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LotV Design Changes announced - Page 8

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 6 7 8 9 10 46 Next All
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 14 2016 18:22 GMT
#141
On August 15 2016 03:12 Solar424 wrote:
Nothing satisfies this man

So I guess he's choosing to ignore the impact, of the Cyclone and Siege Tank changes, on how good Ultralisks are.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2016-08-14 18:28:15
August 14 2016 18:22 GMT
#142
On August 15 2016 03:05 jinjin5000 wrote:
Show nested quote +
On August 15 2016 02:55 Athenau wrote:
2.Can't help but to think that they swapped the anti air and anti ground attack for cyclone around.. it's lock on for air is very bad (160 dmg over 14 sec) and mech already had good amount of anti armor ground options in tank thor hellbat ect.

The mobile portion of mech was really bad, since hellions were so mediocre. In BW it was vultures (along with strong tanks) that made mech viable by letting the terran assert some map control. Cyclones + Hellions now fulfill the same role.

A lot of mechanical issue stems from lack of anti-air and while broodlord range revert helps, not gonna do much vs protoss...

You realize that tempest anti-ground range was nerfed to 6? The Thor now hits all the long-range massive air units, which were the biggest problem before.


Cyclone also absolutely shreds worker line (1 worker per second) with this change but not great vs other units so I am not too excited for the repurpose.

Huh? It's crazy dps vs most armored now (better than an immortal). As for worker shredding, it's not really that great for cost--about the dps of 3 stimmed marines--and really terrible if you're behind on upgrades.


1.it provides map control but at an expensive cost. It's still gonna be 150/100 with low range missile attack that does 40dps+40dps (same as lock on). It has increased range but loses its ability to hold against air (160 damage vs 14 second isn't that great) or deny early air

2.Thor does hit air units now but it's not great vs anything not named "less than ~10 broodlords". It does not trade at all vs carriers if you ever played mech vs skytoss

3.it's more of map control thing but not that great tbh.

1. Old lock-on was 57 dps with a cooldown. New auto-attack is 71 dps all the time against armored units with 1 base armor (pretty much all of them). HP is now 180 instead of 120. Supply is now 3 vs 4. Can be reactored. I'm not sure what you're expecting, these stats are extremely strong vs for cost and supply, and if anything I expect the HP to get nerfed back down to 120 by release along with re-adding the tech lab requirement.

2. Carriers lost release interceptors. I'm not at all convinced that carriers will be an intractable problem, and in any case, we shouldn't balance the game around one, most likely rare interaction.

3. See point #1. It's baffling to me that you're complaining about the factory receiving what's essentially a super-marauder, but ok.
jimminy_kriket
Profile Blog Joined February 2007
Canada5520 Posts
August 14 2016 18:24 GMT
#143
This is gonna be interesting!
life of lively to live to life of full life thx to shield battery
Lakoria
Profile Joined May 2016
8 Posts
August 14 2016 18:26 GMT
#144
pretty sad that the tankivacs are being removed if this patch goes through.. although i would like to see a choice of an upgrade tankivacs on tech lab factories having an option for bio compositions to have a fighting chance with turtling mech since it will become more common for players to go mech... different styles will make the matches interesting or transitioning to late game but i doubt it ... tankivacs make TvT more crazy even though.. matches end with 1 big engagement if no one harrases each other...3

cyclone build on TvP will most probably become standard play just sniping pylons like melted cheese which will make protoss players to be more strategic in placing pylons instead of placing it in the middle of nowhere..

Have speed banshee upgrade to armory since early game harrass with early banshees are going to be ridiculous... make it a high risk high reward in the early game and making skyterran viable with easier transitioning late game..

Reducing auto-turrets on ravens a tiny bit since they can just 2 shot workers

Battlecruisers nowhere to be found...



eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 14 2016 18:30 GMT
#145
It's a nice Carrier buff. Since they come with 4 Interceptors, it is still an added 100 minerals on their cost to build the remaining 4 Interceptors and 200 for the full 8. That cost can add up quickly, especially considering how Interceptors die more easily in SC2.

With the cost reduced to 5, it'll just be 20 more minerals to fill up the Carrier right after being built and 40 for the full complement of 8 interceptors. That should ease the resource drain.

