StarCraft II Balance Revamp 2018 - Page 7
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ThunderJunk
United States671 Posts
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Sabu113
United States11046 Posts
I am waiting for some horror from the neosteel upgrade and just obnoxious rushes that cost nothing because you can salvage. Toss looks rather tossed. The terran read here is also a bit insane. There needs to be some reward to being battered and living in fear for the first three quarters of the game. edit: I still fundamentally find the swarm host and broodlords just horrible design. Crazy how they have survived. | ||
FrkFrJss
Canada1205 Posts
On September 11 2018 08:49 ThunderJunk wrote: Carriers got nerfed to hell. A bit better against armored units... Pretty bad though. What armored units were good against them to begin with? Maybe useful against mech T, otherwise rubbish. Not a bad thing, that. Actually, they're only better against units with 3+ armour. So, if a carrier with no weapon upgrades is fighting a roach with + 2 armour, then the new carrier is technically better. Old carrier: 2x5 damage = 10 damage, versus 1 armour = 2x(5-1) = 8 damage, versus 2 armour = 2x(5-2) = 6 damage, versus 3 armour = 2x(5-3) = 4 damage New carrier 1x8 damage = 8 damage, versus 1 armour = 1x(8-1) = 7 damage, versus 2 armour = 1x(8-2) = 6 damage, versus 3 armour = 1x(8-3) = 5 damage So if a carrier with no weapon upgrades is fighting a corruptor with +1 armour, then the new carrier does more 1 more damage per interceptor attack. With carriers, though, at that point, Protoss generally have at least +1 weapons. | ||
avilo
United States4100 Posts
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Pontius Pirate
United States1557 Posts
My hot take on a suggested change would be to increase the time of the fuse, but slightly decrease the speed of the projectile. This will improve the ability of crowds of units to micro out of the way, but would make immobile units get hit hard by it. You could tweak the values so that its total range would outrange a Siege Tank's vision, but force the Disruptor to come within the tank's firing range in order to release the nova. This will help enhance the war for vision in PvT. | ||
franzji
United States581 Posts
Sometimes I wonder if we are playing the same game. I just hope the balance team sees through the balance whine. | ||
washikie
United States752 Posts
On September 11 2018 09:19 youngjiddle wrote: I find it funny how people still think terran lategame is bad. Sometimes I wonder if we are playing the same game. I just hope the balance team sees through the balance whine. I mean vs Zerg it's not terrible ghost lib can do alright but unless zerg makes larg errors it's hard for a Terran to ever secure the number of bases they need to be competitive in late game on most maps. It's definitely an uphill fight but doable and Terran does get some midgame opurtunities zerg does not have access to so its not so bad the mu is overall prity balanced probably a bit Terran favored at the very highest level. Vs Protoss are you seriuse? Just try figuring out a unit composition that can come close to matching late game toss as Terran. Why do you think that even really good macro players like inno's game plan is to end the game with a dessisive timing? Why do players like ty known mostly for there solid deffensive play proxy and cheese nearly evrey game???? I'm not saying t can't beat p they can, but the manner in which they must play the mu is very undisirable for the health of the game. | ||
FrkFrJss
Canada1205 Posts
Often times, pros are pragmatic people who will do a strategy that will let them win. Why did so many Zerg go infestor/broodlord? It was winning. Why did so many people go blink stalkers in 2014? They would win. Why did so many people go proxy oracles or adept allins? It would win. Why were drop overlords so present in early ZvP 2018 meta? It would win. People go proxies sometimes because of imbalance. People also go proxies because they win. Just because a race goes for a lot proxies does not mean that the race is necessarily imbalanced. | ||
SHODAN
United Kingdom1060 Posts
On September 11 2018 09:12 avilo wrote: Discussion about swarmhosts please. It's been over a year with them in their current state. there is nothing wrong with swarmhosts. you just don't know how to mech vZ | ||
pzlama333
United States276 Posts
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SCHWARZENEGGER
206 Posts
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CadoEverto
Russian Federation5 Posts
When you scouted all in, place engineering bay for turrets and after that it would be a real great opportunity to research neostell armor, which allow you to significantly increase your defense opportunity aganist the attack. But 100 seconds for research is to long to wait. And the upgrade will not help you to defend. If the research time decreases considerably, the Neosteel armor upgrade will be very effective way to deal with strnog early and mid game all ins and pushes. | ||
dummy1
420 Posts
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sneakyfox
8216 Posts
On September 11 2018 06:27 K5 wrote: Neosteel Frame: Another useless change, that will make Terran players spend an additional 50/50 when they want to get the hi.sec autotracking, so I would say this is overall a bad change. What are you talking about? There are no changes to the Hi-Sec upgrade. All that the Neosteel Armor change means is that now you get the Neosteel upgrade *for free* when you get Structure Armor. | ||
deacon.frost
Czech Republic12129 Posts
On September 11 2018 06:08 Lexender wrote: Getting drilling claws, mines AND medivacs its a huge investment in the early game, its more akin to disruptor drops rather than oracles, except disruptors have more guaranteed damage. I don't know whether you missed or not, but we're talking about the bottom 90 % of the playerbase. We down don't care about the investment, because if we would be good, we wouldn't miss the drop in the first place ![]() My comparison is more about the pressure on the defender rather than attacker. With the cloak - if the Protoss player doesn't have a detection, it's game over even with proper defense action(again, sub masters). With the old Oracle - if the Terran player doesn't have defense it's game over. It's similar in the game ending damage design not in the damage granted or investment where it very differs. While I honestly believe this doesn't change anything(those terrans who use it will use it and others won't because of the investment argument), I can get why some worse players don't like this change at all. I, personally, hate more the helion drop which is way harder to properly defend as helions tend to move rather quickly and shoot all the time ![]() | ||
MockHamill
Sweden1798 Posts
On September 11 2018 17:59 dummy1 wrote: Just watched an interview with Michael. Dat dude from balance team. He's alright. Sounds promising. Cool man. What interview? Please provide a link. | ||
dummy1
420 Posts
On September 11 2018 20:39 MockHamill wrote: What interview? Please provide a link. from WCS https://www.twitch.tv/videos/307903000?t=07h42m55s Cool guy, i like him. | ||
algue
France1436 Posts
Wardi pls ![]() | ||
hiroshOne
Poland425 Posts
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Ryu3600
Canada469 Posts
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