New SC2 Balance Test Mod (along with new map pool) - Page 9
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robopork
United States511 Posts
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Yoshi Kirishima
United States10290 Posts
On August 30 2023 10:40 robopork wrote: I'm confused by the logic behind the sum of the mothership changes. Granted I wasn't around for a lot of the skytoss dominance era but isn't the cloaking field the primary reason to build it? Yeah it was! Which is why the changes are slightly confusing. I think they're trying to make the Mothership cheaper (and rebalance the stats and spells around that), so that it's less of a committment, and you can get it a little easier earlier than before - as early as the midgame. Because the perceived problem before was that the Mothership was expensive for what it did, and often just dies immediately in fights (cough Abduct). Instead of making it stronger and not die at the start of every fight, they decided to make it cheaper and a little more mobile so that you can manuever it easier and if you lose it it isn't as big of a loss. That's what it seems to me anyway. But by doing so, ofc they are losing some of the identity and fantasy behind the Mothership. I wish they would have just buffed it instead. Making it 300/300 instead of 400/400 was also possible, since it's a unit you can only get 1 of anyways. Also i never understood why they couldn't make it so that Abduct doesn't work on Heroic, or only pulls Heroic half the distance, or pulls Massive+Heroic units half the distance, and rebalance Viper around that. | ||
SHODAN
United Kingdom1060 Posts
On August 30 2023 06:06 Lyyna wrote: To each their own - i barely consider this as "mech", the only real commonality is that it comes out from a factory. It is bio without the drops and more emphasis on the kiting/poking instead Although i do agree that it was an interesting alternative to bio play (and not least because of its commonality with bio, which would appeal to most terran players with the emphasis on aggression constantly) and it was a shame Blizzard never developped - but there was a reason for that, as well, and it is that this kind of style is absurdly hard to balance, when it is based about a unit that should (and can) never get hit while doing high damage And why is that an issue ? The unit is seen in a large number of games, in every matchup, just like the reaper, which can be used both as an universal scout, and is also part of several relevant early strategies. Not every game is destined to be spammed at every stage of the game, and that's particularly true for terran, that comes with a lot of specialist units. It has several robusts roles as an early game defender/map controller, can be used in several drop builds that are semi-common, and battlemech did pop its head quite regularly until the recent evolution of the TvZ bio into lategame mech style That's largely hypothetical, and as the previous reactored cyclone era has shown, not necessarily true - the nature of the unit (high mobility, high damage, decent durability) means that if it's good, it's often too good - it kills stuff fast while staying safe, and exponentially becomes strong as it gets massed. Hellions in particular are a generally bad unit, and it doesn't take much for cyclones to be better than them, even at killing light units - their main usage is as a mineral dump/meatshield to keep the cyclones alive... which isn't as much of a big deal when the cyclone is cheap, fast to build, tanky, and good at fighting almost everything in the game The mine is largely a dream for mech, as it interfaces badly with other units - you aim to grow a highly efficient army that can kill the enemy from range with high efficiency, and that goes badly with the short ranged mine. There is a reason why even more modern versions of battlemech don't use it - competent opponents are simply going to avoid it entirely, you run a high risk of killing your own expensive units, and it limits your mobility without the huge power of the siege tank. In addition, it isn't as good against traditional mech counters, compared to the massacre it does against banelings, or removing the tankiness of zealots versus retreating bio. That would go double if we get the new Flash-grade cyclone - not only would it get slowed by the mines to get to the enemy, but it would very easily run away from them... or, if strong enough to just stand and fight without kiting, why are you even making mines? It becomes a factor when the change is supposed to affect a strategy that