ㅇㅅㅌㅅ
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 14 2016 18:30 GMT
#146
On August 15 2016 03:12 Solar424 wrote:
Nothing satisfies this man


Not shocked. I am glad that he's not a balance designer.. If he was, Terran would be the most OP race ever and if he ever lost, he would fix it lmao.
When I think of something else, something will go here
SNSeigifried
Profile Joined April 2013
United States1640 Posts
August 14 2016 18:32 GMT
#147
Beastyqt seems to agree that terran will be OP.
TLO also agrees that protoss is pretty fucked with their current planned design layout :D

Icebound Esports
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
August 14 2016 18:36 GMT
#148
Yup. Toss has no counter against BC; Tempest now costs 6 supplies and Void cannot hold Yamato.

"Morality is simply the attitude we adopt towards people we personally dislike"
jinjin5000
Profile Joined May 2010
United States1456 Posts
August 14 2016 18:38 GMT
#149
On August 15 2016 03:22 Athenau wrote:
Show nested quote +
On August 15 2016 03:05 jinjin5000 wrote:
On August 15 2016 02:55 Athenau wrote:
2.Can't help but to think that they swapped the anti air and anti ground attack for cyclone around.. it's lock on for air is very bad (160 dmg over 14 sec) and mech already had good amount of anti armor ground options in tank thor hellbat ect.

The mobile portion of mech was really bad, since hellions were so mediocre. In BW it was vultures (along with strong tanks) that made mech viable by letting the terran assert some map control. Cyclones + Hellions now fulfill the same role.

A lot of mechanical issue stems from lack of anti-air and while broodlord range revert helps, not gonna do much vs protoss...

You realize that tempest anti-ground range was nerfed to 6? The Thor now hits all the long-range massive air units, which were the biggest problem before.


Cyclone also absolutely shreds worker line (1 worker per second) with this change but not great vs other units so I am not too excited for the repurpose.

Huh? It's crazy dps vs most armored now (better than an immortal). As for worker shredding, it's not really that great for cost--about the dps of 3 stimmed marines--and really terrible if you're behind on upgrades.


1.it provides map control but at an expensive cost. It's still gonna be 150/100 with low range missile attack that does 40dps+40dps (same as lock on). It has increased range but loses its ability to hold against air (160 damage vs 14 second isn't that great) or deny early air

2.Thor does hit air units now but it's not great vs anything not named "less than ~10 broodlords". It does not trade at all vs carriers if you ever played mech vs skytoss

3.it's more of map control thing but not that great tbh.

1. Old lock-on was 57 dps with a cooldown. New auto-attack is 71 dps all the time against armored units with 1 base armor (pretty much all of them). HP is now 180 instead of 120. Supply is now 3 vs 4. Can be reactored. I'm not sure what you're expecting, these stats are extremely strong vs for cost and supply, and if anything I expect the HP to get nerfed back down to 120 by release along with re-adding the tech lab requirement.

2. Carriers lost release interceptors. I'm not at all convinced that carriers will be an intractable problem, and in any case, we shouldn't balance the game around one, most likely rare interaction.

3. See point #1. It's baffling to me that you're complaining about the factory receiving what's essentially a super-marauder, but ok.


oh yea that was my bad on my part on the 57dps. You are correct on that one.

But main issue remains- mech has plenty of anti-armor on ground, and is missing heck a lot of anti air in return. My belief was that cyclone should have anti air role instead of the current anti ground role- Saying vultures covered anti ground isn't really true since it didn't do that much vs medium/large units. Comparable to hellion really. It took hella long time to kill a building or larger units
Skyro
Profile Joined May 2010
United States1823 Posts
August 14 2016 18:38 GMT
#150
Wow... I never thought I'd see the day Blizz/D.Kim actually focusing on game design rather than balance for once. Regardless of your thoughts on the actual proposed changes, it's nice to see them trying to focus on making the game more fun to play.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
August 14 2016 18:40 GMT
#151
Siege Tank's identity restored.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 14 2016 18:40 GMT
#152
On August 15 2016 03:32 SNSeigifried wrote:
Beastyqt seems to agree that terran will be OP.
TLO also agrees that protoss is pretty fucked with their current planned design layout :D
https://twitter.com/Beastycutie/status/764885488507445248
https://twitter.com/LiquidTLO/status/764863575689138176

TBF, these are more design directions rather then exact numbers.

Time for TLO to go back to the light and return to Terran.
Head Coach Park: "They should buff tanks!"
Charoisaur
Profile Joined August 2014
Germany16006 Posts
August 14 2016 18:43 GMT
#153
On August 15 2016 03:36 Thouhastmail wrote:
Yup. Toss has no counter against BC; Tempest now costs 6 supplies and Void cannot hold Yamato.


