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LotV 3.10.1 Patch Notes + Balance Test Map Update - Page 4

Forum Index > SC2 General
90 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
Tuczniak
Profile Joined September 2010
1561 Posts
February 01 2017 13:33 GMT
#61
On February 01 2017 17:29 zyce wrote:
Interesting, the 15-cost interceptors feel a bit too expensive. I think the 5-mineral increments will be a problem balancing this unit's cost unless they make gameplay changes.
That is so funny.
parkufarku
Profile Blog Joined March 2014
882 Posts
February 01 2017 21:22 GMT
#62
On February 01 2017 18:22 Charoisaur wrote:
Show nested quote +
On February 01 2017 17:19 parkufarku wrote:
On February 01 2017 07:20 Charoisaur wrote:
I think people severily underestimate the impact of the liberator nerf. It heavily reduces their efficiency against gateway units.
I don't think the widow mine nerf will be needed.


You Terran players are a riot, seriously.

When one abandoned liberator at mineral line can still take out 3 non-blink stalkers from the P's stalker army when P went specifically to clear it out while lib just stood there, that's when you know liberators were just insanely broken. This 10 damage nerf is nothing.

WM is needed badly as well, but we need to nerf the liberator more. Raise the cost and supply.

You do realize that with this patch the liberator goes from 2-shotting stalkers to 3-shotting them? This massively reduces the efficiency against gateway units.
I'm fully in favor of this nerf because I don't like liberators but if you think that further nerfs are needed you just don't understand the impact of this change. I wouldn't be surprised if balance swings into protoss favor with this change alone.

And I don't really play terran anymore I mostly play zerg lately.


It changes things from the harrassment aspect but doesn't change it in actual fights very much. In a army vs army fight, is the Terran army fully composed of libs? No, only like 4 or 5 supported with mass bio, mines, tanks. Libs still do 70+ damage per target - it's still massive DPS. The "3 hit to 2 hit stalker" argument would work if it was mostly liberators vs mostly stalkers but both P and T armies are mixed with a ton of different types of units. The DPS is still there - and that's a big problem.
pacholak
Profile Joined February 2017
1 Post
February 01 2017 23:26 GMT
#63
On February 01 2017 09:38 LHK wrote:
Anyone else locked at 60 FPS with all settings with this patch? I usually run about 500 frames on low and it's stuck at 60, can't seem to change it.


I have.
Dunno what to do with it!
My regular fps is about 140-150. Now 59-60. Even 30 for a while! Unplayable!
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
February 02 2017 01:23 GMT
#64
On February 02 2017 08:26 pacholak wrote:
Show nested quote +
On February 01 2017 09:38 LHK wrote:
Anyone else locked at 60 FPS with all settings with this patch? I usually run about 500 frames on low and it's stuck at 60, can't seem to change it.


I have.
Dunno what to do with it!
My regular fps is about 140-150. Now 59-60. Even 30 for a while! Unplayable!


It is like that for everybody...
enforced vSync... how could that ever slip by?
Hands down worst patch ever.
Damien
Profile Joined January 2009
Brazil131 Posts
Last Edited: 2017-02-02 02:34:30
February 02 2017 02:28 GMT
#65
My game was in windowed mode, full screen. It's having a stupid and annoying "lag". The units animation is strange, slow, and the game is horrible to control. So, I changed to fullscreen, now this lag stopped, but look:

https://uploaddeimagens.com.br/images/000/824/447/full/Screenshot2017-02-01_23_00_06.jpg?1486002470


I noticed that in windowed mode, my fps is 30, while in fullscreen is 60+.
Can you guys help me with this?
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
February 02 2017 02:28 GMT
#66
To fix the V-sync, if you have an NVIDIA card, you can force it off in the nvidia config. AMD is out of luck, it doesn't work.

The way Blizzard handled this is really bad.. Okay, the black screen was annoying (I personally barely had it, but some people had black screens for 3 seconds+), but forced vsync is awful. Just awful. Lots of us are running high refresh rate monitors or simply hate added input lag. SC2 is very wonky with FPS in fights so it dips into the 50-60s, even on really good systems. My question: WHY force vsync? They could've just recommended you turn it on in the client, or made an official statement about putting on vsync temporarily fixing it. This is just really bad on their part. Inexcusable. I wouldn't play if I didn't have an nvidia card right now.
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
insitelol
Profile Joined August 2012
845 Posts
February 02 2017 09:55 GMT
#67
mmm... dunno guys. I've checked vsync, running hybrid low settings. do not experience any form of lags with windowed fullscreen either during the fights or w/e. Nothing really changed. (gt 970)
Less is more.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
February 02 2017 12:15 GMT
#68
After reading the liberator ground damage nerf I just had to dig up some of the old threads where some of us TL regulars talked about how to try and actually balance this thing. So many talks, including damage, range and radius...

I loved rereading this post of mine from october 2th 2015, answering questions regarding the unit as per OP proposal:

If you could make any changes to the Liberator, which would it be?
TBH, I would have scrapped the unit and added a bio or bio-mech kind of unit. As it is, I'd change the Defender mode quite a bit: slightly reduce the range (too many long range units, overlaps with tank), nerf the base damage so it doesn't one shot a hydra and give it a small bonus damage against massive (there's no such unit in the terran arsenal? Would help against ultras). If the result is too underpowered, then I would reduce the cost.

