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Improving Viking Assault Mode

Forum Index > SC2 General
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Aunvilgodess
Profile Joined May 2016
954 Posts
April 21 2017 13:25 GMT
#1
First off, this has nothing to do with balance. What I will be suggesting is a buff to Vikings, so some things would probably have to be adjusted.

I got this idea from the HotS trailer: What if the Viking transformation was changed in such a way that it could shoot and move while transforming into ground mode? I always thought that the concept of the Viking is really cool, as a unit that can transform and thus take different roles. However, the Viking is almost exclusively used as an AA unit, and only very very rarely as a ground unit. Now there is technically nothing wrong with that, I am of the opinion that there is nothing wrong with not all units being useful at pro level as long as gameplay is good. But in this case I think there is a lot of potential that may be worth it to be explored. Vikings could be used much better for harassment and would allow for generally more multitasking. Especially mech could use this very much so it may become less of a turtle composition. Do you think with that change Vikings would be more useful in ground mode? What would you think about any kind of buff to the Viking ground mode?
Wrath
Profile Blog Joined July 2014
3174 Posts
April 21 2017 13:39 GMT
#2
First off, this has nothing to do with balance.


What I will be suggesting is a buff to Vikings


Pick one. Anyway, what role do you want ground viking to fulfill exactly? Do we know where mech lack exactly so ground viking can fill?
Aunvilgodess
Profile Joined May 2016
954 Posts
April 21 2017 13:45 GMT
#3
On April 21 2017 22:39 Wrath wrote:
Show nested quote +
First off, this has nothing to do with balance.


Show nested quote +
What I will be suggesting is a buff to Vikings


Pick one. Anyway, what role do you want ground viking to fulfill exactly? Do we know where mech lack exactly so ground viking can fill?


I mean that the reason I suggest this has nothing to do with balance. Maybe poorly worded.

And that way mech would have much more micro and harass potential.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16642 Posts
Last Edited: 2017-04-21 14:00:56
April 21 2017 13:56 GMT
#4
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit".

The artists and animators at Blizzard are really good. So if you take a microscope to any unit you can come up with some subjective reasons for expanding its role. This also applies to the Viking. The reality is that as long as Blizzard has 15 units in a race some units will have a narrow role.



Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
April 21 2017 13:56 GMT
#5
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit.

Best of both worlds: Do viking drops!
http://www.twitch.tv/pinokotsbeer
Aunvilgodess
Profile Joined May 2016
954 Posts
April 21 2017 14:02 GMT
#6
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit".


Well you answer your own question.
Meepman
Profile Joined December 2009
Canada610 Posts
April 21 2017 14:10 GMT
#7
On April 21 2017 22:56 PinoKotsBeer wrote:
Show nested quote +
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit.

Best of both worlds: Do viking drops!


:O! The holy grail of strategy because they'll never see it coming
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2017-04-21 14:12:36
April 21 2017 14:12 GMT
#8
On April 21 2017 22:56 PinoKotsBeer wrote:
Show nested quote +
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit.

Best of both worlds: Do viking drops!

Back during WoL beta I used to play mass viking on scrap station TvZ, just destroy all overlords then land and kill them with the old overpowered viking ground attack. (From 1 base of course, because WoL beta)

I actually was 1 game away from qualifying for IEM in... wherever it was that MorroW won. Lost this sick game against dimaga that started off with that build... (then went into super late game with mass bcs, had killed almost all his bases but he had huuuuuuuuuge bank after losing limit fight, just barely morphed a spire in time to spend like 7-8k bank on disruptors for the win).

If I won that game I probably wouldn't have gone to Korea (or at least not as fast) :0
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2017-04-21 14:17:22
April 21 2017 14:17 GMT
#9
On April 21 2017 23:12 Liquid`Jinro wrote:
Show nested quote +
On April 21 2017 22:56 PinoKotsBeer wrote:
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit.

Best of both worlds: Do viking drops!


...
(then went into super late game with mass bcs, had killed almost all his bases but he had huuuuuuuuuge bank after losing limit fight, just barely morphed a spire in time to spend like 7-8k bank on disruptors for the win).


u wat m8?
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
April 21 2017 14:19 GMT
#10
On April 21 2017 23:17 -Kyo- wrote:
Show nested quote +
On April 21 2017 23:12 Liquid`Jinro wrote:
On April 21 2017 22:56 PinoKotsBeer wrote:
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit.