essentially doesn't exist in proplay, but is playable at lesser levels, since they're the only people actually affected by the change. This is a strawman argument that doesn't have much relevance, despite having been thrown it since day 1 of sc2 - there has been plenty of times where broodwar style mech (centered around tanks, and overall around positional, defensive or maxed timing based, slower play) has been present - it was a reasonable proportion of games, even at the pro level, in WoL (oh IMMVP mech games, i miss you), it was meta for several times during HotS (with the unfortunate pairing with the Swarm Host), and some attempts were made in LotV, although the nature of the games there usually smashed it fast, with occasional success, especially since the Thor buffs. In addition, plenty of players, at decent level, if not top world, have been playing these kind of styles for years across expansions, metas, and mappools, in high level ladder or online cups Even bio play often relies heavily in tanks, since the start of sc2, and even more in modern meta - wether it is tank pushes to deny third in TvP or in recent years lategame tank additions, about anything in TvT, and bio/tank was almost always a thing in any year you look at in TvZ. And on quite a few occasions (especially in WoL, and a few years ago in LotV) quite a few of these ended up playing nearly like "BW mech but with marines instead of vultures".... And even without the tank, defensive, highly positional playstyles have been a thing several times - in particular, the liberator/mine/turret transition out of bio in TvZ that was very common a few years ago, or early LotV mass liberator transition - Artosis did write a pretty good blog post back then about the matter of defensive, BW-style "mech" play with bio as a core. Changing for the sake of change, without a good idea of what is supposed to be accomplished, with a bunch of obvious negative repercussions, in a way similar to what was previously tried and completely failed to accomplish its objective, instead devolving into mono-unit spam, is not experimental, it's just making stupid changes for the sake of saying something was changed It's not like they're changing a forgotten unit that isn't considered viable or meme-tier or even weak - it is a cornerstone of many openings in every matchup, is used as the core of a strategy that isn't popular but still sees occasional use, and has several niche roles to feel, and a similar change was already tried before, and it ended poorly, with the unit ending in a much healthier state after being changed again after that And the unit being busted means that - It won't change any of the core issue of the strat, instead simply masking it behind a busted unit, which is terrible design - It will make PvT even worse than it currently is (i can't believe i'm on the protoss' side there), particularly since the redesigned mech/cyclone has to compete with a bio play that is already advantageous versus protoss, if pros are to use it... and if it's not that good after balancing, then it simply won't be used at pro level, and as you said, who cares about anyone below top tier? all the while eliminating the current uses of the cyclone, which has several robust niches - It will probably bring a nerf to the unit that swings the other way, meaning that all the stuff the unit accomplished pre-changed would be lost for nothing in that case as well, while also making the intended strategy weaker. - And all of that even assumes that the balance council reacts swiftly and in a way that makes sense to anything derailing the game - they don't exactly have that kind of track record yet. In fact they're already looking an awful lot like the old school Blizzard balance way - yearly patch that includes a lot of not-particulary-useful-or-desired-or-relevant stuff without much in the way of explainations... I'm not sure why you say I made a strawman argument. your definition of the Mech playstyle (with a capital M) seems relevant to the discussion around the cyclone "How does it relate to mech as the strategy is generally understood after now several DECADES of seeing it played out over both SC games ? Hint : it's not "massing a single high damage high mobility versatile unit and calling it mech because it comes from a factory" this says to me that you're a Mech purist: that slow, static units are the heart of Mech play the liberator / mine / turret transition is the closest thing SC2 had to a slow, defensive Mech playstyle. the only guy who plays Tank Mech in its purest form is Goody