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Community Feedback Update - March 24 - Page 6

Forum Index > SC2 General
179 CommentsPost a Reply
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PressureSC2
Profile Joined January 2016
122 Posts
March 25 2016 13:25 GMT
#101
Regardless of any disappointment with the limited changes in this balance test map, and with the fact that the slow Thor has been selected to offer the AA solution to the Terran Factory, I do believe that Blizzard deserves much recognition for the new MMR/ladder recommendations and also for continuing to release fairly detailed community updates. Also, we appreciate your review of our feedback and recommendations on how to improve the game.
PressureSC2
Profile Joined January 2016
122 Posts
Last Edited: 2016-03-25 14:03:36
March 25 2016 13:42 GMT
#102
I also believe that mass air in the end-game is a detriment to this strategy game. Here are some things that no longer matter as much when the game becomes one of "the race for the sky army":

I think you solve alot of issues for Terran and the air massing overall if you either make the Thor more manageable (more speed, mobility, maybe a bit smaller for pathing, etc.), or if you focus on the Cyclone instead of the Banshee which many feel will create problems anyhow.

If Cyclone or Thor could actually get in range to challenge Tempest/BL - we would see some very interesting exchanges and much more varied games. Maybe protoss transitions out of Tempests, or Zerg make a tech switch after BL, etc.

An earlier and somewhat mobile Cyclone might actually make TvT enjoyable again, because you could zone out flying entrenched Artillery drops (lol?) to some degree.
BaronVonOwn
Profile Joined April 2011
299 Posts
March 25 2016 14:08 GMT
#103
Zerg has no counter to the liberator. I put 4 liberators (600 mins 600 gas) and 5 corruptors (750/500) into the unit tester, pressed attack and the corruptors lost. WTF David?
Empirimancer
Profile Joined July 2011
Canada1024 Posts
March 25 2016 14:36 GMT
#104
On March 25 2016 23:08 BaronVonOwn wrote:
Zerg has no counter to the liberator. I put 4 liberators (600 mins 600 gas) and 5 corruptors (750/500) into the unit tester, pressed attack and the corruptors lost. WTF David?


Is this sarcasm? Spread the corruptors. Or build vipers.

blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 25 2016 14:42 GMT
#105
On March 25 2016 23:08 BaronVonOwn wrote:
Zerg has no counter to the liberator. I put 4 liberators (600 mins 600 gas) and 5 corruptors (750/500) into the unit tester, pressed attack and the corruptors lost. WTF David?


You need to have Vipers. Also 4 liberators isn't that hard to stop, it's more when they get 15 that you need the vipers.
When I think of something else, something will go here
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2016-03-25 14:55:25
March 25 2016 14:53 GMT
#106
It's true that liberator anti-air attack is pretty damn good. It's amazing against light units and still strong against non-light for every race
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BaronVonOwn
Profile Joined April 2011
299 Posts
March 25 2016 18:57 GMT
#107
On March 25 2016 23:36 Empirimancer wrote:
Show nested quote +
On March 25 2016 23:08 BaronVonOwn wrote:
Zerg has no counter to the liberator. I put 4 liberators (600 mins 600 gas) and 5 corruptors (750/500) into the unit tester, pressed attack and the corruptors lost. WTF David?


Is this sarcasm? Spread the corruptors. Or build vipers.


No, it's not. The only joke here is liberators. Maybe we've all forgotten what a well-designed RTS looks like. That must be convenient for Blizzard's revenues. Vikings are countered by spore colonies, scourge, hydralisks, and devourers all without imposing a lopsided micro burden on one player. How did they do it (actual sarcasm)? Liberators force zerg to go spire just to keep their base from getting wrecked, because on top of great harassment, an extremely strong ground attack, and very efficient AA trades, liberators are extremely fast and can easily outrun corruptors so just building the faux counter unit doesn't mean you're going to actually kill them. All this from a basic starport unit that can be reactor-pumped. Lol?

Now you're saying you need Hive tech and vipers on top of that because there is no 1 single unit that can counter it. QED
Elentos
Profile Blog Joined February 2015
55566 Posts
Last Edited: 2016-03-25 19:15:29
March 25 2016 19:13 GMT
#108
On March 25 2016 23:08 BaronVonOwn wrote:
Zerg has no counter to the liberator. I put 4 liberators (600 mins 600 gas) and 5 corruptors (750/500) into the unit tester, pressed attack and the corruptors lost. WTF David?

I put 4 liberators (12 supply) and 5 corruptors (10 supply) into the unit tester and did no micro and the corruptors won. WTF David?

