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Improving Viking Assault Mode - Page 2

Forum Index > SC2 General
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reneg
Profile Joined September 2010
United States859 Posts
April 22 2017 04:21 GMT
#21
On April 22 2017 05:59 jpg06051992 wrote:
Show nested quote +
On April 22 2017 05:04 yubo56 wrote:
Also, mech has become much more of an active playstyle lately, it's not super fair to call all styles of it turtle mech. As Pig's two recent articles on Gumiho vs. Dark point out, mech is actually fairly difficult to pull off now if you can't get some harassment damage done.

I don't think mech needs that much more mobility tbh. It seems like vipers just hard counter mech, either mech trades absurdly well against a viperless comp or absurdly poorly against a viper-free comp. I think there should just be a less black and white answer there, not just "more harassment"


Really wish they would tone down Vipers vs mech, specifically by making Blinding Cloud worse vs. stationary objects and better vs mobile objects

Viper Balance Problem

1) Blinding Cloud nullifies stationary units by reducing range to melee, which in this game means it's pretty much only the Siege Tank that really get's screwed over, hard, by this ability. Everything else in the game can be moved out of the way, not the Siege Tank.

2. Blinding Cloud can be useful in small chokes and when you have 3 - 5 energy worth of BC, but generally speaking, if it's being used vs. enemy units that can be micro'd away from it, they will micro away from it and then it becomes merely a weak and temporary zoning tool.

If on a scale the number of "<" infer how effective something is against something, I would paint BC's power something like this..

Siege Tanks that can't move <<<<<<<<<<<<<<< Blinding Cloud <<< Units that can move

When it should be more like..

Siege Tanks that can't move <<< Blinding Cloud >>> Units that can move

Potential Solutions to Blinding Cloud

1) Change Blinding Cloud to reduce the range of all units by 5 that are stuck inside the cloud, and any units that are micro'd out of the radius will have their range reduced by 4 for 3.5 seconds (or whatever is balanced). This will enable the Siege Tanks to still get off a volley at a range of 8 in Siege Mode, almost cutting it's range in half which is still a size able margin, but this would allow tanks under a cloud to still get a shot or two off, which in major engagements is crucial. The sticking would enable the Viper to be a more "all around" unit because even when the units are moved away, they still need to be on the defensive as their range is reduced to 1 (most ranged units have a base range of 6)

2) Reduce the energy required to cast by 25, as it now would function more of a soft counter and less of an auto win vs. Siege Tanks so it will need to be used more often

Oh and to respond to the OP, literally, at least in my humble opinion, the last thing this game needs is for air units to be even more powerful then they currently are, so no I do not think that Vikings need a buff, especially vs. ground when Banshees and Liberators are already fantastic vs ground units.

edit for no double post


I think that's the reason blinding cloud is how it is - to specifically counter siege tanks, since they're so strong.

They wanted dark swarm from BW, but didn't want to make it dark swarm, so they decided to flip it (from affecting the attacked to affecting the attacker). As a result, you get weird things like siege tanks being worthless.

IMO it's a fine trade off - vipers are expensive units, and to use their energy on incap'ing siege tanks makes it a worthwhile investment. to counter, all of the siege tanks shouldn't be within just a few range of each other.
moose...indian
jpg06051992
Profile Joined July 2015
United States580 Posts
April 22 2017 06:17 GMT
#22
On April 22 2017 13:21 reneg wrote:
Show nested quote +
On April 22 2017 05:59 jpg06051992 wrote:
On April 22 2017 05:04 yubo56 wrote:
Also, mech has become much more of an active playstyle lately, it's not super fair to call all styles of it turtle mech. As Pig's two recent articles on Gumiho vs. Dark point out, mech is actually fairly difficult to pull off now if you can't get some harassment damage done.

I don't think mech needs that much more mobility tbh. It seems like vipers just hard counter mech, either mech trades absurdly well against a viperless comp or absurdly poorly against a viper-free comp. I think there should just be a less black and white answer there, not just "more harassment"


Really wish they would tone down Vipers vs mech, specifically by making Blinding Cloud worse vs. stationary objects and better vs mobile objects

Viper Balance Problem

1) Blinding Cloud nullifies stationary units by reducing range to melee, which in this game means it's pretty much only the Siege Tank that really get's screwed over, hard, by this ability. Everything else in the game can be moved out of the way, not the Siege Tank.

2. Blinding Cloud can be useful in small chokes and when you have 3 - 5 energy worth of BC, but generally speaking, if it's being used vs. enemy units that can be micro'd away from it, they will micro away from it and then it becomes merely a weak and temporary zoning tool.

If on a scale the number of "<" infer how effective something is against something, I would paint BC's power something like this..

Siege Tanks that can't move <<<<<<<<<<<<<<< Blinding Cloud <<< Units that can move

When it should be more like..

Siege Tanks that can't move <<< Blinding Cloud >>> Units that can move

Potential Solutions to Blinding Cloud

1) Change Blinding Cloud to reduce the range of all units by 5 that are stuck inside the cloud, and any units that are micro'd out of the radius will have their range reduced by 4 for 3.5 seconds (or whatever is balanced). This will enable the Siege Tanks to still get off a volley at a range of 8 in Siege Mode, almost cutting it's range in half which is still a size able margin, but this would allow tanks under a cloud to still get a shot or two off, which in major engagements is crucial. The sticking would enable the Viper to be a more "all around" unit because even when the units are moved away, they still need to be on the defensive as their range is reduced to 1 (most ranged units have a base range of 6)

2) Reduce the energy required to cast by 25, as it now would function more of a soft counter and less of an auto win vs. Siege Tanks so it will need to be used more often

Oh and to respond to the OP, literally, at least in my humble opinion, the last thing this game needs is for air units to be even more powerful then they currently are, so no I do not think that Vikings need a buff, especially vs. ground when Banshees and Liberators are already fantastic vs ground units.

edit for no double post


I think that's the reason blinding cloud is how it is - to specifically counter siege tanks, since they're so strong.

They wanted dark swarm from BW, but didn't want to make it dark swarm, so they decided to flip it (from affecting the attacked to affecting the attacker). As a result, you get weird things like siege tanks being worthless.

IMO it's a fine trade off - vipers are expensive units, and to use their energy on incap'ing siege tanks makes it a worthwhile investment. to counter, all of the siege tanks shouldn't be within just a few range of each other.


I agree good tank splits can mitigate it but the real issue is that the Viper seems to exist ONLY to hard counter mech armies (cloud for tanks, pull for thors, rinse and repeat) and this isn't saying that mech can never win against armies with Vipers it's saying that the design on the Viper just flat out could be better.

I would rather have a unit that is medium good vs multiple compositions then a unit that hard counters one or two units specifically and is weak against everything else.
"SO MANY BANELINGS!"
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2017-04-22 15:59:43
April 22 2017 15:59 GMT
#23
They already buffed Vikings considerably. Anymore of a buff and they would cost effectively counter Stalkers which would mean Protoss would need some other unit to get buffed to counter them.

Honestly, the Viking is just a bad design.
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