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Forum Index > SC2 General
171 CommentsPost a Reply
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Cyro
Profile Blog Joined June 2011
United Kingdom20335 Posts
Last Edited: 2016-09-09 21:32:24
September 09 2016 21:32 GMT
#41
Voidray problem is more than they can't be micro'd without losing a ton of damage. They deal damage every fraction of a second and when they move they have shit acceleration and no damage. Movespeed was the wrong stat to adjust here i think.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Vedeynevin
Profile Joined February 2015
United States431 Posts
September 09 2016 21:36 GMT
#42
On September 10 2016 04:12 Wildmoon wrote:
The ravager change is terrible. Isn't the whole point to make the unit not the optimal option in almost all situations? And now ravagers can just charge in and bile stationary tanks.


It's almost like they are too weak against tanks with the armored tag and they are testing to see how they interact with the new tank without it. They definitely can't put it back on after testing it.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
September 09 2016 21:37 GMT
#43
Voidray speed increased from 3.15 to 3.5
Although used a lot in lower levels, Void Rays have not seen much use in competitive play throughout LotV, so we wanted to test what the game would be like if we made them more viable.
We are targeting a speed increase to increase their capability when micro’d, while keeping them similar in lower levels of play.


Battlecruisers called. They said : "Fuck you"
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
Vedeynevin
Profile Joined February 2015
United States431 Posts
September 09 2016 21:41 GMT
#44
On September 10 2016 06:37 FFW_Rude wrote:
Show nested quote +
Voidray speed increased from 3.15 to 3.5
Although used a lot in lower levels, Void Rays have not seen much use in competitive play throughout LotV, so we wanted to test what the game would be like if we made them more viable.
We are targeting a speed increase to increase their capability when micro’d, while keeping them similar in lower levels of play.


Battlecruisers called. They said : "Fuck you"


Because there aren't any BC changes on the test map amirite
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2016-09-09 21:44:37
September 09 2016 21:44 GMT
#45
On September 10 2016 06:41 Vedeynevin wrote:
Show nested quote +
On September 10 2016 06:37 FFW_Rude wrote:
Voidray speed increased from 3.15 to 3.5
Although used a lot in lower levels, Void Rays have not seen much use in competitive play throughout LotV, so we wanted to test what the game would be like if we made them more viable.
We are targeting a speed increase to increase their capability when micro’d, while keeping them similar in lower levels of play.


Battlecruisers called. They said : "Fuck you"


Because there aren't any BC changes on the test map amirite


Voids are used. Not often yes but they are used. You see them in PL for example and in GSL (or SSL i forgot). When was the last time you saw a BC in a pro game ?
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
sparklyresidue
Profile Joined August 2011
United States5524 Posts
September 09 2016 21:59 GMT
#46
Awesome! This is what I'd hoped would be implemented!
Like Tinkerbelle, I leave behind a sparkly residue.
Charoisaur
Profile Joined August 2014
Germany16079 Posts
September 09 2016 22:17 GMT
#47
On September 10 2016 06:18 VHbb wrote:
Show nested quote +
On September 10 2016 02:38 Charoisaur wrote:
1 base voidray adept allin with speed voidrays I'm not hyped.


I mean you comment in every balance post and you are never hyped for everything, so whatever.

I like both changes (ravager and void), especially the voidrays which feel very clunky to micro (for instance to pull back one by one when you engage marines or hydras) - I think it's a cool micro interaction to have in the game

Not hyped? I was extremely hyped when I saw the initial test map changes. Dare me I also point out criticism.
Many of the coolest moments in sc2 happen due to worker harassment
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 09 2016 22:21 GMT
#48
I would have:

1. Nerfed Siege Tank damage to 35 (+25 vs Armored), but at the same time reduced the supply cost to 2. This is because 70 damage is excessive when up against Armored units, but at the same time Siege Tanks are far less supply efficient than they were back in BW.

2. Kept Ravagers as Armored units, but made Corrosive Bile deal 60 (+30 vs Biological) damage. This allows Ravagers to soft-counter Lurker contains by actually being able to 3-shot them. It also gives Zerg a reliable soft-counter against Brood Lords that isn't hard-countered by Corruptors. Plus... with an Armored damage nerf to Siege Tanks, they'll still 3-shot Ravagers until +1 weapon upgrades are in play.

3. Buffed the Ghost's Steady Targeting ability so that it has a range of 12, and can target all units, not just Biological. This would make Ghosts more reliable at sniping large key units, able to target more key units, and put Ghost range between the Siege Tank's vision range of 11, and attack range of 13, making them able to act as a Siege Tank soft-counter, which is sorely needed.

