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4.8.2 Patch - Balance changes & new ladder season - Page 6

Forum Index > SC2 General
110 CommentsPost a Reply
Prev 1 4 5 6 All
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2019-02-06 08:59:37
February 06 2019 08:19 GMT
#101
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



Would be OP in TvZ.
I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible
Harris1st
Profile Blog Joined May 2010
Germany7403 Posts
February 06 2019 09:33 GMT
#102
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



10 seconds is way too much.
How about a bit faster siege / unsiege (maybe even through a cheap upgrade)
Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots

Besides, all "siege" units got one. Lurker, widowmine, ...
Go Serral! GG EZ for Ence. Flashbang dance FTW
JackONeill
Profile Joined September 2013
861 Posts
February 06 2019 09:55 GMT
#103
On February 06 2019 18:33 Harris1st wrote:
Show nested quote +
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



10 seconds is way too much.
How about a bit faster siege / unsiege (maybe even through a cheap upgrade)
Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots

Besides, all "siege" units got one. Lurker, widowmine, ...


So by "all", you mean "the two i mentioned but not the other two". So half ?

And making siege faster through an upgrade is a tankivac-level abomination. Making everything faster is the reason why LOTV ended up being a nonsensical clusterf*ck in so many patches.
Charoisaur
Profile Joined August 2014
Germany16089 Posts
February 06 2019 11:33 GMT
#104
Revert the Cyclone!
Many of the coolest moments in sc2 happen due to worker harassment
Athenau
Profile Joined March 2015
589 Posts
Last Edited: 2019-02-06 13:10:54
February 06 2019 13:10 GMT
#105
On February 06 2019 17:19 JackONeill wrote:
Show nested quote +
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



Would be OP in TvZ.
I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible

Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff.
Harris1st
Profile Blog Joined May 2010
Germany7403 Posts
February 06 2019 14:26 GMT
#106
On February 06 2019 18:55 JackONeill wrote:
Show nested quote +
On February 06 2019 18:33 Harris1st wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



10 seconds is way too much.
How about a bit faster siege / unsiege (maybe even through a cheap upgrade)
Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots

Besides, all "siege" units got one. Lurker, widowmine, ...

So by "all", you mean "the two i mentioned but not the other two". So half ?


Your point?

On February 06 2019 18:55 JackONeill wrote:
Show nested quote +
On February 06 2019 18:33 Harris1st wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



10 seconds is way too much.
How about a bit faster siege / unsiege (maybe even through a cheap upgrade)
Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots

Besides, all "siege" units got one. Lurker, widowmine, ...

And making siege faster through an upgrade is a tankivac-level abomination. Making everything faster is the reason why LOTV ended up being a nonsensical clusterf*ck in so many patches.


Not it is not. Small difference between air and ground, isn't it?
Besides, you can tweak it to sth like only unsiege is faster, to get away from Nova or sth.

Anyway, was just an idea I came up with while reading this thread. I did not do any research into this and it's effects
Go Serral! GG EZ for Ence. Flashbang dance FTW
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2019-02-06 14:37:54
February 06 2019 14:37 GMT
#107
Improving any mech units is not the solution. Mech is already strong when you get the units in the sufficiant numbers, even in TvP.
The problem is that you can not get enough units early to take expansions as fast as Protoss.
The solution should be a lower build time for some mech unit without this having too much impact on TvZ.

I think faster tank production would really help in TvP without having a too much impact in TvZ since you still would need
1) More resources if you produce the tanks faster from the same number of factories.
2) Still need the same amount of support units for the tanks.

I do not think there exists a critical timing in TvZ where having 4 tanks instead of 3 would break the game, but if there is, please tell.
JackONeill
Profile Joined September 2013
861 Posts
February 06 2019 17:37 GMT
#108
On February 06 2019 23:26 Harris1st wrote:
Show nested quote +
On February 06 2019 18:55 JackONeill wrote:
On February 06 2019 18:33 Harris1st wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



10 seconds is way too much.
How about a bit faster siege / unsiege (maybe even through a cheap upgrade)
Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots

Besides, all "siege" units got one. Lurker, widowmine, ...