mech play (with a small "m") just means that the terran is focusing on a mechanized unit composition, rather than bionic units BW ground mech wasn't always such a static, slow, defensive affair. you had fast, speedy vultures raiding non-stop, lots of skirmishing and sometimes drop-play. mech vZ revolved more heavily around the goliath rather than the tank. I've probably watched 90% of Mvp's broadcasted games. the majority of his (small "m") mech games vZ was just a protoss-inspired deathball timing at 160-170 supply with 4 thors and some hellion / banshee / viking (plus medivacs once you get into HotS). sometimes he only brought 4 tanks for that push. sometimes you'd see him with 6 tanks, but he'd keep them unsieged, or only siege 2 of them, because it would be disadvantageous to siege them all. that's not a slow, positional playstyle. that's just deathballing. Mvp was a glorious mech protoss player fair enough if you like this sort of thing, but I don't care much for the Mech playstyle. slow, positional, turtle tank / turret / liberator stuff isn't the most compelling gameplay for me. I also find the ghost-mech lategames vZ to be tiresome. I just don't think SC2 is suited for the slow, positional gameplay. it's boring to watch and tedious to play time for something a bit more speedy and dynamic. cyclones becoming a core unit should help deliver on that. I do agree though that it needs more tweaking: a more strongly defined role, with more pronounced strengths and weaknesses. it should be attractive enough as a core unit that pros will still make plenty of them in the midgame, but have enough weaknesses that it will need support from other factory and starport units. obviously, any kind of monovalent mass cyclone meta would be bad for the game I think the sweet-spot lies somewhere between the current live cyclone and the current test cyclone. this test version of the cyclone is still much, MUCH better than the tornado blaster cyclones you refer to. tornado blaster cyclones (the ones without ground-to-ground lock-on) were the most retarded unit ever to feature in a live patch of SC2 | ||
robopork
United States511 Posts
On August 30 2023 11:03 Yoshi Kirishima wrote: Yeah it was! Which is why the changes are slightly confusing. I think they're trying to make the Mothership cheaper (and rebalance the stats and spells around that), so that it's less of a committment, and you can get it a little easier earlier than before - as early as the midgame. Because the perceived problem before was that the Mothership was expensive for what it did, and often just dies immediately in fights (cough Abduct). Instead of making it stronger and not die at the start of every fight, they decided to make it cheaper and a little more mobile so that you can manuever it easier and if you lose it it isn't as big of a loss. That's what it seems to me anyway. But by doing so, ofc they are losing some of the identity and fantasy behind the Mothership. I wish they would have just buffed it instead. Making it 300/300 instead of 400/400 was also possible, since it's a unit you can only get 1 of anyways. Also i never understood why they couldn't make it so that Abduct doesn't work on Heroic, or only pulls Heroic half the distance, or pulls Massive+Heroic units half the distance, and rebalance Viper around that. Yeah the cloaking nerf feels extreme even for the midgame. 10 out of every 50 seconds might make it useful for a couple timings but once those get solved im not sure what it's supposed to do. If the issue is midgame fragility, another spell that the attacker can disengage from and then re-engage seems unhelpful. Rename it arbiter and make it so you can build more than one? Or make the field a spell you cast on units rather than a passive effect. Even then, 10 seconds is comically short and it seems like it would be most useful in pvp. Getting rid of Z detection isn't easy, especially with stargate tech. I like the idea of making it unabductable but if it's only benefiting you for a quarter of its map time i don't know why id pick a fleet beacon before archives and robo bay. And if I'm picking it after, all they did was nerf it and make it cheaper. | ||
JimmyJRaynor
Canada16272 Posts
On August 30 2023 03:50 Lyyna wrote: So yup, going with the "cyclone being a busted, no-real-downside" unit. It's the warhound on steroids with its downsides removed lol, i was thinking the exact same thing but i had forgotten its name was warhound. Hopefully, they'll nerf the Cyclone. They changed its stats 7 days after introducing its new stats so I'm pretty confident they'll get it a lot closer to perfect than it is now. | ||
