Community Feedback Update - February 18 - Page 8
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Heyjoray
240 Posts
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Cyro
United Kingdom20282 Posts
On February 19 2016 04:21 BamBam wrote: 25% damage nerf to a unit whose sole purpose in life is the corrosive bio. kay. That's nowhere near as big as the Colossus nerf whose sole purpose in life is to walk around and autoattack things. The Ravager has a pretty good autoattack with unusually high range for zerg low tier and also has that ability. The corrosive bile isn't the only thing that a Ravager can do. ----- Glad to see tank changes finally :D (hell, it's about time) | ||
Lexender
Mexico2623 Posts
YESSSSSSSSSS MECH IS BACK BOYS I can't wait to see what wonky stuff mech players like Bbyong will pull off with this :D | ||
Charoisaur
Germany15883 Posts
On February 19 2016 09:47 BowtiesAreCool wrote: 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. that's what I'm hoping for. terrans having more difficulty in killing zerg early so that the imbalanced lategame gets into the focus. | ||
Charoisaur
Germany15883 Posts
On February 19 2016 10:04 Lexender wrote: TANK BUFF!! SIEGE REMOVAL!!! RAVAGER NERF!!!! YESSSSSSSSSS MECH IS BACK BOYS I can't wait to see what wonky stuff mech players like Bbyong will pull off with this :D I wouldn't be to optimistic. Broodlord viper is still nearly unbeatable for mech and in tvp... well tempests.. As long as mech has no good AA it won't be really a thing. Right now every player who scouts mech just starts spamming air units, a stronger tank doesn't do much vs that. | ||
JackONeill
861 Posts
A very good idea. ZvZ compositions are mobile enough to dodge biles, as does terran bio. Problem was that ravagers killed in instants everything that wasn't (mobile). Now they'll be less of a lazer from above on liberators, pylons, tanks, etc. Liberator ability range down by 1, but give it back with the upgrade That's fine. Liberator AG is OP as balls, anyone failling to see that is a donkey. Medivacs can’t pick up Siege Tanks in Siege Mode Can't stress enough how good this is, I suppose the poll speaks for itself. - TvT used to be a strategic matchup : now defender's advantage got thrown outta the window, and the guy that has "more stuff" just drops everything in your face. Position mistakes are also punished so harshly it's not even fun : on the ladder, we're not PGMs. TvT is already volatile enough with the mediboost, we don't need to randomly loose on a drop because we're a little out of position. About defender's advantage, in HOTS you couldn't go siege a position with 4 tanks that was covered by one without taking losses. Now you just drop them and win the position. The attacker is ALWAYS in a better spot. Oh and mech is dead in this MU. Don't we all agree that korean mech vs bio was BITCHINGLY AWESUM??? - TvZ : why are terran so good midgame? Tankivac. Problem is, terran can harass with virtually no risks (scout spire), with HIS STRONG FRONTAL UNITS. Tanks are head on engagement units. Harassing with them just make it so strong you can builds units that are both very strong in fights and very strong in harass (while risking nothing, which means you build them up instead of trading them) - TvP : we started to see tanks being used, so it's a little sad to see them removed from the MU. UNLESS.... => Siege Tank damage increased from 35 (50 vs. armored) to 40 (60 vs. armored) - TvT : bio nerf against mech, but with the upgrades splitted again, bio can transition into sky much easier (without facing 10 3/3 vikings whenever you get a BC out) - TvZ : like I said, cutting tankivac is a huge terran mid game nerf. But the buff will make tanks better against few things that may allow terran to actually move out with tanks. Which is good, it promotes action, and timing pushes - TvP : yeaaaah, tanks that are actually decent against toss !!!! May bring mech compositions back in the matchup ! I used to spit on community feedbackupdates. But as a terran that likes diversity, I welcome this. Terrans right now are pretty much forced into the same builds and compositions, while you see protoss and zerg being able do to so much different fun things ! It's not about balance, it's about diversity. It's good that in a strategy game, you're not able to predict everything ! Right now : "Oh it's a TvP? Terran will go reaper expo => reactored baracks => 1 cyclone => 3 rax 2 medis => push." EVERY SINGLE TIME. Whereas : "Oh it's a PvT? Protoss can go allin (immo allin, drop allin, SG allin, gate allin, proxy gate allin, blink allin, DT rush allin), 1g expo into robo OR SG OR twilight OR SG + robo OR SG + twilight OR a lot of gate and a fast third... etc." DIVERSITY. | ||
emc
United States3088 Posts
