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Community Feedback Update - February 26 - Page 3

Forum Index > SC2 General
303 CommentsPost a Reply
Prev 1 2 3 4 5 14 15 16 Next All
Elentos
Profile Blog Joined February 2015
55511 Posts
February 26 2016 20:24 GMT
#41
On February 27 2016 05:19 Tenks wrote:
Yeah tank range already somewhat limits mapping options. Giving it more range would make it so on like Dusk you could siege the main mineral line from the back gold base.

Huh, I didn't even think of that map, you're right, with the right build you could safely set up tanks there before there's an answer. Which I assume would force every Zerg to go 2-base muta on Dusk Towers, which could then be exploited with going for other builds. My, the things a simple range change can do.
Every 60 seconds in Africa, a minute passes.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 26 2016 20:26 GMT
#42
On February 27 2016 04:53 DinoMight wrote:
Disable Medivac Boost while carrying tanks in siege mode? That way you can still save them from Ravagers etc. but if you just pick up all your tanks in TvT his Vikings will get you.

For consistency they'd have to add this to the Thor as well, I guess.

But this should affect like 0% of pro games.


Thanks for reminding me about INnoVation's sad and confused Thor flying around the map for five minutes.

In all seriousness, I've heard this suggestion before and I really really like it. Visually it's super intuitive. It doesn't negatively affect TvZ or TvP at all, and might actually make TvT even BETTER than it was in HOTS (fewer doom drops). Maybe we would see Mutas occasionally swooping in to pick off the slower tank-filled Medivacs of a Terran who took too many shortcuts.

I was a big fan of trying an increased attack cool down on the first shot after dropping, but now I think this is my #1 fav idea.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 20:27 GMT
#43
Removing boost from tanks doesn't really fix what they're trying to fix in TvT which is the stagnent unit composition. You'll still have to go marine + tank + medivac regardless of boost or not.
Wat
MJesk
Profile Joined February 2011
Netherlands18 Posts
February 26 2016 20:29 GMT
#44
While this may not be necessarily a good move with regard to balance, I would like it if blizzard would change creep spread back to what it was in HotS. It seems to me pros invest way less in creep spread because it recedes so fast right now. I always thought of the zerg slowly taking over the entire map and the counterplay of the other races (especially terran) always was really cool and I like to see more of that.
Elentos
Profile Blog Joined February 2015
55511 Posts
February 26 2016 20:29 GMT
#45
On February 27 2016 05:26 pure.Wasted wrote:
I was a big fan of trying an increased attack cool down on the first shot after dropping, but now I think this is my #1 fav idea.

I think you could do both without making tankivacs useless if you both the damage to compensate.
Every 60 seconds in Africa, a minute passes.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16693 Posts
February 26 2016 20:29 GMT
#46
On February 27 2016 05:27 Tenks wrote:
Removing boost from tanks doesn't really fix what they're trying to fix in TvT which is the stagnent unit composition. You'll still have to go marine + tank + medivac regardless of boost or not.


Vikings stand a chance of picking off the Medivac carrying the Tank.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Elentos
Profile Blog Joined February 2015
55511 Posts
February 26 2016 20:30 GMT
#47
On February 27 2016 05:29 MJesk wrote:
While this may not be necessarily a good move with regard to balance, I would like it if blizzard would change creep spread back to what it was in HotS. It seems to me pros invest way less in creep spread because it recedes so fast right now. I always thought of the zerg slowly taking over the entire map and the counterplay of the other races (especially terran) always was really cool and I like to see more of that.

There's nothing a non-Zerg hates more than that one stupid overlord pooping creep at your 3rd or 4th base which then takes a minute to recede though. I don't think people will get behind that one.
Every 60 seconds in Africa, a minute passes.
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 20:31 GMT
#48
On February 27 2016 05:29 JimmyJRaynor wrote:
Show nested quote +
On February 27 2016 05:27 Tenks wrote:
Removing boost from tanks doesn't really fix what they're trying to fix in TvT which is the stagnent unit composition. You'll still have to go marine + tank + medivac regardless of boost or not.


Vikings stand a chance of picking off the Medivac carrying the Tank.


But what does that accomplish? Now you also have to get into a Viking arms race as well? I don't see what unit comps that opens up.
Wat
Nerchio
Profile Joined October 2009
Poland2633 Posts
February 26 2016 20:32 GMT
#49
They can nerf ravagers but they need to do something with immortals as well or bring back upgraded infested terrans since spellcasters for zerg are just plain bad to their T/P counterparts
Progamer"I am the best" - Nerchio , 2017.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-02-26 20:33:47
February 26 2016 20:32 GMT
#50
The removing of boost for tanks/thors just seems to me like people that don't like boost in the first place looking to nerf it.
On February 27 2016 05:32 Nerchio wrote:
since spellcasters for zerg are just plain bad to their T/P counterparts

LotV ravens would like a word.
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 20:32 GMT
#51
If the #1 thing they want to address is trying to discourage doom dropping in TvT why not look into making the turret do additional damage vs armored? Might break Zerg scouting with Overseers, though. Possibly make it an ebay upgrade.
Wat
MJesk
Profile Joined February 2011
Netherlands18 Posts
February 26 2016 20:35 GMT
#52
On February 27 2016 05:30 Elentos wrote:
Show nested quote +
On February 27 2016 05:29 MJesk wrote:
While this may not be necessarily a good move with regard to balance, I would like it if blizzard would change creep spread back to what it was in HotS. It seems to me pros invest way less in creep spread because it recedes so fast right now. I always thought of the zerg slowly taking over the entire map and the counterplay of the other races (especially terran) always was really cool and I like to see more of that.

