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Community Feedback Update - February 18 - Page 9

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 7 8 9 10 11 22 Next All
A_Scarecrow
Profile Joined March 2013
Australia721 Posts
February 19 2016 02:44 GMT
#161
if ur going to nerf the damage of ravager can you you make it cheaper? 4 ravagers to kill a lib and tank now T_T thats 400gas
Big J
Profile Joined March 2011
Austria16289 Posts
February 19 2016 02:57 GMT
#162
Not sure I like the proposed tank changes, surely going to try them. Sounds like a huge nerf against Protoss, while vs Z and T both need to be evaluated (it's like starting tanks with +3... sounds pretty strong). One thing I don't like in particular is tanks 2-shooting hydras and 3-shooting ravagers with once they have +1. Even more incentive to mass air units since its' suicide for zerg not to, and a great buff for tank/liberator based turtle play.
I think the best solution with that direction would be to keep the base damage the same and only buff the +vs armored and possibly the attack speed (back to HotS level for example).

Thumbs up to the Liberator range nerf. Such an early game air unit should always be able to be fought with autoattacking antiair units in my opinion.
Athenau
Profile Joined March 2015
571 Posts
February 19 2016 03:07 GMT
#163
I think the best solution with that direction would be to keep the base damage the same and only buff the +vs armored and possibly the attack speed (back to HotS level for example).


I thought the attack speed hasn't changed since HoTS?
CheddarToss
Profile Joined September 2015
534 Posts
February 19 2016 03:24 GMT
#164
On February 19 2016 11:44 A_Scarecrow wrote:
if ur going to nerf the damage of ravager can you you make it cheaper? 4 ravagers to kill a lib and tank now T_T thats 400gas

Ravagers are like uber stalkers with mini storms raining down from the sky. For the utility they provide they are dirt cheap. If they were a Protoss unit, they'd cost like 250/250 a piece.
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
February 19 2016 03:39 GMT
#165
Now all blizzard has to do is nerf pickup range for warp prism, nerf ultras, look at oracles again, and fix the mfing map pool, and then all the community's prayers will be answered!
Its going to be a glorious day, I feel my luck could change
huller20
Profile Joined August 2010
United States112 Posts
February 19 2016 04:35 GMT
#166
How about changing siege tank so that when picked up in siege mode, they revert back to standard mode. All this would do is mitigate losses of siege tanks without negatively impacting any matchups.
SnowfaLL
Profile Joined December 2008
Canada730 Posts
February 19 2016 04:39 GMT
#167
On February 19 2016 13:35 huller20 wrote:
How about changing siege tank so that when picked up in siege mode, they revert back to standard mode. All this would do is mitigate losses of siege tanks without negatively impacting any matchups.


Really good suggestion, I also like the idea of an end-game upgrade for it, Fusion core.. I hope blizzard hears these ideas! Someone should make a post about it on the blizz forums.
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
February 19 2016 05:14 GMT
#168
On February 19 2016 13:39 SnowfaLL wrote:
Show nested quote +
On February 19 2016 13:35 huller20 wrote:
How about changing siege tank so that when picked up in siege mode, they revert back to standard mode. All this would do is mitigate losses of siege tanks without negatively impacting any matchups.


Really good suggestion, I also like the idea of an end-game upgrade for it, Fusion core.. I hope blizzard hears these ideas! Someone should make a post about it on the blizz forums.

The idea of removing the siege mode pick up is to add immobility to the unit, which is a weakness the tank should have, so that buffing his damage is justifiable.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Keeemy
Profile Joined November 2012
Finland7855 Posts
Last Edited: 2016-02-19 05:25:29
February 19 2016 05:23 GMT
#169
I actually like picking up sieged tanks.
Hello
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 19 2016 05:42 GMT
#170
Good to see Tankivacs gone, the Siege Tank, as a design, had no business dancing around with Medivacs. Also good to see a damage buff of some sort, but it seems very timid, like they're scared to try a substantial buff. Maybe they increase the numbers if they find Tanks aren't so good without their ridiculous flying spider BS.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FXOTheoRy
Profile Blog Joined July 2008
United States519 Posts
February 19 2016 05:50 GMT
#171
I hope all these changes go through especially siege tank change. ZvT and TvT so silly with tankivac. I'm not sure if it would still be too strong to make it so they go back to normal mode when picked up or something, it's hard to find a middle ground. Losing all your tanks every push hurts terran so much, but saving every single one without much punishment is also too strong.
oyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoy
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
February 19 2016 06:15 GMT
#172
mmm this kind of makes me happy.
ok
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2016-02-19 06:32:49
February 19 2016 06:29 GMT
#173
Also good to see a damage buff of some sort, but it seems very timid, like they're scared to try a substantial buff