Best of both worlds: Do viking drops!


...
(then went into super late game with mass bcs, had killed almost all his bases but he had huuuuuuuuuge bank after losing limit fight, just barely morphed a spire in time to spend like 7-8k bank on disruptors for the win).


u wat m8?


Dimaga was always ahead of his time. And race..
aQuaSC
Profile Joined August 2011
717 Posts
April 21 2017 14:22 GMT
#11
He just meant corruptors...
TL+ Member
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2017-04-21 14:27:59
April 21 2017 14:27 GMT
#12
On April 21 2017 23:17 -Kyo- wrote:
Show nested quote +
On April 21 2017 23:12 Liquid`Jinro wrote:
On April 21 2017 22:56 PinoKotsBeer wrote:
On April 21 2017 22:56 JimmyJRaynor wrote:
"Mech" is not a race unto itself. Furthermore, you can harass with widow mine drops. Unless the Medivac is not considered a "mech unit" but a Viking is a "mech unit.

Best of both worlds: Do viking drops!


...
(then went into super late game with mass bcs, had killed almost all his bases but he had huuuuuuuuuge bank after losing limit fight, just barely morphed a spire in time to spend like 7-8k bank on disruptors for the win).


u wat m8?

sorry, corruptors lol

Been watching protoss replays.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
April 21 2017 14:28 GMT
#13
Vikings need to be able to land and take off much more quickly (and in the style of the HotS cinematic so they can start landing early) for Viking drops to really be a thing. At the current speed, even though Vikings would deal bonus damage to Probes (as they are Mechanical), they'll be gone by the time the Vikings land.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
aQuaSC
Profile Joined August 2011
717 Posts
April 21 2017 14:32 GMT
#14
On April 21 2017 23:28 Thezzy wrote:
Vikings need to be able to land and take off much more quickly (and in the style of the HotS cinematic so they can start landing early) for Viking drops to really be a thing. At the current speed, even though Vikings would deal bonus damage to Probes (as they are Mechanical), they'll be gone by the time the Vikings land.

Dropping four of them with a Medivac seems faster
TL+ Member
-Kuya
Profile Joined September 2016
Australia20 Posts
Last Edited: 2017-04-21 14:39:18
April 21 2017 14:38 GMT
#15
On April 21 2017 23:32 aQuaSC wrote:
Show nested quote +
On April 21 2017 23:28 Thezzy wrote:
Vikings need to be able to land and take off much more quickly (and in the style of the HotS cinematic so they can start landing early) for Viking drops to really be a thing. At the current speed, even though Vikings would deal bonus damage to Probes (as they are Mechanical), they'll be gone by the time the Vikings land.

Dropping four of them with a Medivac seems faster




In case you missed it, here's good guy Crank to answer/try out everyone's stupid strategy ideas.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
April 21 2017 16:03 GMT
#16
Ruff did it all the time in HOTS, best strat ever
http://www.twitch.tv/pinokotsbeer
AaBbCc
Profile Joined February 2016
New Zealand110 Posts
April 21 2017 17:33 GMT
#17
Before Viking's damage vs. mechanical was buffed, I would have agreed with the sentiment of a faster transformation but now it would be imba on top of tanks/probes.
Life is a meaningless interruption to an otherwise peaceful non-existence.
reneg
Profile Joined September 2010
United States859 Posts
April 21 2017 19:39 GMT
#18
On April 21 2017 22:45 Aunvilgodess wrote:
Show nested quote +
On April 21 2017 22:39 Wrath wrote:
First off, this has nothing to do with balance.


What I will be suggesting is a buff to Vikings


Pick one. Anyway, what role do you want ground viking to fulfill exactly? Do we know where mech lack exactly so ground viking can fill?


I mean that the reason I suggest this has nothing to do with balance. Maybe poorly worded.

And that way mech would have much more micro and harass potential.


But that's the thing - if you're buffing something, you're affecting the overall balance?
moose...indian
yubo56
Profile Joined May 2014
686 Posts
April 21 2017 20:04 GMT
#19
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"
Jung Yoon Jong fighting, even after retirement! Feel better soon.
jpg06051992
Profile Joined July 2015
United States580 Posts
Last Edited: 2017-04-21 21:04:15
April 21 2017 20:59 GMT
#20
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
"SO MANY BANELINGS!"
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 States5214 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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