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Community Feedback Update - June 17 - Page 10

Forum Index > SC2 General
195 CommentsPost a Reply
Prev 1 8 9 10 All
Zulu23
Profile Joined August 2011
Germany132 Posts
June 21 2016 22:19 GMT
#181
you can build a second starport
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2016-06-21 22:35:10
June 21 2016 22:28 GMT
#182
I would rather like to see liberators have no anti ground at all without upgrade and the upgrade gets them the anti ground they have now without upgrade. Then ravagers could go to lair and adepts could get nerfed more than just shading cooldown. Banshee role would be strengthened. Usually one good shade opportunity is enough to do the damage. I think adepts need to get weaker even with a cooldown nerf.
NicolasJohnson
Profile Joined April 2016
30 Posts
June 21 2016 23:29 GMT
#183
On June 22 2016 06:33 [PkF] Wire wrote:
I think we should consider those changes :

1) remove liberator range and AA splash to open up mutas again
2) buff queens AA range by 1 to help Z dealing with all kinds of early game harass (libs, tankivacs, phoenix, oracles, prisms)
3) heavily nerf adept cooldown so that bad adept micro can actually be punished


I couldn't agree more, except for AA splash which I like as it now complements the Thor
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-06-21 23:39:33
June 21 2016 23:39 GMT
#184
If liberator range is removed, then the cancerous protoss and zerg air deathballs need to be addressed in some way (tempest supply to 6, broodlord range reverted to 9.5).
ecnahc
Profile Joined January 2010
United States395 Posts
Last Edited: 2016-06-22 00:03:53
June 21 2016 23:58 GMT
#185
If you put liberators behind tech labs and remove the upgrade it would still be the most powerful unit in the entire game. The fact that you can reactor libs vikings and medics is kind of ridiculous if you think about it. All this would do is put a 250 gas wall between current liberator production. Simultaneously it would not interrupt our medic production while also opening up the raven and banshee techs. It seems perfectly reasonable, no?

The entire problem Zerg faces right now is the sheer versatility starport tech gives terran. If you make us make some kind of tell (Armory, and tech lab) it would simultaneously slow down liberator production while allowing Zerg and Protoss to spot the transition to liberators. It's the same concept with the hell bat timing. If you see 4 or more hellion and scout the armory you can react. There is currently no tell for a Liberator outside of the warning on your minimap that you are roasting drones.
inside a cloud of resentment and vanity
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
June 21 2016 23:59 GMT
#186
i dont get it. Ultralisk can just march into 10 liberators and crush all army,. Why is it only lib thats getting the nerf? ravagers kill it easy aswell
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
ecnahc
Profile Joined January 2010
United States395 Posts
Last Edited: 2016-06-22 00:22:46
June 22 2016 00:06 GMT
#187
On June 22 2016 08:59 MiCroLiFe wrote:
i dont get it. Ultralisk can just march into 10 liberators and crush all army,. Why is it only lib thats getting the nerf? ravagers kill it easy aswell


Liberators are great against ultras and do die to ravagers true. However the issue is that Zerg is confined by the sheer number of options you have to cover to not lose through attrition. If this change happened and Terran was suddenly unable to deal with ultras at 11 minutes I would be very surprised.

The entire crux of my proposed change is that both units remain powerful, they just have a gradient. Delaying boost makes terran early medics more punishable. Delaying double liberator production allows Zerg to get corruptor out if required while playing a RR style. It would also open up the ability to actually make Mutalisk which would be a great change for tvz. It would certainly make it more fun to play from the terran side imo.

Units being powerful is important, however you should be forced to make some kind of commitment to gain that power, correct? Imagine how many builds could stem from putting boost behind an upgrade. Zerg plays greedy, you hide a tech lab port, research medic boost, build liberators from it and suddenly show up in a Zerg base trying for a spire transition completely unprepared. This kind of stuff is what makes starcraft fun. It's no good if everything you makes comes out at full power. Upgrades are fun, upgrades make timings and timings create tension. Keep in mind that if this happened you could easily change the other races to compensate, Lair tech ravagers, phase shift as a cybercore research. This also further increases choices and strategic diversity.
inside a cloud of resentment and vanity
washikie
Profile Joined February 2011
United States752 Posts
June 22 2016 04:05 GMT
#188
I think that blizzard should be carful if they plan to nerf Terran pressure. Sure Terran is realy strong now because the pressure works but, tvz is ballanced on a knife edge due to the strength of ultras. If you make it so Terran pressure executed by the best Terran players in the world does not work even with the near perfect execution of korean pros, then Terran may start to lose very consistintly. tvz is all about stoping z from getting there. If you push the nerf far enough that z can consistently get there the match will swing heavily the other way. That's the problem with having the power levels of each race be as desperate at diffrent times in the game as they are now. So sure nerf Terran pressure but if you want to make it much easier to stop t will need adjustments vs hive tech.
"when life gives Hero lemons he makes carriers" -Artosis
Elentos
Profile Blog Joined February 2015
55566 Posts
Last Edited: 2016-06-22 13:03:03
June 22 2016 12:57 GMT
#189
On June 22 2016 07:19 Zulu23 wrote:
you can build a second starport