Yoshi Kirishima
United States10290 Posts
On August 30 2023 12:03 SHODAN wrote: I'm not sure why you say I made a strawman argument. your definition of the Mech playstyle (with a capital M) seems relevant to the discussion around the cyclone "How does it relate to mech as the strategy is generally understood after now several DECADES of seeing it played out over both SC games ? Hint : it's not "massing a single high damage high mobility versatile unit and calling it mech because it comes from a factory" this says to me that you're a Mech purist: that slow, static units are the heart of Mech play the liberator / mine / turret transition is the closest thing SC2 had to a slow, defensive Mech playstyle. the only guy who plays Tank Mech in its purest form is Goody mech play (with a small "m") just means that the terran is focusing on a mechanized unit composition, rather than bionic units BW ground mech wasn't always such a static, slow, defensive affair. you had fast, speedy vultures raiding non-stop, lots of skirmishing and sometimes drop-play. mech vZ revolved more heavily around the goliath rather than the tank. I've probably watched 90% of Mvp's broadcasted games. the majority of his (small "m") mech games vZ was just a protoss-inspired deathball timing at 160-170 supply with 4 thors and some hellion / banshee / viking (plus medivacs once you get into HotS). sometimes he only brought 4 tanks for that push. sometimes you'd see him with 6 tanks, but he'd keep them unsieged, or only siege 2 of them, because it would be disadvantageous to siege them all. that's not a slow, positional playstyle. that's just deathballing. Mvp was a glorious mech protoss player fair enough if you like this sort of thing, but I don't care much for the Mech playstyle. slow, positional, turtle tank / turret / liberator stuff isn't the most compelling gameplay for me. I also find the ghost-mech lategames vZ to be tiresome. I just don't think SC2 is suited for the slow, positional gameplay. it's boring to watch and tedious to play time for something a bit more speedy and dynamic. cyclones becoming a core unit should help deliver on that. I do agree though that it needs more tweaking: a more strongly defined role, with more pronounced strengths and weaknesses. it should be attractive enough as a core unit that pros will still make plenty of them in the midgame, but have enough weaknesses that it will need support from other factory and starport units. obviously, any kind of monovalent mass cyclone meta would be bad for the game I think the sweet-spot lies somewhere between the current live cyclone and the current test cyclone. this test version of the cyclone is still much, MUCH better than the tornado blaster cyclones you refer to. tornado blaster cyclones (the ones without ground-to-ground lock-on) were the most retarded unit ever to feature in a live patch of SC2 There were times in SC2 that positional Mech play was viable and very strong. Not the deathball-y, turtle style, but aggressively trying to get lots of bases while putting out fires, and you and the opponent fighting often. For example Flash I do agree that BW and SC2 are different games, and races/compositions don't need to be that 1:1. For example, it is true that Bio Tank in SC2 is a pretty beautiful combination of both Bio and Mech, with the MMM acting like the mobile Vultures spread out and poking around, harassing and dropping bases, with the Tanks holding offensive positions on the map. SC2 succeeded in making the compositions blend more as compliments to each other. Meanwhile, there were many times (and still now) where you could go Bio without tanks, such as with hellbat or WM support, to play a more Bio-focused style instead of Bio Tank. These are all great, and the way Bio plays in SC2 isn't 1:1 with BW either, naturally since units and the game are different. Similarly for Mech, it doesn't need to be as slow and positional as BW, true. And you bring up good points that BW Mech isn't always super Tank focused either, so SC2 Mech doesn't need to be either. Vultures and Goliaths are obviously huge parts of Mech in BW too, it's not just Tank+Turret spam. Ideally a wide range of play would be great for players to show individuality, but I agree the best Cyclone that we need is probably something in between the patch Cyclone and the current Cyclone. As long as the Cyclone isn't this massable unit that just works better with even more Cyclones, rather than being supported by other positional units such as