If the corruptors are microed that fight isn't even close.
Every 60 seconds in Africa, a minute passes.
Tenks
Profile Joined April 2010
United States3104 Posts
March 25 2016 19:17 GMT
#109
On March 26 2016 03:57 BaronVonOwn wrote:
Show nested quote +
On March 25 2016 23:36 Empirimancer wrote:
On March 25 2016 23:08 BaronVonOwn wrote:
Zerg has no counter to the liberator. I put 4 liberators (600 mins 600 gas) and 5 corruptors (750/500) into the unit tester, pressed attack and the corruptors lost. WTF David?


Is this sarcasm? Spread the corruptors. Or build vipers.


No, it's not. The only joke here is liberators. Maybe we've all forgotten what a well-designed RTS looks like. That must be convenient for Blizzard's revenues. Vikings are countered by spore colonies, scourge, hydralisks, and devourers all without imposing a lopsided micro burden on one player. How did they do it (actual sarcasm)? Liberators force zerg to go spire just to keep their base from getting wrecked, because on top of great harassment, an extremely strong ground attack, and very efficient AA trades, liberators are extremely fast and can easily outrun corruptors so just building the faux counter unit doesn't mean you're going to actually kill them. All this from a basic starport unit that can be reactor-pumped. Lol?

Now you're saying you need Hive tech and vipers on top of that because there is no 1 single unit that can counter it. QED


At this point I'm pretty sure I'm responding to a troll.

For starters you say "Vikings" and then talk about units from Brood War. So I'm not even sure what version of Starcraft we're playing right now.

Then we talk about "lopsided micro" like somehow in some universe magic boxing air units became sick micro. Terrans have to split marines versus banes to trade efficiently. The concept of micro or die isn't something unheard of in this game.

Then you complain you can't just build hard counters to kill a unit. Which is it? Do you want your pure RTS like Brood Wars which required certain units in low numbers combined with other units to counter or do you want the one finger death punch unit?
Wat
BaronVonOwn
Profile Joined April 2011
299 Posts
March 25 2016 19:27 GMT
#110
On March 26 2016 04:17 Tenks wrote:
For starters you say "Vikings" and then talk about units from Brood War. So I'm not even sure what version of Starcraft we're playing right now.

Then we talk about "lopsided micro" like somehow in some universe magic boxing air units became sick micro. Terrans have to split marines versus banes to trade efficiently. The concept of micro or die isn't something unheard of in this game.

Then you complain you can't just build hard counters to kill a unit. Which is it? Do you want your pure RTS like Brood Wars which required certain units in low numbers combined with other units to counter or do you want the one finger death punch unit?

No, your problem isn't that you're talking to a troll. It's that you have the reading comprehension of a special needs 5th grader and you have no absolutely no fucking clue how Starcraft or strategy games in general work. Apparently, in a discussion of game design I now have to spell out the fact that when I bring up examples from a well-designed game, it is meant to compare and contrast with the present subject and inform conclusions and changes. Seriously are you home-schooled? Is English not your first language? I fear for the future.

Also, banelings are a counter unit for marines. Pure marines are not supposed to trade efficiently with banelings. Jesus Christ. No wonder Donald Trump is going to be our next president.

User was warned for this post
ZackAttack
Profile Joined June 2011
United States884 Posts
March 25 2016 19:30 GMT
#111
Am I just being bitter if I am disgusted at how long it has taken to consider showing MMR? It seems like Blizzard is consistently 4-5 years late of obvious changes people have been begging for since release.
It's better aerodynamics for space. - Artosis
AxionSteel
Profile Joined January 2011
United States7754 Posts
Last Edited: 2016-03-25 20:05:20
March 25 2016 20:04 GMT
#112
Liberators seem overpowered for sure, everyone knows they're strong.Terran really relies on them to stay in the game though. I can't help but feel Terran will be pretty weak against Protoss if this is a really strong Nerf. Would definitely prefer a tank buff instead of some speed banshee thing to compensate..
Marl
Profile Joined January 2010
United States694 Posts
March 25 2016 20:08 GMT
#113
I hope Blizzard nerfs other races late game air too.
royalroadweed
Profile Joined April 2013
United States8301 Posts
March 25 2016 20:17 GMT
#114
The ladder changes look great. I hope Blizzard considers completely redesigning thors and cyclones. No one really likes using those units.
"Nerfing Toss can just make them stronger"
Ape_Island
Profile Joined February 2016
29 Posts
Last Edited: 2016-03-25 21:10:35
March 25 2016 21:09 GMT
#115
3 Tier is not enough, the more variables in describing skill the better, I think.
Five is good.

What do they mean in GM ladder?
GM players can drop out to Master's and
back into GM often?
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
March 26 2016 05:06 GMT
#116
On March 25 2016 14:07 Spyridon wrote:
Show nested quote +
On March 25 2016 13:57 avilo wrote:
Blizzard should re-consider combining mech air and ground upgrades. Armories should go to brood war price (100/50).

