf could be really problematic in pvt but otherwise I like all the changes. If only something could be done to disencourage mass air battles...
Many of the coolest moments in sc2 happen due to worker harassment
xTJx
Profile Joined May 2014
Brazil419 Posts
February 19 2016 00:43 GMT
#138
ZvT is already so boring. Roach Ravager need infestor support to trade even, and ling bane muta depends on creap spread.

Either you do some cheesy all in, or turtle for tech. Trading in other phases of the game is very risky.

Now they buff tank damage, and instead of 15 minutes games where we wait for ultras, we'll have 30 minutes games against people massing defense.
No prejudices, i hate everyone equally.
BowtiesAreCool
Profile Joined January 2016
5 Posts
February 19 2016 00:47 GMT
#139
Yes, they made a mistake - it will still take 4 shots still to kill a ravenger due to their armor. You know... math..

These changes should be fun to play around with. It will change tvt and tvz but will completely eliminate any viability for the tank in tvp. I'm a little concerned about the timer terran currently works with vs zerg and how not having mobile tanks will slow down pushes against roach/ravenger armies. Nonetheless, it is worth testing.
Scarlett`
Profile Joined April 2011
Korea (South)2399 Posts
February 19 2016 00:48 GMT
#140
On February 19 2016 07:19 JimmyJRaynor wrote:
Show nested quote +
On February 19 2016 07:12 Killmouse wrote:
Everything is Fine but why nerf lib Range-.- just increase the time a Little bit for mode switching

i want Terran air weakened and Terran ground strengthened.

so if they keep this Liberator change and Terran is too weak I hope they just keep buffing the Tank or some other ground unit.

either it kinda needed to be changed or the maps needed to be changed cuz theres spots where libs can hit drone line and be out of range of spores even without range upgrade

its silly being forced to open ravagers every game when someone makes a liberator cuz of how much more of a commitment ravagers than a single lib if you dont wanna play roach ravager midgame
Progamer
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