it's going back to being the worst unit in lotv. at least for toss.
Community Update - January 12th - Page 9
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franzji
United States581 Posts
it's going back to being the worst unit in lotv. at least for toss. | ||
JimmyJRaynor
Canada16378 Posts
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WeddingEpisode
United States356 Posts
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washikie
United States752 Posts
On January 15 2018 12:29 WeddingEpisode wrote: It's easier to prepare for potential parasitic bomb by spreading your Vikings beforehand, and then Magic Boxing somewhat to avoid too much contamination. Do you think that a formation command that spreads units is too cheesY? It's anathema to the gameplay of sc2. It worked well in other rts games I've played though. In red alert three there was a button that made all your troops split in diffrent directions it was really usefull vs tanks because vehicles could run over infantry units to flatten them. But I think in an rts like sc2 where things are supposed to be hard and splitting micro is a differentiating skill for Terran players I don't think this solution would be alright with the player base. | ||
washikie
United States752 Posts
Stalker change is something but honestly it mostly helps with the ballance in macro games and those are less out of whack than the early game shenanigans Protoss can do right now granted it does help some. I'm not a fan of nerfing the stalker I realy liked the stronger stalker, I was really hoping bliz could find a solution to pvt without needing to nerf it. Recall change is not deserved imo. Recall helps Protoss in pvz which they need since the matchup really leans towards Zerg. It's relevant in tvp but I don't think it's the source of the problems. Ghost change is healthy but once agian it does not help the early game problems of Terran. Raven change will help a bit, going ravens as an answer to Dts has felt awful without being able to go do some counter dmg with turrets. I think bliz recognizes the problems but has yet to identify the right solutions. What those solutions are beats me though. | ||
Nars_
31 Posts
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GothGirlGames
167 Posts
Corruptors are very boring and slow. Don't feel good at their role at all, made for feel forced or to become Broodlord. They don't need to be stronger in stats and the anti-building-acid is fine. But they could get a better chance to actually fight. I would like to see a weaker form of "concussive shells" upgrade for Corruptors. So harder to flee from them once battle started or just that minor slowdown on a mass-carrier attack. Maybe extra needed if this Hydra-nerf comes true also. | ||
MockHamill
Sweden1798 Posts
On January 15 2018 18:44 GothGirlGames wrote: Another Zerg unit to fix. Corruptors are very boring and slow. Don't feel good at their role at all, made for feel forced or to become Broodlord. They don't need to be stronger in stats and the anti-building-acid is fine. But they could get a better chance to actually fight. I would like to see a weaker form of "concussive shells" upgrade for Corruptors. So harder to flee from them once battle started or just that minor slowdown on a mass-carrier attack. Maybe extra needed if this Hydra-nerf comes true also. Better to nerf Carriers directly since they are too strong in all matchups. | ||
Jerom
Netherlands588 Posts
I can understand some of the changes: Repair drone didn't really seem that good for mech, just a bit low on utility and not really something mech is truly looking for as you can also get some medivacs and hellbats. It also doesn't really feel like a fun ability to use so I won't really miss it that much. I don't know how much the autoturret leads to mass raven as a dps unit as that would seem undesirable. But the autoturret allowed terran to do some raven openings which seems like a nice bit of variety and it gives the raven some sort of consistent use. I'm actually most excited for changes to the new seeker missile. If that ability was actually good, it could be very useful against zerg in the lategame as an actual bio support unit. In general reducing armor seems to have synergy with bio. It's just that right now the delay in the missile and the energy cost simply make it bad, despite the synergy. Maybe this allows terran to actually get a sort of competitive lategame army against Zerg, and I hope it'll be viable against Protoss too (despite high templars having feedback). I don't really understand the point of the interference matrix. The raven itself is a very expensive unit, so you're at best temporarily disabling a slightly better unit, but after that the raven is useless while that unit is still alive and can still move. Using it for some nice cheese strats could be nice, but I don't know if this can have a serious role in the game. Maybe, combined with the new seeker missile, you can get Ravens in TvT and then disable some siege tanks, fire some seekers and then storm into a tank line with your bio. Other changes seem decent tweaks to the balance patch. In general I do like the decisions here. Stalker was a bit over the top, hydra might be a tiny bit too dominant, raven as terran should be brought back so there's actually a lategame. Just cleaning up some of the aftershocks of the design patch. | ||