Feels good :D
Revolutionist fan
warlocke
Profile Joined September 2015
97 Posts
February 02 2017 16:53 GMT
#69
the forced vsync is killing me, it is quite unplayable
an average player whom can only F2 + a-move
parkufarku
Profile Blog Joined March 2014
882 Posts
February 02 2017 22:33 GMT
#70
Liberators should just be removed from game. Not only are they broken, but even if they weren't, they overlap with the role of tanks. What's the point of two siege units for one race? one from air and one from ground? If anything, give P or Z something similar to what lib does.
bObA
Profile Joined May 2012
France300 Posts
February 03 2017 15:08 GMT
#71
Imo the liberartor nerf is way enough, no need to nerf widow mine again.
In big fight with liberator nerf adn if you add widow mines nerf terran has no chance against protoss.
I saw stats using templars more often and that rocks pretty well.
Exquisite7
Profile Joined June 2016
34 Posts
February 03 2017 23:41 GMT
#72
On February 03 2017 07:33 parkufarku wrote:
Liberators should just be removed from game. Not only are they broken, but even if they weren't, they overlap with the role of tanks. What's the point of two siege units for one race? one from air and one from ground? If anything, give P or Z something similar to what lib does.


Disagree, they are good against entirely different units. And you need entirely different types of units to combat each of them. One is heavy splash and one is heavy single target. Terran has always been about the positioning and transforming units that always sacrifice one strength (like mobility) for a powerful attack. That's cool
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 03 2017 23:45 GMT
#73
Update on the framerate issues
https://us.battle.net/forums/en/sc2/topic/20753276048

A recent update to improve performance on FreeSync and G-Sync monitors has a side-effect of capping StarCraft II’s framerate to the monitor’s refresh rate. We’re already working on further improvements in a future patch and will continue to monitor this issue. We know this is affecting our players and we appreciate your patience and understanding as we work towards a better solution.
ㅇㅅㅌㅅ
KOtical
Profile Joined January 2011
Germany451 Posts
February 04 2017 00:38 GMT
#74
oh wow great so zealot archon just has ghost as a viable counter wich wont be there in time... we had the lower shield damage of widow mines before at the beginning of heart of the swarm and it didnt work out well at that time, am i the only one who remembers this?
parkufarku
Profile Blog Joined March 2014
882 Posts
Last Edited: 2017-02-04 04:14:07
February 04 2017 04:11 GMT
#75
On February 04 2017 08:41 Exquisite7 wrote:
Show nested quote +
On February 03 2017 07:33 parkufarku wrote:
Liberators should just be removed from game. Not only are they broken, but even if they weren't, they overlap with the role of tanks. What's the point of two siege units for one race? one from air and one from ground? If anything, give P or Z something similar to what lib does.


Disagree, they are good against entirely different units. And you need entirely different types of units to combat each of them. One is heavy splash and one is heavy single target. Terran has always been about the positioning and transforming units that always sacrifice one strength (like mobility) for a powerful attack. That's cool


Ok give Terran 325 ways to deal X type of damage while the other races have 0 ways to do X type of damage

Real cool. Hey why don't we give T the ability to warp-in and burrow while we're at it? Since T players see nothing wrong with one race hogging all the options and flexibility. Can you imagine walking your stalker force and a MnM group pops out of the ground beneath them and decimates them? That's be a fantastic idea.
Soldier21
Profile Joined February 2017
1 Post
February 05 2017 14:49 GMT
#76
In the test mode, i tested widow mine with a friend on zealot, stalker, adept, oracle, and they won t one shot any of them anymore, what do you think, its pretty sure patch or?
Jason1
Profile Joined May 2015
9 Posts
February 05 2017 20:55 GMT
#77
lol all these terran upset about change. it's not like you guys are going mech. go boi which still has ton of options. just glad hydra got health buff after 7 yrs.

sc2 really need to nerf marines. 50 with ton of upgrades for marines which can also shoot air. no marines can't shoot air units kidding me. take away air attack from marines see how terrans do.
starkiller123
Profile Joined January 2016
United States4030 Posts
February 05 2017 21:04 GMT
#78
Terran would get absolutely destroyed if marines couldn't target air, wtf are you talking about.
parkufarku
Profile Blog Joined March 2014
882 Posts
Last Edited: 2017-02-05 23:34:02
February 05 2017 23:32 GMT
#79
On February 06 2017 06:04 starkiller123 wrote:
Terran would get absolutely destroyed if marines couldn't target air, wtf are you talking about.


It wouldn't be a bad idea as long as T gets an anti-air compensation, like Cyclone anti-air buff or something at same time

He has a point, the very first T1 units should not be able to defend against air. Queens are excluded from this because you can't mass them as easily as marines - they don't cost 50 and pop out super fast
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2017-02-06 09:10:03
February 06 2017 09:08 GMT
#80
On February 06 2017 08:32 parkufarku wrote:
Show nested quote +
On February 06 2017 06:04 starkiller123 wrote:
Terran would get absolutely destroyed if marines couldn't target air, wtf are you talking about.


It wouldn't be a bad idea as long as T gets an anti-air compensation, like Cyclone anti-air buff or something at same time

He has a point, the very first T1 units should not be able to defend against air. Queens are excluded from this because you can't mass them as easily as marines - they don't cost 50 and pop out super fast


Terran still needs to build an Engineering Bay just to get a Missile Turret.
And they have nothing else that can shoot air reliably fast before an Oracle (or even a MSC) can arrive.

Oracles would ravage everything in TvP, forcing Terran into an Engineering Bay and multiple Missile Turrets just to ward off the potential threat of the Oracle since your modified Marines can't shoot them down. If Protoss then comes in with a bunch of Blink Stalkers it's instant GG. It's not really an option.

If Widow Mines are changed to not one-shot Oracles anymore then 6 early Marines will be the only truly viable defense in early game TvP. It sadly also forces Terran to get 6 early Marines in every single TvP, again because of the potential threat of the Oracle. It just pidgeon holes TvP openings even more. Either keep the Widow Mine as it is versus single targets and only reduce the splash or remove the Engineering Bay requirement for building a Missile Turret.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
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