Tanks, WMs, Thors, etc., then it would be "Mech" enough for SC2. Since it's a much faster game, it would make sense if the Mech style is also comparatively faster than BW Mech, that's a great point. I honestly think that Mech is close to being viable to a good enough degree in both TvZ and TvP. It has been viable, even OP many times throughout SC2 history - there were even multiple stretches of the game's history where Mech was actually OP or very strong, but it wasn't discovered until year(s) later. Despite people dismissing Mech as unviable throughout those years. Currently TvZ Mech seems to be weak specifically with trying to keep the 4th/5th base while Zerg already got 6-7 bases and is crashing banelings endlessly because their economy explodes faster in LotV. If the new Cyclone and the Baneling nerf can help with that, then TvZ Mech could be in a great spot. It already is in a decent spot. For TvP, Mech is still a super niche thing, but it can work on some maps in a series or if you succeed in hiding that you're going Mech at the beginning, for example TY vs Classic proves that it's good enough to still work at the pro level, so anyone in GM should be able to have fun with it if they want. There were times TvP was good enough in LotV, such as Maru vs Stats. The games featured using Cyclones as a frontline unit that can poke and trade, as a compliment to positional Mech support like Tanks+Turrets. The main issue with this was that the Cyclone, like most Mech units, are a little too weak than they should be vs the Disruptor. But with the Disruptor AOE and supply nerfed, and with the new Cyclones taking more space and being cheaper and faster and more able to dodge shots, a Nova won't be able to kill as much in 1 hit anymore. I think the new Cyclone as is though wouldn't be as fun as the kind of Cyclone/Hellion vs Stalker/Disruptor/HT battles in Maru vs Stats though. The current Cyclone's Lock-On has a cooldown which allowed the fighting to have some natural breaks. The new Cyclone will be physically taxing and pressure players to be constantly kiting with them always, and i feel that it would accelerate the pace of an already fast game. The new Cyclone seems to have a strong snowball effect. It will also no doubt be balanced/nerfed based on what pros can do with top micro, and end up being a unit that is harder to use for non-pros without amazing control. I really think that if the Cyclone can help round out TvP Mech slightly more than before, that it would be in a good enough spot. It doesn't need to be a style that is played in half of pro games, of course. I just want it to be a style that can be used even 10% of the time, rather than 1% of the time. For there to be 1-2 pros that will use Mech in TvP somewhat commonly, instead of a backpocket strategy that is super map specific that they pull out for 1-3 games every 5 years. Also yes the torpedo blasting Cyclones were stupid as hell, but they were so fun too. I miss them so much, but the new Cyclone may prove to be even stupider so far | ||
Kyadytim
United States886 Posts
And then timing of using cloaking field will be just one more gimmicky way Protoss win games that everybody hates. | ||
Yoshi Kirishima
United States10290 Posts
On August 30 2023 14:15 Kyadytim wrote: I have a hunch that the cloaking field change is going to cause problems. If the new Mothership shows up in PvT, I expect that pro Terrans will try to optimize away from wasting scans on uncloaked units, and as a result will rarely take an avoidable loss because they don't react fast enough to the cloaking field being turned on. And then timing of using cloaking field will be just one more gimmicky way Protoss win games that everybody hates. I also just feel that Protoss already has too many spells and abilities to turn on and control. You want to activate guardian shield, split second force field decision making, storm/feedback, revelate/stasis wards with oracles, turning on void rays or lifting things up with phoenixes, warp prism micro because your gateway units and immortals are weak without support, or your HTs need WP support to avoid EMP, and now mothership too... Obviously you don't have every one of those units at once, but often times you do have several units that have spells or abilities that all need to be micro'd. It just feels overwhelming already, to add having to time Cloaking Field ontop is weird. Also a Mothership having to turn on Cloaking Field is so against the lore anyways... Meanwhile with Terran, you just have your tanks or WMs siege up before the engagement, and then you have all your MMM/Ghost on 1 control group, stim before the fight and just stutter step, maybe EMP a couple times. It's so much easier and requires way way less precision and decision making than Protoss control. Honestly as a Terran player I'm always amazed at how pro Protoss players do it. | ||