Digitalz1
Canada72 Posts
RIP, its sad to see in the poll that the votes are so close on weather this is a good or bad change, luckily people seem to have enough common sense so far to realize how horrible of a change bringing back auto turret actually is. | ||
MockHamill
Sweden1798 Posts
On January 15 2018 22:35 Digitalz1 wrote: Is there any real argument for bringing back the auto turret, i think this completely ruins tvz in all honesty the auto turret harass was WAAAAAAY to strong for its investment imo, Zerg has no real way to deal with it and by the time u get pinged your base is under attack u already lose 5 to 8 workers.... ridiculous.. ontop of that your forcing zerg to pretty much go mutalisks, and absolutely garbage unit thanks to the thor :/ RIP, its sad to see in the poll that the votes are so close on weather this is a good or bad change, luckily people seem to have enough common sense so far to realize how horrible of a change bringing back auto turret actually is. I do not think is possible to lose 5-8 workers from an auto-turret. In TvT I do not think I have ever lost more than 2 workers from one Turret even though I am a slow 85 APM Diamond player. | ||
Digitalz1
Canada72 Posts
On January 15 2018 23:25 MockHamill wrote: I do not think is possible to lose 5-8 workers from an auto-turret. In TvT I do not think I have ever lost more than 2 workers from one Turret even though I am a slow 85 APM Diamond player. I cant speak for tvt, but as someone with only 85 apm i find that hard to believe.... as a mid m2 zerg i can tell you for a fact losing atleast 3 to 4 workers each time it swoops in is very real issue. auto turrets kill drones FAST | ||
necrosexy
451 Posts
On January 15 2018 18:29 Nars_ wrote: Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job. referencing Aligulac in 2018 actually they should keep the stalker buff in fact, revert all adept changes -- in Blizzard we trust! | ||
MiCroLiFe
Norway264 Posts
On January 15 2018 18:29 Nars_ wrote: dosnt protoss goe for chargelots adeps and archons, + air in pvz?Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job. | ||
KR_4EVR
316 Posts
1) Ridiculous un-upgraded overlord speed 2 sentries or 1 stalker should be able to kill mismicroed scoouting overlords 2) Pre - Lair drop ability Terran pays for barracks, factory, starport, and medivac before drop available. That's a resource cost of 850 just to get a drop. Protoss pays for Gateway, Cyber-core, Robo facility, and Warp Prism before drop. That's a similar resource cost. But zerg? 25/25 conversion of an already conveiniently placed cheap unit with just Spawning pool / Evo-Chamber? | ||
Charoisaur
Germany15866 Posts
On January 15 2018 23:44 Digitalz1 wrote: I cant speak for tvt, but as someone with only 85 apm i find that hard to believe.... as a mid m2 zerg i can tell you for a fact losing atleast 3 to 4 workers each time it swoops in is very real issue. auto turrets kill drones FAST Keep in mind that guy also plays vs mediocre players who can't consistently and quickly throw down auto-turrets | ||
washikie
United States752 Posts
On January 15 2018 18:44 GothGirlGames wrote: Another Zerg unit to fix. Corruptors are very boring and slow. Don't feel good at their role at all, made for feel forced or to become Broodlord. They don't need to be stronger in stats and the anti-building-acid is fine. But they could get a better chance to actually fight. I would like to see a weaker form of "concussive shells" upgrade for Corruptors. So harder to flee from them once battle started or just that minor slowdown on a mass-carrier attack. Maybe extra needed if this Hydra-nerf comes true also. I think that buffing Zerg air when it's already very dominant in zvt seems wrong, if you compare corupters to Vikings the only thing Vikings have on them is range corupters are better in evrey other way, even the corupters utility skill is often stronger than landing. Corupters paired with vipers obliterates Terran air, yeah it losses to sky toss but just like Terran is supposed to not let zerg get there in tvz it's zergs job to not let Protoss get there in pvz. | ||
Iksf
United Kingdom444 Posts
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winsonsonho
Korea (South)143 Posts
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Tyrhanius
France947 Posts
On January 15 2018 18:29 Nars_ wrote: Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job. You're sure you watch the right aligulac ? On mine PvZ is 49.58% | ||
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