Since after the tank styles of WOL, their DPS has been improved by 28.6% against armored (in both ROF and alpha damage) and their DPS against light has been improved by ~22.5%. That's a pretty huge buff for a unit that used to be good, but generally fell behind due to changes in meta, maps and balance of other units.

It changes main shot hits-to-kill in some pretty big ways, but since tanks deal splash it also means a lot of units in the second and third splash radius will die faster than before.

For example, if zerglings were not in the primary splash radius (caught in the second splash) they would take 3 hits to die. Now they'll solidly die in 2 hits even if they regen some HP and it fires a hair over 7% faster - that's notable.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
February 19 2016 06:44 GMT
#174
i dont understand why people think tank pickup is the reason mech isnt viable in TvT. You dont make tanks to counter mech, but by trading with marauders and being up in bases, or establishing air dominance and making liberators. nobody makes fucking tank bio vs mech. i believe TvT will be infinite times more boring to watch now, playing it im a bit neutral about it.
wishr
Profile Joined February 2012
Russian Federation262 Posts
February 19 2016 06:47 GMT
#175
Please, do not completely remove Tanks pickup. Make it an upgrade.
Also, im for Tank AA speed buff.
* Only girls complain about balance! *
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-02-19 07:04:32
February 19 2016 06:54 GMT
#176
On February 19 2016 04:11 SetGuitarsToKill wrote:
Roaches won’t be affected as heavily, but the number of shots it takes to kill Ravagers is changed from 4 to 3.

This isn't true. Ravagers have 120 hp with base 1 armor. Unupgraded tanks still require 4 shots to kill unupgraded ravagers. I think someone just did 120/40 here. Even if ravagers didn't have any armor, regen would still make it 4 shots. And they just edited it out without addressing it.

How can picking a value designed to change the tank/ravager unit relationship that doesn't actually change it at one of the most important points in the game not change their overall evaluation of the siege tank damage buff?
agsub
Profile Joined May 2012
Singapore368 Posts
February 19 2016 06:59 GMT
#177
Yes please make tanks pickup an upgrade for lategame terran
GoSuNamhciR
Profile Joined May 2010
125 Posts
February 19 2016 07:08 GMT
#178
I am very excited for this change.. I think terran is going to be very UP especially on certain maps, but that will make the issues of the race actually get fixed long term rather than have this stupid band-aid mechanic of tankivacs. The only change I dislike is liberators, as spores already deal with them early game... TvP might be a little awkward in certain situations.

Now if they just fix god mode (Ultralisks) and warp prisms we may have a very good game on our hands.

The siege tank changes will make terran quite UP on a lot of maps (good luck moving out with unsieged tanks vs. zerg on most maps), but Ulrena will be hilariously stupid.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 19 2016 07:18 GMT
#179
On February 19 2016 04:28 ArtyK wrote:
Sounds cool but how will the siege tank 3 shot a ravager (120hp and 1 armor) with 40 damage?

Sst Blizzard knows their own units!!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2016-02-19 07:28:20
February 19 2016 07:26 GMT
#180
On February 19 2016 14:23 Keeemy wrote:
I actually like picking up sieged tanks.


Me too. I was against it completely until I saw it in action, it really makes the Tank viable in game where so many units counter it.

Removing it should be combined at the very least with a removal/change of Abduct and Blinding Cloud. Those two abilities counter Tank more than any other unit due to the immobility of Sieged Tanks.
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