Vision_
834 Posts
2 x (10 + 5 against light) to 2 x (12 + 3 against light) ............ Maybe it would be a first step to balance against cyclones, you can also slightly decrease the cost of colossus like they did for ultralisks. Then ofc course as many here approved, replace the armored bonus with mechanical bonus. | ||
Athenau
568 Posts
The current version is stupid, but the first iteration seemed mostly fine and an improvement over the status quo. The resolution is obvious, remove the dumb HP buff, maybe increase cost a bit, and see how it plays out. | ||
Vision_
834 Posts
On August 29 2023 21:03 Athenau wrote: The +armored should not be replaced with +mechanical or +shields. Adding weapon bonuses that are useless by design vs a faction is bad because units only have one bonus damage modifier and adding what's effectively a matchup specific bonus means that you can't tune that knob for the other matchups. The balance council's first priority should be making the cyclone useful (outside of the early game) in at least one non-mirror matchup, and given that mech is already close to viable in TvZ, they should focus there. Any improvements to TvP are a bonus, and the game should not be distorted around making mech TvP viable. With the current design i would prefer an ability as Shodan suggested to improve fun and make cyclones less good-at-everything (increasing range with cooldown or charges no matter what) but i doubt that council will do a new tweak. A bird in the hand is worth two in the bush That s why, and because i m pessimist by nature, i only advocate for a nerf against Zerg, replacing armored bonus against mechanical bonus. Zerg have been crushed in this tournament Solar v Spirit and Solar v Clem especially, and like hellions are only efficient against light (which are 25% of the kind of units, most of units are armored in SC2), i think it s interesting to have an alternative to hellions against Zerg even if those Cyclones lose their bonus. (but cyclones are expensive in gas). But maybe today Cyclones do better than i think, i must admit that i don t remember a good TvZ mech, (only gumiho so maybe this is the kind of player who have to answer) | ||
Athenau
568 Posts
On August 31 2023 03:23 Vision_ wrote: With the current design i would prefer an ability as Shodan suggested to improve fun and make cyclones less good-at-everything (increasing range with cooldown or charges no matter what) but i doubt that council will do a new tweak. A bird in the hand is worth two in the bush That s why, and because i m pessimist by nature, i only advocate for a nerf against Zerg, replacing armored bonus against mechanical bonus. Zerg have been crushed in this tournament Solar v Spirit and Solar v Clem especially, and like hellions are only efficient against light (which are 25% of the kind of units, most of units are armored in SC2), i think it s interesting to have an alternative to hellions against Zerg even if those Cyclones lose their bonus. (but cyclones are expensive in gas). But maybe today Cyclones do better than i think, i must admit that i don t remember a good TvZ mech, (only gumiho so maybe this is the kind of player who have to answer) The "bird in the hand" is TvZ. What you're advocating for is throwing away the utility the unit has in TvZ (because it's not going to be useful with a flat 10 damage vs everything) in return for a speculative change for TvP, when they could just nerf the current version appropriately for TvZ. | ||
Athenau
568 Posts
Cyclone Damage changed: Old: 10 + 5 vs armored, +1 (+1 vs armored) per upgrade New: 11 + 3 vs mechanical, +1 per upgrade Speed 4.96 after upgrade -> 4.73 Health 100 + 20 after upgrade -> 110 Reduce the strength of mass Cyclone against Protoss and Zerg from previous iterations They (re)buffed the base damage and kept some of the health bonus, maybe that'll be enough to keep the unit useful in TvZ. | ||
Vision_
834 Posts
