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.
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.