A second starport is not nearly enough if liberators require tech labs. One liberator at a time is too slow considering its importance, especially against Protoss. But you can't afford making 4 extra starports to keep up the current rate of liberator production while affording everything else. And that's only late game and completely ignoring that liberators are a key unit against Protoss all-ins that happen much earlier.
Every 60 seconds in Africa, a minute passes.
Pugfarmer
Profile Joined April 2014
70 Posts
June 22 2016 13:01 GMT
#190
Looking forward to proleague this week when no zergs are fielded
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
June 22 2016 14:21 GMT
#191
On June 22 2016 09:06 ecnahc wrote:
Show nested quote +
On June 22 2016 08:59 MiCroLiFe wrote:
i dont get it. Ultralisk can just march into 10 liberators and crush all army,. Why is it only lib thats getting the nerf? ravagers kill it easy aswell


Liberators are great against ultras and do die to ravagers true. However the issue is that Zerg is confined by the sheer number of options you have to cover to not lose through attrition. If this change happened and Terran was suddenly unable to deal with ultras at 11 minutes I would be very surprised.

The entire crux of my proposed change is that both units remain powerful, they just have a gradient. Delaying boost makes terran early medics more punishable. Delaying double liberator production allows Zerg to get corruptor out if required while playing a RR style. It would also open up the ability to actually make Mutalisk which would be a great change for tvz. It would certainly make it more fun to play from the terran side imo.

Units being powerful is important, however you should be forced to make some kind of commitment to gain that power, correct? Imagine how many builds could stem from putting boost behind an upgrade. Zerg plays greedy, you hide a tech lab port, research medic boost, build liberators from it and suddenly show up in a Zerg base trying for a spire transition completely unprepared. This kind of stuff is what makes starcraft fun. It's no good if everything you makes comes out at full power. Upgrades are fun, upgrades make timings and timings create tension. Keep in mind that if this happened you could easily change the other races to compensate, Lair tech ravagers, phase shift as a cybercore research. This also further increases choices and strategic diversity.

i am not able to deal whit ultra alredy. i have 20% winrate against zerg. mid master. liberators are pretty bad if you ask me atm.. you can always se the terra pushing on creep and taking some ravagers shots at them, corrupor, is really good. ultras just destroys everything.
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
June 22 2016 15:05 GMT
#192
Leave liberators alone - unless you are prepared to rebalance many things.

I cannot wait for Blizzard to shut down my ability to harass and stop the Zerg getting to late game. I had forgotten the joy of being ROFL'stomped by undying Ultras or my favourite - the late game Zerg army insta-remax on a completely different composition. Also, the fun of just quitting at the start against Protoss.

Maybe I could build Ravens instead - Doh!
MaxTa
Profile Joined February 2016
61 Posts
Last Edited: 2016-06-23 20:57:15
June 23 2016 20:40 GMT
#193
I think everything is revolving around liberators right now... If Liberators get nerf again (smaller radius, slower speed), then Ravagers should also be nerf (putting them Lair tech, higher morph time, armored unit type) Another option instead of nerfing Ravagers would be to nerf Ultras (revert back to 6 armor)
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
June 23 2016 21:36 GMT
#194
Am I the only one liking the addition of a fresh map like Dasan station?
You don't choose to play zerg. The zerg choose you.
HallofPain4444
Profile Joined April 2015
Japan71 Posts
June 24 2016 12:38 GMT
#195
Nothing about balance, but I feel TvZ atm is a horrible design.

T strong early game defensive options, linear growth rate, fast access to high tech units, useless T3 units
Z early game defense is basically naked, exponetial growth rate, slow access to high tech units, OP T3 units

I know Blizzard wants each race to be really unique but what about those Terran players who wants to play Late game Mech? or Zerg players who wants to go mid game agro? If Terran T3 units are shit because of how accessible they are, couldn't Blizzard just make them really costly(like adding a research to make Thors, a research to increase air attack range from 9 to 11, another research to make air attack range 11 to 15)to be effective instead of being pure garbage as of right now?

Also I feel Blizzard's bandaid solution imo is creating alot of toxic side effects. The biggest bluder I think they made is the introduction of Parasitic Bomb. PB is created to counter mass Liberators, but is also destroys Vikings so fast that TvZ air battle is well... Can't they come up with something that only kills mass Liberators and nothing else?
My daily life : sleep, eat, masterbate, repeat
LuckyWin
Profile Joined June 2016
1 Post
Last Edited: 2016-06-25 11:30:43
June 25 2016 11:25 GMT
#196
I think it's fair to nerf speed of Liberator.
Slower mobility brings more strategy limitation for Terran.
Terran still can do what ever that want to do but cannot do it quickly, the time gap will give zerg a chance to fight back.
Just like buff Medivac by ignite afterburners.

Another way is extend switch time of attack mode of Liberator, I think this is a stronger solution.
Zerg always using the time to kill Liberator as much as possible.

If you don't want to nerf Liberator, you can nerf tank.
You can extend time between each attack, defend zerg is easy for terran in early game.
Let terran put more troop on their base will solve everything.
The method will also impact protoss vs terran.
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