On August 31 2023 04:36 Athenau wrote: The "bird in the hand" is TvZ. What you're advocating for is throwing away the utility the unit has in TvZ (because it's not going to be useful with a flat 10 damage vs everything) in return for a speculative change for TvP, when they could just nerf the current version appropriately for TvZ. What balance council aims : Rework of the Cyclone to make it into a more all around unit in all matchups. Aims to increase the viability of mech based gameplay against Protoss, while promoting more active engagements with mech based armies Pro: - decreasing supply cost from 3 to 2 (it helps to have more cyclone and so a large army size which is helpfull against zealots) - in consequence his mineral cost in gas and mineral looks fine (figure out if 25 gas is do-able) Cons : - armored bonus part of the auto attack, in order to deal with stalkers at the expense of Roachs (alright ?) So if you don t want to split the bonus of Cyclones, then i feel necessary to minor the damage of cyclones against armored (because the dps of cyclones even only as you said, '10 with 0.49 cooldown' is equal to the dps of an hydralisk) and update the unit with the ability of increasing his firerate at the expense of his speed (which can be a good reason to add an upgrade which increase his overall speed). Like Terran is a race with tool, you have to give them tools with two side, a good and a bad if they miss. For example, when the cyclone active his lock on (ability with a small cooldown), the unit is increasing his maximum range of +X, get a bonus armored of +X and reduce his movement speed by 33%. | ||
bela.mervado
Hungary366 Posts
Thor: heavy hitter - remove javelin missiles ( 4x rockets with splash, 2.14s cooldown ) * will be bad against mutas, a tank thor army could be surprised by a muta switch. T will need additional mines/cyclones to be safe against muta. + experiment with +damage to armored for anti ground canon = punisher canons are in a more than fine spot I think Cyclone: fast moving anti light air unit that shoots while moves, trades ok against armored ground. should not be massed. hellion+cyclone should be able to threaten and harass but not choke or outright kill. + gets Thor's javelin missiles, only 1x rocket with splash, bonus against light, 1-1.5s cooldown (1 cyclone ~ 1/3 of a Thor's dps but shoots while moving). * 4 cyclones should shit on clumped mutas. - no more lockon bullshit * allows oracles to mess around, tag, kill scvs * no hatchery kill with 8+ cyclone lockons * not enough to kill armored air from P or Z Sentry: * FF 50->25 mana, 11s->7s. let the soul train roll =) Z will bile down the glass, allows P to recast it a few more times. * if engine allows, make FF a 60hp (still 1 bile) targetable killable unit so T bio has a bit of a counterplay * twilight research to make guardian shield reduce melee damage by 2 as well, not just ranged. let's see if this is enough to deal with +1 lings * 40/40 -> 50/50 hp/armor even if the bane changes go through Infestor and Viper: * revert changes Hydra and Stalker anti air: * +1 range to anti air weapon allows more time before air reaches critical mass | ||
Yoshi Kirishima
United States10290 Posts
Also yayy, the Cyclone health bonus from the upgrade is gone, and the base HP is simply 110 now. Odd number, but definitely appreciated compared to the 100 which feels a bit glass canon-y for the fantasy of the unit. Speed being nerfed should help Chargelots be an OK option against them again. And having 11+3 dmg vs Mechanical will be nice! It'll do more damage to most Protoss units now. It'll be less weak vs Stalker/Immortal, and also be more effective at defending early air units (to maintain more of the usefulness of the current Cyclone at deflecting early-game drops and air harass) | ||
Beelzebub1
1002 Posts
On August 31 2023 11:24 Yoshi Kirishima wrote: Damn Hellbats getting slightlyyy nerfed vs Chargelots... but it's so small that not 1 shotting Zerglings might be worth the change. Also yayy, the Cyclone health bonus from the upgrade is gone, and the base HP is simply 110 now. Odd number, but definitely appreciated compared to the 100 which feels a bit glass canon-y for the fantasy of the unit. Speed being nerfed should help Chargelots be an OK option against them again. And having 11+3 dmg vs Mechanical will be nice! It'll do more damage to most Protoss units now. It'll be less weak vs Stalker/Immortal, and also be more effective at defending early air units (to maintain more of the usefulness of the current Cyclone at deflecting early-game drops and air harass) I agree with this, I think steering the general direction to being a half way okay skirmisher against ground but a reliable form of mobile anti-air is a good move for making mech just better in general. Still hurts to see a Terran unit getting this type of attention and Protoss getting kind of neglected when this would be a good time to test out some additional changes. I stand by earlier posts, buffing the Sentry could be a good move for improving the race strength. My moderate proposal is to make force field require 2 biles instead of 1, making it better vs. Zerg only helps Protoss in the MU, no way it would break anything. My more ambitious proposals would be to make Guardian Shield increase the movement speed of units inside of it, or maybe even increase the damage reduction by 1, making them alot more useful vs. Terran in particular. | ||