4. Buffed Seeker Missile immensely, by cutting its Energy cost to 75, making its splash damage weaker but more consistently spread, and by making it no longer fizzle out. This would put it on par with abilities like Parasitic Bomb, Fungal Growth and Psionic Storm because let's face it, the Raven is beyond crap at the moment.
MaxTa
Profile Joined February 2016
61 Posts
September 09 2016 22:23 GMT
#49
I also think Ravagers should be armored because they are simply too dominant in ZvZ and even in ZvP Immortals/stalks can't do anything about them... I would put them armored but increase their hp to something like 165 or 180. Also, if the siege tanks are really too strong I would try increasing the delay between their shots. Also, for the adepts I would try removing their initial 1 base armor if they are to stay Light units...
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2016-09-09 22:27:30
September 09 2016 22:25 GMT
#50
Lurkers are too dominant in ZvZ if anything. There is nothing outside of mass Brood Lords or mass Mutalisks that can reliably clear out Lurker contains. Even in PvZ you can't take out a Lurker contain without Disruptors, Tempests, or overwhelming the entire army with greater numbers of Chargelot/Archon/Immortal.
Aegwynn
Profile Joined September 2015
Italy460 Posts
September 09 2016 22:40 GMT
#51
No one would ever make ravagers if it was armored. It has less hp than a roach and cost shit loads of gas. Not to mention that we would have unstoppable immortal all-ins along with the current adept bs.
MaxTa
Profile Joined February 2016
61 Posts
September 09 2016 22:51 GMT
#52
Lurkers are too dominant in ZvZ if anything. There is nothing outside of mass Brood Lords or mass Mutalisks that can reliably clear out Lurker contains. Even in PvZ you can't take out a Lurker contain without Disruptors, Tempests, or overwhelming the entire army with greater numbers of Chargelot/Archon/Immortal.


Indeed Lurkers are too strong right now both in ZvZ and ZvP. I do think they need a nerf and I would suggest decreasing their range to 8 because they outrange so many units and are actually better than Colossus right now...
MaxTa
Profile Joined February 2016
61 Posts
Last Edited: 2016-09-09 22:56:33
September 09 2016 22:55 GMT
#53
No one would ever make ravagers if it was armored. It has less hp than a roach and cost shit loads of gas. Not to mention that we would have unstoppable immortal all-ins along with the current adept bs


Thats why I suggest making them armored but with more hp than roaches (like 165 or 180) Also, I agree adepts have to be nerfed to compensate for this change because immortals/stalkers will become pretty strong vs Z...
ShamanElemental1
Profile Joined April 2016
56 Posts
Last Edited: 2016-09-09 23:56:08
September 09 2016 22:59 GMT
#54
People forget how important is the ravager in ZvP
Mass Stalker and Sentry or Immortal all in.

Who wants to go back to old ZvP ?

NO ONE !

Its true that the Ravager is a massive band aid for Zerg tho.


The real fact is that Zerg needs a new early unit , something that can deal with hard harassment and dumb all ins.


This is why i would like a redesign for SH, the unit could be usefull to harass and defend in the early game if they thinker with the locusts and their HP and the speed of the SH.
MaxTa
Profile Joined February 2016
61 Posts
Last Edited: 2016-09-09 23:05:35
September 09 2016 23:02 GMT
#55
IF ravagers are to stay unarmored, I would at least put them on Lair tech and maybe even require roach warren to mutate into an upgraded one (just like the hydralisk den mutate to unlock lurkers)
seemsgood
Profile Joined January 2016
5527 Posts
September 09 2016 23:24 GMT
#56
Voidray is not that bad against mech.They are very good due to new cyclone but i guess protoss players just favor the ping pongs instead.
DERASTAT
Profile Joined May 2014
Germany99 Posts
September 10 2016 00:02 GMT
#57
Just give Zerg 4 larva injekt, than we dont need ravager or OP-Range-Queens to trade somewhat even in the earlygame, Zerg is behind in eco at the early game, so it forces us into effiecient early game, but as Zerg i wonna fix problems with mass and noth with technical units like RAvager or Queens. with the 4 larva injekt Zerg would have an earlier Eco again, and play like Zerg and not having protss fitting that mass eco low tech fast unit stlye. than we can make Ravager armored and get -1 Queen Range, we dont need better Banelings, we need more Banelinmgs(with 3 larva pls!)
Kajiu, Troll der Zerstörung
Mistakes
Profile Joined February 2011
United States1102 Posts
September 10 2016 00:17 GMT
#58
Cool. Sounds good. Interested to play it. Been struggling to find motivation for LotV lately, maybe this big overhaul is what I need.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Jaedrik
Profile Joined June 2015
113 Posts
September 10 2016 01:03 GMT
#59
While we're at it, can we get community-driven matchmaking so we can have Starbow matchmaking?
Vindicare605
Profile Blog Joined August 2011
United States16123 Posts
Last Edited: 2016-09-10 01:18:44
September 10 2016 01:16 GMT
#60
Not thrilled about the Ravager still having no armor tag at all (It isn't even light or Psionic.) but I suppose they aren't anywhere near as dangerous if their Roach meatshields can get obliterated by the new Siege Tanks so I suppose it's something. This kind of balance tweaking makes me optimistic that the team is committed to keeping the Siege Tank in its current form on Test Map which is wonderful because it means the removal of Medivac Tanks and a much needed return to the fantasy of the unit.

As far as everything else, I tend to agree that the Baneling health buff isn't worth the hassle it's going to cause ZvZ and I think the Warp Prism nerf might not be enough but I'm willing to wait for actual matchmaking to make that call.

Faster Void Rays does make me worried a bit, because the unit is just inherently so massable, I don't want to see a situation where massing a ton of Void Rays again becomes a viable tactic like it was during portions of WoL.I suppose with the Thor and Hydralisk buffs this might not be something we need to worry about, again willing to test it and find out.

I'm surprised that the Dark Templar Blink has thus far created no buzz, it was one of the most talked about additions when the test map was first announced and now I haven't heard anything about it.
aka: KTVindicare the Geeky Bartender
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