I don't want to a-move Thor/Hellbat armies around the map.
I want tank positional play.
So just keep the Thor shredding air units but nerf it's anti ground by alot.
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ihatevideogames
570 Posts
I don't want to a-move Thor/Hellbat armies around the map. I want tank positional play. So just keep the Thor shredding air units but nerf it's anti ground by alot. | ||
KaZeFenrir
United States37 Posts
Terran mech in general is far too focused on burst damage which I think a lot of people attribute to its overpowering feel and nature. When watching games it's always seemed that you either lose everything immediately when fighting mech, or you don't and the mech player is overwhelmed. This was the major complaint with the Widow Mine and the reason I felt like multiple attacks that did less damage would make more sense. It gives each player some agency in events, and removes some of the "wait to attack with your currently useless supply" that the unit has. There isn't a lot of drawn out conflict, or trading, at least how it feels. So for the Terran it feels as if you are helpless and your options are limited, but for the opponents it feels as if you've lost everything. The Thor is designed around dealing with massed clumped air units. However, the Thor has a very slow firing anti air attack, and it's burst damage isn't high enough to deal with larger threats. Combine this with splitting air units and it becomes a very useless anti air unit. You even see this problem with high impact payload. Yet the counters that other races have for mass anything do insane amounts of damage and rapidly. The unit simply spends too much time waiting to attack and not enough time attacking. In all honesty I feel like a light AOE attack combined with higher speed with feel better for both players. The Thor does only one job well and that's attract damage. Everything else it does it does half added. Another idea I wouldn't mind seeing combined with it would be that upgrade for the Goliath that was in WOL campaign that allowed it to attack air and ground at the same time. Just some thoughts/observations. | ||
yht9657
1810 Posts
When Terran turtles to mech deathball: WOW beautiful so much strategy and diversity. Balance whining is already cancer to this game and community, and now people are whining about their SUBJECTIVE FEELINGS about gameplay, it's ridiculous. | ||
zealotstim
United States455 Posts
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WidowMineHero
New Zealand143 Posts
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kirayao
10 Posts
On May 05 2017 17:29 WidowMineHero wrote: So what are they trying to achieve with the thor? 1 more base amour would greatly affect those units with low ATK, a.k.a. zerglings and marines. It would help Thors being more tanky, just like Ultralisk in LotV. The problem is, if Terran players go all-in with Thors, how could Zerg defend? Protoss got Overcharges, whereas Terran could build Thors. | ||
MockHamill
Sweden1798 Posts
The problem right now is that Thors do not do their job vs air (except vs muta). | ||
QuinnTheEskimo
Germany55 Posts
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Rescawen
Finland1028 Posts
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Couguar
Russian Federation54 Posts
On May 05 2017 20:23 Rescawen wrote: tempest nerf is well needed to challenge end game skytoss its a buff, just smaller than it was before ) | ||
eviltomahawk
United States11133 Posts
On May 05 2017 20:23 Rescawen wrote: tempest nerf is well needed to challenge end game skytoss It's not quite a nerf. It's currently +14 vs massive in the live game. On the test matchmaking queue, it got buffed to +25. In this update, they're considering lowering the buff to +22 for the testing. In the end, it's still a buff compared to the current game. | ||
Tyrhanius
France947 Posts
Since patch 3.8 : Terran players win 5/9 (56%), and Protoss 4/9 (44%) Zerg 0/9... What's the idea of balance team ? "Zerg can't win anyway so we stop balancing them and focus only on T and P" ? Also i don't get where they take their feedback from, sound like : "We'll decide to stop analysing replays of the very best progamers to focus on the whines of Avilo/JackOneill/Playa to balance the game" | ||
Ryu3600
Canada469 Posts
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Ransomstarcraft
75 Posts
A. "A more harass heavy mech" 1. A speed increase to Hellions would make their stick and move a more viable option. LOTV's economy increase has meant that hellions are much less useful in the past, as any standard army clump wards them off. The reaper bomb was added specifically because of this reason, while the hellion had no change. 2. Lowering the damage point (the time between when a unit can attack and when it actually does attack) of Hellions would mean that they can do more damage to mineral lines when they dive in, even for a kamikaze style attack. 3. A dps increase to the air damage of Cyclones would mean mech can get out on the map without danger of losing all the hellions and cyclones for next to nothing. Any one of these increases would make speed Banshees more powerful, since the main issue with them right now is an opponent who is unbothered by harass will have so much army and static defense strength that no amount of banshees will do much good or something like 4-6 infestors being out makes them a foolish investment. B. "A more turtle-heavy mech" 1. This is where tweaking the Thor will drive mech. The Thor is just about the turtle-eyest unit in the game with its slow movement and slow attack speed. The design of the Thor and the Seige Tank are the two main factors that make mech require turtle play. I would personally be more in favor of (A), give mech the option of simple map control and harass options rather than the reliance on the turtle style. | ||
91matt
United Kingdom147 Posts
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Sapphire.lux
Romania2620 Posts
1)AIR ARMIES SUCK to watch and play 2) Mech needs better anti air that is not coming from an air unit (the same goes for all races, because air vs air SUCKS to watch and play) It's incredible how after 7 years of feedback Blizzard still has no idea what made and makes BW so loved and timeless. Good thing BW HD is a thing, because the RTS "thinking" that exists at Blizzard now is...well, you can see it in the numbers of interested player. "buff thors vs zergling and buff tempests" Jeasus Chris lol. | ||
ihatevideogames
570 Posts
On May 06 2017 01:43 Sapphire.lux wrote: They go from buffing Thors vs air to buffing them against zerglings. I have no words except: 1)AIR ARMIES SUCK to watch and play 2) Mech needs better anti air that is not coming from an air unit (the same goes for all races, because air vs air SUCKS to watch and play) It's incredible how after 7 years of feedback Blizzard still has no idea what made and makes BW so loved and timeless. Good thing BW HD is a thing, because the RTS "thinking" that exists at Blizzard now is...well, you can see it in the numbers of interested player. "buff thors vs zergling and buff tempests" Jeasus Chris lol. It almost makes someone think David Kim is still in the balance team. | ||
jpg06051992
United States580 Posts
Gonna just tldr thi 1) Armor change is good 2) Avilo's proposed Viking change it nice but his SH changes are hilarious. Personally I think the Swarm Host should just be flat out removed and the Infestor buffed. Fungal is great but NP and Infested Terrans are a joke. 3) More nerfs to air units, good, SC2 is pretty much about who can amass the biggest aerial deathball at times and it's not fun to watch or play 4) the balance changes seem to make more sense with David Kim gone as was foretold | ||
Deleted User 261926
960 Posts
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JimmyJRaynor
Canada16647 Posts
On May 06 2017 02:11 jpg06051992 wrote: 4) the balance changes seem to make more sense with David Kim gone as was foretold small sample size. but if you're looking to grasp at any straw... any how, 3 years ago i said Marco Estrada was a good pitcher. i think we have enough data now. what is interesting is that their is no officially named "leader" of the balance team. we just get these anonymous posts from the "Balance Team". Personally, I'd like to endorse "Tony Clifton" as the balance team leader. "Tony Clifton" is the balance team leader the community needs. | ||
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