Yoshi Kirishima
United States10290 Posts
On August 31 2023 11:32 Beelzebub1 wrote: I agree with this, I think steering the general direction to being a half way okay skirmisher against ground but a reliable form of mobile anti-air is a good move for making mech just better in general. Still hurts to see a Terran unit getting this type of attention and Protoss getting kind of neglected when this would be a good time to test out some additional changes. I stand by earlier posts, buffing the Sentry could be a good move for improving the race strength. My moderate proposal is to make force field require 2 biles instead of 1, making it better vs. Zerg only helps Protoss in the MU, no way it would break anything. My more ambitious proposals would be to make Guardian Shield increase the movement speed of units inside of it, or maybe even increase the damage reduction by 1, making them alot more useful vs. Terran in particular. It's really disappointing to not see any buffs to FF vs Bile. Like, right now it's not even that 1 Bile clears up 1 FF. It's that 1 Bile clears up 2 FFs. Because FFs are always going to touch each other when making a full wall, and since Bile is AOE you just need to target the border of both FFs... it would be cool if they at minimum made it so that Bile can only clear 1 FF at a time. I also like the idea of FF protecting buildings, especially helpful to give an option to protect Canons and Batteries a little better from being insta sniped. I also feel that +1 more dmg reduction for Guardian Shield is probably fine. Like, it's not going to effect Roach Ravager, which is already quite strong in the early game. It's going to weaken Queens, which is always welcome. It's going to even help vs Mutalisks, which are strong vs Protoss, especially with how Protoss ground AA is weak. And it's going to help Gateway armies vs MMM. If they need to tweak tech or AOE units to be slightly weaker vs Bio, i think most Protoss would prefer some of the power reallocated to Gateway units. And as a bonus, it's surely not going to weaken Mech as it's pretty useless vs Hellions, Tanks, and even Cyclones it won't do too much. The bonus reduction would even help Colossus be slightly less weak vs Vikings. So, it sounds like almost every impact it'd have would be positive. Hell having that 1 Sentry supporting your mass Carrier/Tempest vs mass BCs would help more too. With LotV's sped up earlygame, there's a shorter phase where Sentries are potent, and less time for them to accumulate energy. And it's not like WoL/HotS where it was a common thing to build like 6 Sentries for your first gateway units, and get to near max energy before a push. In LotV you need more Adept/Stalkers first before doing that. So buffing Sentry abilities just make a lot of sense. I also feel that with a positional/defensive ability like Guardian Shield, it's not too risky to buff it. Because there will always be the counterplay of simply forcing them to burn it earlier, or waiting it out and re-engaging elsewhere. Which effectively helps Protoss move their Gateway army around the map earlier on without feeling as vulnerable. | ||
Vision_
834 Posts
On August 31 2023 12:26 Yoshi Kirishima wrote: They really disturbed the game when they shifted the economy by two workers. Agree. | ||
[Phantom]
Mexico2170 Posts
Making them good vs mechanical units is...a band aid. But Ok. I think the main problem with the cyclone is it shoots while moving, like the phoenix. But the thing is the phoenix to compensate has a very short range, whereas the cyclone has a very big range. Sure, Phoenix gets a range upgra,de, in the lategame with the fleet beacon, but it's mainly used so that it's a little bit better vs mutas, and it's super situational. And phoenix still has the issue of not attacking ground at all, whereas the cyclone attacks both air and ground. If the ciclone shoots while moving, then it needs to have a shorter range. If it is going to have a longer range, it should stop to be able to shoot, just like a hellion. | ||
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