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Community Feedback Update - July 15 - Page 6

Forum Index > SC2 General
102 CommentsPost a Reply
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JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2016-07-21 13:43:01
July 21 2016 13:38 GMT
#101
On July 20 2016 00:44 MperorM1 wrote:
As beastyQT said on "natural expansion" I just wish they would give us new tools to play around with. When was the last time you saw anything cool being done with landed vikings? When was the last time you saw battlecruisers being used at all? I have been playing bio almost every game since I first started playing in wol. I never had more fun with starcraft, than the time where sky terran was viable. People are always complaining that terran never get anything other than bio, but the second we actually found another viable style, it got nerfed soon after.

sorry for the whiny ramble, but I am just so god damn tired of playing bio every single game.


I think that the main problem regarding Terran is that it has been balanced mostly around bio, and they haven't been brave to test significant changes to other things. However, I think that we have to recognize that Mech has been around to some extent for a while and they have tested some improvements from time to time, but they aren't really enough. BioMech is prettty dominant in TvT and Mech was also pretty viable in HotS. In LotV, they nerfed Immortals and they introduced buffs and changes to Mech units, but the eco change is a big antagonist to Mech because it's a mid-lategame style. Liberator is pretty good though and it's used with Bio too.

There are also a few things to consider:

- Mech upgrades were split.
- Mules were not removed in LotV because it's the essential pillar of Bio, instead of exploring a production buff and rebalance economy and production better, so basically Terran macro is more favorable towards Bio.
- The Ghost was not reworked. EMP and Snipe (Ghost) are 2 abilities that come lategame to counter Ultras and Protoss so they basically promote staying on a Bio style.
- The Cyclone is a high-tech gimmicky unit, instead of a mid-game core mech unit.
- The Reaper was not reworked and it's basically the same unit, just a bit more cheese and harass friendly instead of a true situational unit.
- Most mech units weren't really modified.


I think that it is pretty easy to make mech more viable without breaking much shit.

- Combine Mech weapon upgrades. Makes mech way stronger, but more vulnerable towards cheap units (Zerg and Terran bio)
- Study a Helllion rebalance, removing Light tag (keep it on Hellbats). Basically only affects PvT since banes are not the Hellion's counter.
- Buff Thor. Increase push priority to 11, move speed to 2.25 (HotS time), +1 armor and maybe bonus dmg vs massive (gg ultralisk).
- Rework the Cyclone into a different, non-gimick core unit that is not gas-heavy and good vs mechanical units (anti Protons and antiMech, good synergy with bio). An armor penetration mechanic would be godlike vs ultras and lategame units.
- Study the Raven a bit too.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 21 2016 16:24 GMT
#102
On July 21 2016 22:38 JCoto wrote:
Show nested quote +
On July 20 2016 00:44 MperorM1 wrote:
As beastyQT said on "natural expansion" I just wish they would give us new tools to play around with. When was the last time you saw anything cool being done with landed vikings? When was the last time you saw battlecruisers being used at all? I have been playing bio almost every game since I first started playing in wol. I never had more fun with starcraft, than the time where sky terran was viable. People are always complaining that terran never get anything other than bio, but the second we actually found another viable style, it got nerfed soon after.

sorry for the whiny ramble, but I am just so god damn tired of playing bio every single game.


I think that the main problem regarding Terran is that it has been balanced mostly around bio, and they haven't been brave to test significant changes to other things. However, I think that we have to recognize that Mech has been around to some extent for a while and they have tested some improvements from time to time, but they aren't really enough. BioMech is prettty dominant in TvT and Mech was also pretty viable in HotS. In LotV, they nerfed Immortals and they introduced buffs and changes to Mech units, but the eco change is a big antagonist to Mech because it's a mid-lategame style. Liberator is pretty good though and it's used with Bio too.

There are also a few things to consider:

- Mech upgrades were split.
- Mules were not removed in LotV because it's the essential pillar of Bio, instead of exploring a production buff and rebalance economy and production better, so basically Terran macro is more favorable towards Bio.
- The Ghost was not reworked. EMP and Snipe (Ghost) are 2 abilities that come lategame to counter Ultras and Protoss so they basically promote staying on a Bio style.
- The Cyclone is a high-tech gimmicky unit, instead of a mid-game core mech unit.
- The Reaper was not reworked and it's basically the same unit, just a bit more cheese and harass friendly instead of a true situational unit.
- Most mech units weren't really modified.


I think that it is pretty easy to make mech more viable without breaking much shit.