a shame meditanks will be removed, I loved them and I'm a Zerg player. My hope is that maybe we'll get this back as a late game upgrade which I think would be fair and an investment. | ||
stilt
France2746 Posts
I guess the coolest MU for zerg will be zvz and zvp, and people won't be happy that long after the patch. Anyway, some dudes should definetly return in BW. But I could get wrong, despite my lqck of investissement in sc2, this patch screw my day! | ||
WidowMineHero
New Zealand143 Posts
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Lexender
Mexico2623 Posts
On February 19 2016 10:08 Charoisaur wrote: I wouldn't be to optimistic. Broodlord viper is still nearly unbeatable for mech and in tvp... well tempests.. As long as mech has no good AA it won't be really a thing. Right now every player who scouts mech just starts spamming air units, a stronger tank doesn't do much vs that. I know, but I'm still optimistic. Why? Because mid-game agressive mech could actually be a thing now. Sure spamming air will still be a thing, but mech players will actually be able to punish players who do that, besides mass late mech has some strenght. Sure it will be a problem that will eventually have to be fixed (not just for mech) but right now this is a huge step in the right direction | ||
RavingRaver
Canada57 Posts
On February 19 2016 10:04 Lexender wrote: TANK BUFF!! SIEGE REMOVAL!!! RAVAGER NERF!!!! YESSSSSSSSSS MECH IS BACK BOYS I can't wait to see what wonky stuff mech players like Bbyong will pull off with this :D Mech TvT viability is guaranteed with this patch and Mech TvZ has improved, but I'm not sure if it's enough to make it viable. All I know is that Mech TvP viability is probably not going to happen in LotV. Pushing for Mech viability in TvT/TvZ like it was in HotS should be the way to go. | ||
emc
United States3088 Posts
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ejozl
Denmark3340 Posts
If this was to succeed, it would need some kind of range buff and the style it would promote would be MASS Siege Tanks + Turrets and it would be a turtle fest. Medivacs NEEDS to be able to save Siege Tanks in Siege Mode, I don't know why they went from, full interaction synergy with Medivacs to no synergy at all. Siege Tank damage increased from 35 (50 vs. armored) to 40 (60 vs. armored) Siege Tanks’ relationship against Marines won’t be changed too significantly, but Marauders that just used Stim Pack to close in on Tanks will be heavily nerfed by this change. It's always been Marine, Tank in TvT, not Marauder, Marine, Tank. Sure we have seen standard Bio (without Tanks) vs Mech in TvT before, but that's actually a cool clash of styles and only happens, because there's pure Mech. The interaction that actually matters is the vs non-armoured. Archons, Zealots, Adepts, Immortals, Marines, Lings (+1 upgrade) and Ravagers. If we want to see Siege Tanks move out on the map, I reckon it needs to be able to be picked up in Sieged Mode and become Unsieged, inside the Medivac allowing there to be 2 Tanks in 1 Medivac and combining it with a +5-10 damage buff to non-armored. Lurkers suffer the same vs the Bio composition, the Marine CAN survive stronger Siege Tanks and stronger Lurkers vs Light. To finish my thought I think they should also push a Disruptor change through + 55 vs shields is a little too much, but the unit actually HAVE to kill Stalkers to have any importance. So my suggestion would be to buff it's damage to 160 across the board. The new interactions here are that this makes them one shot Stalkers, Siege Tanks (can be picked up in Sieged Mode, creates cool dodge interaction) and Swarm Hosts. While making them not one shot Disruptors any more and deal too much damage to Protoss units in general, splash included. | ||
BigRedDog
461 Posts
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Cyro
United Kingdom20282 Posts
Terrans right now are pretty much forced into the same builds and compositions, while you see protoss and zerg being able do to so much different fun things ! Terran is not the only race suffering from this | ||
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digmouse
China6327 Posts
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BisuDagger
Bisutopia19214 Posts
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crazedrat
272 Posts
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Superbanana
2369 Posts
Old muta ling bane is just worse compared to HotS since tank is buffed and mutas are countered by liberators so if meta moves in that direction zerg is screwed. edit: about ZvP, i guess the ravager timings will die and that might be the intended effect. Since lurkers, hydras and mutas are still good, it might be good for ZvP (balance wise, not too hyped about design), that is zerg favoured. | ||
crazedrat
272 Posts
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