New SC2 Balance Test Mod (along with new map pool)
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tigera6
3205 Posts
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CicadaSC
United States1373 Posts
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Charoisaur
Germany15875 Posts
![]() +2 Banes no longer one-shotting Probes is long overdue. No idea how the new Cyclones will work out | ||
Die4Ever
United States17595 Posts
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CicadaSC
United States1373 Posts
On August 22 2023 22:59 Die4Ever wrote: they buffed vipers lol and widow mines ![]() | ||
Master of DalK
Canada1797 Posts
make the markdown of the real document more noticeable next time lmao theres almost no reason to have an image of it at all | ||
dysenterymd
1173 Posts
I sort of dislike the entire map pool changing at once, but then again we get map pool changes so rarely that it's justified. I wish we swapped out half the maps every few months instead. | ||
SHODAN
United Kingdom1060 Posts
I've been talking about this hypothetical set of cyclone changes for years now 125 / 50... 2 supply... reactorable... lock-on overkill! oh yes, this is super fucking spicy. cyclones are legit core units now | ||
CicadaSC
United States1373 Posts
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Drfilip
Sweden590 Posts
Test Mod TODO: Make this not affect Broodlings from building deaths Will they make the Broodlings from Brood Lords essentially a different unit from the Broodlings of buildings? Might as well change the name of one of them to make this difference more clear. Maybe Spawnlings are the lings spawning from buildings while Broodlings are lings from Brood Lords. | ||
allmotor1
152 Posts
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CicadaSC
United States1373 Posts
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tigera6
3205 Posts
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CicadaSC
United States1373 Posts
On August 23 2023 00:09 tigera6 wrote: Hydra keep getting buff is making me believe that Meomaika has one of the biggest voice in the balance committee, lol. either that or the one blizzard intern left is the same guy who pushed hydras being a "core unit." never forget. | ||
JJH777
United States4376 Posts
Protoss is screwed though lol. Can't believe they are nerfing the disruptor massively again without buffing any of their other forms of splash. | ||
Charoisaur
Germany15875 Posts
On August 23 2023 00:11 CicadaSC wrote: either that or the one blizzard intern left is the same guy who pushed hydras being a "core unit." never forget. Hydras having 2 upgrades was kinda stupid though given their niche use, so I like the change. If it's too strong they can always increase the research time or make it 200/200 | ||
Charoisaur
Germany15875 Posts
On August 23 2023 00:27 JJH777 wrote: I think this is an okay patch for T and Z. It's dumb to give even a slight buff to the viper and in general feels like Zerg got the most attention but the baneling nerf is so massive that I think TvZ will still be fine even with the big snipe nerf. Protoss is screwed though lol. Can't believe they are nerfing the disruptor massively again without buffing any of their other forms of splash. HTs are indirectly buffed quite significantly due to the EMP nerf | ||
Die4Ever
United States17595 Posts
On August 23 2023 00:27 JJH777 wrote: I think this is an okay patch for T and Z. It's dumb to give even a slight buff to the viper and in general feels like Zerg got the most attention but the baneling nerf is so massive that I think TvZ will still be fine even with the big snipe nerf. Protoss is screwed though lol. Can't believe they are nerfing the disruptor massively again without buffing any of their other forms of splash. I still kinda feel like baneling damage to buildings should maybe be nerfed slightly | ||
Nathanias
United States290 Posts
On August 23 2023 00:44 Die4Ever wrote: I still kinda feel like baneling damage to buildings should maybe be nerfed slightly seems like an easy fix considering banelings aren't affected by building armor at all as it is. Surprised they don't change that ![]() | ||
Athenau
569 Posts
On the plus side, hellbats might be a viable soft counter to banelings now. Banelings will always four shot hellbats (whereas you needed armor upgrades for the hellbats before) and Hellbats will pretty much always two shot banelings with the health nerf. Pre-split hellbats will always be cost effective against banelings, and will still be cost effective against Zerglings even when split (unlike Marines). | ||
Nebuchad
Switzerland11952 Posts
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Die4Ever
United States17595 Posts
feels like there are a few buffs that zerg doesn't need | ||
Athenau
569 Posts
On August 23 2023 01:19 Die4Ever wrote: https://youtu.be/ULgpXr1zrg4 feels like there are a few buffs that zerg doesn't need Instructions unclear, buffing hydras. | ||
JJH777
United States4376 Posts
On August 23 2023 00:44 Die4Ever wrote: I still kinda feel like baneling damage to buildings should maybe be nerfed slightly I would love that but I feel like they would use it as justification to reverse the health nerf which I think is the best baneling nerf. Though they are probably going to revert the health change before this goes live regardless. That would be the most drastic Zerg nerf in years and while I would love to see it I can't imagine it happening with how blatantly most of the community favors Zerg. | ||
Charoisaur
Germany15875 Posts