Yeah a 400/300 capital ship won't be completely worthless now.
Truly broken.
Many of the coolest moments in sc2 happen due to worker harassment
xyzz
Profile Joined January 2012
567 Posts
August 14 2016 18:45 GMT
#154
Good to see that grandmasters who turtle every game, like Avilo, can now do it with Siege Tanks doing twice as much damage as before.

Yet, Ultralisks and Vipers are untouched despite having obvious balance problems.

Protoss is just completely shafted by these changes. They need the old Immortal shield to counter balance the new retard power tanks.
Charoisaur
Profile Joined August 2014
Germany16006 Posts
August 14 2016 18:45 GMT
#155
On August 15 2016 03:38 jinjin5000 wrote:
Show nested quote +
On August 15 2016 03:22 Athenau wrote:
On August 15 2016 03:05 jinjin5000 wrote:
On August 15 2016 02:55 Athenau wrote:
2.Can't help but to think that they swapped the anti air and anti ground attack for cyclone around.. it's lock on for air is very bad (160 dmg over 14 sec) and mech already had good amount of anti armor ground options in tank thor hellbat ect.

The mobile portion of mech was really bad, since hellions were so mediocre. In BW it was vultures (along with strong tanks) that made mech viable by letting the terran assert some map control. Cyclones + Hellions now fulfill the same role.

A lot of mechanical issue stems from lack of anti-air and while broodlord range revert helps, not gonna do much vs protoss...

You realize that tempest anti-ground range was nerfed to 6? The Thor now hits all the long-range massive air units, which were the biggest problem before.


Cyclone also absolutely shreds worker line (1 worker per second) with this change but not great vs other units so I am not too excited for the repurpose.

Huh? It's crazy dps vs most armored now (better than an immortal). As for worker shredding, it's not really that great for cost--about the dps of 3 stimmed marines--and really terrible if you're behind on upgrades.


1.it provides map control but at an expensive cost. It's still gonna be 150/100 with low range missile attack that does 40dps+40dps (same as lock on). It has increased range but loses its ability to hold against air (160 damage vs 14 second isn't that great) or deny early air

2.Thor does hit air units now but it's not great vs anything not named "less than ~10 broodlords". It does not trade at all vs carriers if you ever played mech vs skytoss

3.it's more of map control thing but not that great tbh.

1. Old lock-on was 57 dps with a cooldown. New auto-attack is 71 dps all the time against armored units with 1 base armor (pretty much all of them). HP is now 180 instead of 120. Supply is now 3 vs 4. Can be reactored. I'm not sure what you're expecting, these stats are extremely strong vs for cost and supply, and if anything I expect the HP to get nerfed back down to 120 by release along with re-adding the tech lab requirement.

2. Carriers lost release interceptors. I'm not at all convinced that carriers will be an intractable problem, and in any case, we shouldn't balance the game around one, most likely rare interaction.

3. See point #1. It's baffling to me that you're complaining about the factory receiving what's essentially a super-marauder, but ok.


oh yea that was my bad on my part on the 57dps. You are correct on that one.

But main issue remains- mech has plenty of anti-armor on ground, and is missing heck a lot of anti air in return. My belief was that cyclone should have anti air role instead of the current anti ground role- Saying vultures covered anti ground isn't really true since it didn't do that much vs medium/large units. Comparable to hellion really. It took hella long time to kill a building or larger units

yeah I don't really see the point in the new cyclone.
seems like warhound 3.0.
Many of the coolest moments in sc2 happen due to worker harassment
nichan
Profile Joined December 2010
United States158 Posts
August 14 2016 18:47 GMT
#156
So help protoss by giving them even more shit to cast? like every single unit doesn't have a fucking casting ability already.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
August 14 2016 18:48 GMT
#157
It's very good they are adressing ground anti-air vs air units.

However, I question how they plan to differentiate Liberators and Siege Tanks. Seems like both units will do the exact same thing.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
August 14 2016 18:50 GMT
#158
overall sounds like improvements to the game
Elentos
Profile Blog Joined February 2015
55555 Posts
Last Edited: 2016-08-14 18:51:15
August 14 2016 18:50 GMT
#159
On August 15 2016 03:48 Hider wrote:
It's very good they are adressing ground anti-air vs air units.

However, I question how they plan to differentiate Liberators and Siege Tanks. Seems like both units will do the exact same thing.

Tanks have splash on the ground, that's probably the biggest deal.
Every 60 seconds in Africa, a minute passes.
jahnesta
Profile Joined February 2014
France62 Posts
August 14 2016 18:51 GMT
#160
Glad to see Blizzard trying new stuff !
Stephano Life Jaedong TRUE Rogue
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