So by "all", you mean "the two i mentioned but not the other two". So half ?


Your point?



On February 06 2019 18:55 JackONeill wrote:
Show nested quote +
On February 06 2019 18:33 Harris1st wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



10 seconds is way too much.
How about a bit faster siege / unsiege (maybe even through a cheap upgrade)
Would be good for TvT stalemates and would make mech more mobile and could unsiege vs disruptor shots

Besides, all "siege" units got one. Lurker, widowmine, ...


So by "all", you mean "the two i mentioned but not the other two". So half ?

And making siege faster through an upgrade is a tankivac-level abomination. Making everything faster is the reason why LOTV ended up being a nonsensical clusterf*ck in so many patches.


Literally what is stated right after it.
ISpeeding up everything is a terrible design decision and half the siege units don't have a siegeing up speed upgrade, making your argument completely fallacious.
seemsgood
Profile Joined January 2016
5527 Posts
February 06 2019 21:35 GMT
#109
On February 06 2019 22:10 Athenau wrote:
Show nested quote +
On February 06 2019 17:19 JackONeill wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



Would be OP in TvZ.
I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible

Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff.


What's battle mech lacking in order to become viable in tvp?compared to classic mech they seem to be a easier option for taking fast 3rd in tvz and they would probably help in tvp imo
Stalkers ain't great vs them but protoss can out produce easily so removing its armor tag should help
Elentos
Profile Blog Joined February 2015
55594 Posts
February 06 2019 21:45 GMT
#110
On February 07 2019 06:35 seemsgood wrote:
Show nested quote +
On February 06 2019 22:10 Athenau wrote:
On February 06 2019 17:19 JackONeill wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



Would be OP in TvZ.
I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible

Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff.


What's battle mech lacking in order to become viable in tvp?compared to classic mech they seem to be a easier option for taking fast 3rd in tvz and they would probably help in tvp imo
Stalkers ain't great vs them but protoss can out produce easily so removing its armor tag should help

For Zerg it's especially hard to counter battle mech at lower supplies. But Protoss has the advantage on lower supplies once charge and blink are done because those upgrades just laugh at cyclones real hard.
Every 60 seconds in Africa, a minute passes.
Athenau
Profile Joined March 2015
589 Posts
Last Edited: 2019-02-07 00:04:59
February 07 2019 00:04 GMT
#111
On February 07 2019 06:45 Elentos wrote:
Show nested quote +
On February 07 2019 06:35 seemsgood wrote:
On February 06 2019 22:10 Athenau wrote:
On February 06 2019 17:19 JackONeill wrote:
On February 06 2019 00:08 MockHamill wrote:
Something needs to be done so that mech can get enough units faster in order to take the 3rd on time.

I wonder if removing 10 seconds from the siege tank build time would solve the weakness of mech in the early game.



Would be OP in TvZ.
I guess lowering the cyclone build time would work, it'd allow terran to get out on the map more. It has the same build time than a tank, and frankly it's an early game-only unit that gets mauled in the later stages of the game, so getting it out faster while the upgrades takes much longer would be sensible

Battlemech is a common TvZ strategy and would likely become oppressive with a Cyclone build time buff.


What's battle mech lacking in order to become viable in tvp?compared to classic mech they seem to be a easier option for taking fast 3rd in tvz and they would probably help in tvp imo
Stalkers ain't great vs them but protoss can out produce easily so removing its armor tag should help

For Zerg it's especially hard to counter battle mech at lower supplies. But Protoss has the advantage on lower supplies once charge and blink are done because those upgrades just laugh at cyclones real hard.

Cyclone/mine is pretty good at dealing with yolo blinks/chargelot a-moves, it's just that if the Protoss knows you're playing mech they can go ape mode and kill you before you have the production and upgrades (mag-field, drilling claws) you need.
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