- Combine Mech weapon upgrades. Makes mech way stronger, but more vulnerable towards cheap units (Zerg and Terran bio)
- Study a Helllion rebalance, removing Light tag (keep it on Hellbats). Basically only affects PvT since banes are not the Hellion's counter.
- Buff Thor. Increase push priority to 11, move speed to 2.25 (HotS time), +1 armor and maybe bonus dmg vs massive (gg ultralisk).
- Rework the Cyclone into a different, non-gimick core unit that is not gas-heavy and good vs mechanical units (anti Protons and antiMech, good synergy with bio). An armor penetration mechanic would be godlike vs ultras and lategame units.
- Study the Raven a bit too.

Your cyclone sounds a lot like the warhound. That unit was a disaster because it lead to blobs of units type of army that had nether the positioning aspects of tank mech nor the super mobility of bio+medivacs. It makes essentially for a slower and less interesting type of bio.

I want mech play to be viable, but only if its tank based. Warhound style is much more boring then bio and has none of the intricacies of real mech, and air play based around caster units like the raven proved to be pure cancer for the game.
Head Coach Park: "They should buff tanks!"
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2016-07-21 22:16:29
July 21 2016 20:56 GMT
#103
On July 22 2016 01:24 Sapphire.lux wrote:
Show nested quote +
On July 21 2016 22:38 JCoto wrote:
On July 20 2016 00:44 MperorM1 wrote:
As beastyQT said on "natural expansion" I just wish they would give us new tools to play around with. When was the last time you saw anything cool being done with landed vikings? When was the last time you saw battlecruisers being used at all? I have been playing bio almost every game since I first started playing in wol. I never had more fun with starcraft, than the time where sky terran was viable. People are always complaining that terran never get anything other than bio, but the second we actually found another viable style, it got nerfed soon after.

sorry for the whiny ramble, but I am just so god damn tired of playing bio every single game.


I think that the main problem regarding Terran is that it has been balanced mostly around bio, and they haven't been brave to test significant changes to other things. However, I think that we have to recognize that Mech has been around to some extent for a while and they have tested some improvements from time to time, but they aren't really enough. BioMech is prettty dominant in TvT and Mech was also pretty viable in HotS. In LotV, they nerfed Immortals and they introduced buffs and changes to Mech units, but the eco change is a big antagonist to Mech because it's a mid-lategame style. Liberator is pretty good though and it's used with Bio too.

There are also a few things to consider:

- Mech upgrades were split.
- Mules were not removed in LotV because it's the essential pillar of Bio, instead of exploring a production buff and rebalance economy and production better, so basically Terran macro is more favorable towards Bio.
- The Ghost was not reworked. EMP and Snipe (Ghost) are 2 abilities that come lategame to counter Ultras and Protoss so they basically promote staying on a Bio style.
- The Cyclone is a high-tech gimmicky unit, instead of a mid-game core mech unit.
- The Reaper was not reworked and it's basically the same unit, just a bit more cheese and harass friendly instead of a true situational unit.
- Most mech units weren't really modified.


I think that it is pretty easy to make mech more viable without breaking much shit.

- Combine Mech weapon upgrades. Makes mech way stronger, but more vulnerable towards cheap units (Zerg and Terran bio)
- Study a Helllion rebalance, removing Light tag (keep it on Hellbats). Basically only affects PvT since banes are not the Hellion's counter.
- Buff Thor. Increase push priority to 11, move speed to 2.25 (HotS time), +1 armor and maybe bonus dmg vs massive (gg ultralisk).
- Rework the Cyclone into a different, non-gimick core unit that is not gas-heavy and good vs mechanical units (anti Protons and antiMech, good synergy with bio). An armor penetration mechanic would be godlike vs ultras and lategame units.
- Study the Raven a bit too.

Your cyclone sounds a lot like the warhound. That unit was a disaster because it lead to blobs of units type of army that had nether the positioning aspects of tank mech nor the super mobility of bio+medivacs. It makes essentially for a slower and less interesting type of bio.

I want mech play to be viable, but only if its tank based. Warhound style is much more boring then bio and has none of the intricacies of real mech, and air play based around caster units like the raven proved to be pure cancer for the game.


Well, I woulnd't argue that Warhound was a disaster but however it was really plainly broken. Insane DPS vs mech, nice range, insane cost efficiency, 220 HP, A-move unit. I mean, we could have something with the cost of the Stalker that could be raxed but pretty upgrade dependant and with 140 HP or so. The mobility concept fron the actual Cyclone could be kept.

If you areally want my opinion, the Cyclone was a direct fail, but it's kinda hard to innovate. Goliaths weren't top interesting units in BW either but they worked as a core unit. If we actually think about it, Hellions are mobile antilight, Hellbats meele AoE, Mines are cheap zoning crap, Tanks are artillery and Thors are not worth it but could be insane units. Really, what Mech is lacking is some kind of all-around unit and some anti-air. Some buff to Vikings would not be bad in that sense but then you'll have a ton of problems with easy mass VIkings destroying mineral lines in 2 secs.

If I were Blizz, I would seriously rethink the needs of Mech.
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