Liberator is only unit keeping Terran playable atm. I think it's OP but there's no other good anti-air unit with splash that T has ever since raven/seeker was nerfed. With liberators sucking...and ravens being unusable it's not a good thing for T imo.

Mech viability? Mech is still pretty bad...thor change might help or it might be so negligible to do nothing and then mech still sucks for another 6+ months =/

Banshee change is nice...but to be honest...it's really, really arbitrary. Like no Terran is going to argue that they don't want that...it's just it's completely random. Why don't they address mech issues more focused like cyclones being garbage....thors vs capital ships...and air units in general being OP.

Imo...liberators should not be nerfed unless tempests, broods, bcs, and carriers are all also nerfed at the same time. You cannot nerf just one races OP air unit. All of those units imo deserve supply increases.

Think about this. If liberators were 4 supply, instead of 3, if tempests were 8 supply instead of 4...if ravens/vipers were 3/4 supply respectively, and broodlords 6 supply...there will be less of these OP air units on the map in a maxed 200/200 army, and the person that focuses on ground units will have an advantage and be able to force action.

Air units inherently are OP in HOTS/LOTV. And that is not how the game should be because air units have the inherent advantage of FLYING. Meaning a lot of the units in the game cannot shoot up and the game becomes "do i have enough anti-air units to kill those? If i don't, all of my ground units are negligible, i must mass air myself."

I think all air still needs a nerf in supply. I've made countless threads about it on TL...but yeah a liberator nerf without nerfing other races corresponding lategame bullshit air is a really, really bad idea imo.


I actually agree on air units in general. Either air should be nerfed globally, or anti air should be buffed globally. Air should never truly be "game enders" except in rare cases that the ground units are able to completely prevent the ground units from getting in range.


The biggest niche for Protoss capital ships at the moment is dealing with an excessively defensive opponent. Nerf that and you're encouraging slower games by destroying Protoss' main weapon for fighting overly defensive play. Couple that with Avilo's campaign to "make mech great again" and all you've done is replace the swarmhost era with the mass Thor / tank / planetary era.
Dodge arrows
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 26 2016 05:54 GMT
#117
Is it official that they aren't removing tankivacs (anytime soon)? Or rather, they took it off the table for now?
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2016-03-26 06:10:04
March 26 2016 06:09 GMT
#118
Still don't think ovi drop is a good nerf, just because you can do it doesn't mean you should. Would much rather see a mothership core strengthened or just expect people to deal with the drops. If the queen ling drop is such a problem than just change the ovi speed upgrade, make it slower or something. But I don't really see the need for this nerf. Don't screw with drops
IcemanAsi
Profile Joined March 2011
Israel681 Posts
March 26 2016 06:30 GMT
#119
On March 26 2016 04:30 ZackAttack wrote:
Am I just being bitter if I am disgusted at how long it has taken to consider showing MMR? It seems like Blizzard is consistently 4-5 years late of obvious changes people have been begging for since release.

They already have a huge problem with new player frustration and retention rates.
Showing MMR will only make that worse, then again, at this point I think they pretty much gave up about expanding the multiplayer player base.
Archeon
Profile Joined May 2011
3262 Posts
Last Edited: 2016-03-27 04:45:39
March 27 2016 04:31 GMT
#120
On March 26 2016 15:09 crazedrat wrote:
Still don't think ovi drop is a good nerf, just because you can do it doesn't mean you should. Would much rather see a mothership core strengthened or just expect people to deal with the drops. If the queen ling drop is such a problem than just change the ovi speed upgrade, make it slower or something. But I don't really see the need for this nerf. Don't screw with drops

Honestly the solution should just be to make gateway stronger. Protoss have been begging for that since WoL. It's just retarded that the only way one race can survive a timing is by abusing choke points and the moment they are gone the army can't trade (read: gets annihilated). The MSC is a band-aid fix to begin with and fixes like that can only carry you so far until they feel clunky (which the msc has been from the beginning).
I understand where BaronVonOwn is coming from (although he could actually read posts and be nicer about it).
The moment a unit that's supposed to be a counter gets countered by the thing that's supposed to be weak to it without any micro involved things get one-sided. If a player micros his countered unit to get an even trade out of it, sure fine. But the micro burden should be on the one who has the weaker composition.

Also I'm not an expert in sc1, but from what I could tell in sc1 you countered one unit with one unit. Protoss f.e. got arbiter/carrier to deal with tanks and goons against vultures. They used temps to deal with hydras and massed corsairs against mutas.

I agree that mass air should never be the solution. Air has the high mobility advantage, it shouldn't also have an advantage in fights. Goes less for capital ships bc capital ships aren't mobile.
low gravity, yes-yes!
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