There's nothing a non-Zerg hates more than that one stupid overlord pooping creep at your 3rd or 4th base which then takes a minute to recede though. I don't think people will get behind that one.

Well, I guess that's a pain, but as a spectator it's pretty entertaining. Also, people really on top of their game kill that overlord way before they take that base. It does promote better play on both sides.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 26 2016 20:35 GMT
#53
On February 27 2016 05:20 Superbanana wrote:
The entire make mech viable thing is just silly imo, there is plenty of diversity for terran unit compositions, except for TvT


No there isn't. There is literally not a single viable unit composition, outside of timing attacks, that doesn't start with "OK now get a LOT of Marines and Medivacs, you should have more supply in Marines and Medivacs than in anything else..." every single game of every single MU, in some cases for years now.

Do not pretend that Zerg and Protoss is anything remotely like this. Zerg can play a lategame of just remaxing on Ultras over and over, for god's sake. Or go Roach/Ravager or go Ling/Bane or get 30 Mutas.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 20:36 GMT
#54
I found and still find creep to be the most anti-fun mechanic in the game on both sides. Spreading it and clearing it is tedious.
Wat
Elentos
Profile Blog Joined February 2015
55511 Posts
February 26 2016 20:37 GMT
#55
On February 27 2016 05:35 MJesk wrote:
Show nested quote +
On February 27 2016 05:30 Elentos wrote:
On February 27 2016 05:29 MJesk wrote:
While this may not be necessarily a good move with regard to balance, I would like it if blizzard would change creep spread back to what it was in HotS. It seems to me pros invest way less in creep spread because it recedes so fast right now. I always thought of the zerg slowly taking over the entire map and the counterplay of the other races (especially terran) always was really cool and I like to see more of that.

There's nothing a non-Zerg hates more than that one stupid overlord pooping creep at your 3rd or 4th base which then takes a minute to recede though. I don't think people will get behind that one.

Well, I guess that's a pain, but as a spectator it's pretty entertaining. Also, people really on top of their game kill that overlord way before they take that base. It does promote better play on both sides.

People really on top of their game also still spread creep like they used to in HotS.
Every 60 seconds in Africa, a minute passes.
Penev
Profile Joined October 2012
28475 Posts
February 26 2016 20:38 GMT
#56
So the liberator nerf is of the table? Damn I dislike this multi purpose unit. Especially when combined with tanks. :/
I Protoss winner, could it be?
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 26 2016 20:41 GMT
#57
On February 27 2016 05:36 Tenks wrote:
I found and still find creep to be the most anti-fun mechanic in the game on both sides. Spreading it and clearing it is tedious.


I always wished they had introduced different versions of creep tumors, providing different buffs/functions in their AOEs, to add a bit of strategy and decision making to the process.

Not that I mind forcing rote clicking on pros terribly much. Them Zergs gotta build something if it ain't buildings!
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Elentos
Profile Blog Joined February 2015
55511 Posts
Last Edited: 2016-02-26 20:42:42
February 26 2016 20:42 GMT
#58
On February 27 2016 05:38 Penev wrote:
So the liberator nerf is of the table? Damn I dislike this multi purpose unit. Especially when combined with tanks. :/

Well, they were only going to nerf the initial range anyway. Considering how strong the unit would still be (especially after the range upgrade) and that the ravager nerf isn't supposed to affect ZvT anymore I think it's fine to not change the range. Might wanna change the other stats instead...
Every 60 seconds in Africa, a minute passes.
Tenks
Profile Joined April 2010
United States3104 Posts
February 26 2016 20:44 GMT
#59
On February 27 2016 05:41 pure.Wasted wrote:
Show nested quote +
On February 27 2016 05:36 Tenks wrote:
I found and still find creep to be the most anti-fun mechanic in the game on both sides. Spreading it and clearing it is tedious.


I always wished they had introduced different versions of creep tumors, providing different buffs/functions in their AOEs, to add a bit of strategy and decision making to the process.

Not that I mind forcing rote clicking on pros terribly much. Them Zergs gotta build something if it ain't buildings!


I just wish they weren't invisible. Its already dangerous enough just walking onto creep but now I have to walk onto it and scan it away. But this discussion is completely irrelevant to the OP so I'll just stop with any creep rants. Your idea does sound pretty fun, though.
Wat
JimmyJRaynor
Profile Blog Joined April 2010
Canada16693 Posts
February 26 2016 20:46 GMT
#60
On February 27 2016 05:36 Tenks wrote:
I found and still find creep to be the most anti-fun mechanic in the game on both sides. Spreading it and clearing it is tedious.


it adds to the "fantasy of zerg" slowly engulfing the entire planet.. not just living on it... but consuming it from the inside out. i like the mechanic and i like how it offers a small advantage.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
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