On August 23 2023 01:07 Athenau wrote: A lot of the changes are good, and the baneling nerf is significant, but buffing Vipers is absurd and will just lead to Zergs building more of them and mass abducting units in the lategame (especially against T, since EMP was nerfed), which is one of the most cancerous things in the game. On the plus side, hellbats might be a viable soft counter to banelings now. Banelings will always four shot hellbats (whereas you needed armor upgrades for the hellbats before) and Hellbats will pretty much always two shot banelings with the health nerf. Pre-split hellbats will always be cost effective against banelings, and will still be cost effective against Zerglings even when split (unlike Marines). The Viper change is just a qol change, it changes nothing except preventing Zergs from accidentally killing their hatchery, which maybe happened once every 200 games | ||
Ciaus_Dronu
South Africa1848 Posts
Why murder infestors so badly? Like I understand banes are overtuned, but seriously, killing fungal? Why? Why are all the protoss buffs to air of all things? Is another disruptor nerf needed? I get that HTs get stronger overall given the ghost nerfs, but I'd rather see mid-late game buffs for gateway / robo. Widowmines, which cost nothing and can instantly end the game, now become even more obnoxious in drop play. Cool. Great change. Definitely going in the right direction there ![]() Cyclones being a core unit is cool, and the mothership is possibly more interesting (still a weird one-off but hey). But overall not feeling this one. | ||
ejozl
Denmark3331 Posts
And I really didn't expect a Mothership and Disruptor nerf, the Cabal is full of surprises! | ||
Vision_
848 Posts
On August 23 2023 02:35 ejozl wrote: I'm really struggling to find anything that I like about this patch. I guess the Immortal Barrier functioning, it was always annoying that they don't tank the Disruptor shots. Also the Shields Upgrade buff, since that one has always been shite in SC2. It's different in SC1 because they keep generating Shields while taking damage and so everytime the unit takes damage and it has just 1 shield, its armour is substracting from the overall damage. And I really didn't expect a Mothership and Disruptor nerf, the Cabal is full of surprises! I don t know why people keep on trolling while the subject is cool and interesting | ||
QOGQOG
819 Posts
I'm glad to see some more ambitious changes, though nerfing the Mothership's unused spells seem questionable. Wish they'd commit and just replace them with Arbiters. At least allow >1 being built so recalls aren't so easy to block. But if banelings are nerfed even a little I will be happy. I think Protoss is still going to struggle with this patch, but it might be a little better. | ||
Athenau
569 Posts
On August 23 2023 01:50 Charoisaur wrote: The Viper change is just a qol change, it changes nothing except preventing Zergs from accidentally killing their hatchery, which maybe happened once every 200 games I agree that the consume change is mostly inconsequential, but the Viper was also indirectly buffed by ghosts being nerfed. It's just a terrible unit and anything that incentivizes Zergs to make more of them should be discouraged. | ||
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BluemoonSC
SoCal8908 Posts
the only thing that is going to suck is when we get these in the pro circuit but they never make it to ladder. e: Upon finalizing the map versions and the balance changes, we'll coordinate with our colleagues from Blizzard Entertainment about the best way and timeline to implement these changes to the game ^ it looks like they're going to work with blizz to implement these?? live game. | ||
moonsjde
48 Posts
only change that sticks out as "huh?" to me is they're trying to make queen drops better? what in the world? who is begging for queen attacks to keep being a thing/become stronger? otherwise though just do all the changes and lets see what happens | ||
moonsjde
48 Posts
On August 23 2023 01:50 Ciaus_Dronu wrote: Kinda hate these changes. Why murder infestors so badly? Like I understand banes are overtuned, but seriously, killing fungal? Why? Why are all the protoss buffs to air of all things? Is another disruptor nerf needed? I get that HTs get stronger overall given the ghost nerfs, but I'd rather see mid-late game buffs for gateway / robo. Widowmines, which cost nothing and can instantly end the game, now become even more obnoxious in drop play. Cool. Great change. Definitely going in the right direction there ![]() Cyclones being a core unit is cool, and the mothership is possibly more interesting (still a weird one-off but hey). But overall not feeling this one. infestors are still fine if fungal isnt amazing, lol. neural is always relevant and the cloud ability is also decent situationally. a weakened fungal can still be used for zone control or ability combos if you're good, and you should have to play well for spellcasters to have a big impact - that's good design. even burrowed infestors for vision is still a solid lategame strat. its just most players are too lazily set in their ways to get good at this stuff id be fine if every single spellcaster in the game was mediocre unless you pull off really good plays with them. for example templars are pretty close to being like that now. they're important and have high potential but if you don't make good plays they won't turn the tide of the fight. discourages massing and shoves them more into a support role where they belong. balance everything else around it if you have to. spellcaster bullshit has been a drain on sc2 for almost the entire duration of the game | ||
DarkGamer
Germany313 Posts
New maps are very welcome! | ||
Metalmade
5 Posts
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BluemoonSC
SoCal8908 Posts
On August 23 2023 05:05 Metalmade wrote: I would have liked to see a +1 base armor buff for corruptors, since mass carrier is still a problem at the lower to mid levels especially in team games. i get the feeling that these changes are largely targetted at the higher end of 1v1 play | ||
meadbert
United States681 Posts
The EMP nerf is welcome, but Protoss splash damage has been further nerfed and there have been no buffs to the core army. +2 Banelings one shotting probes is welcome. Shield upgrades are pointless because nobody every gets +2 shields and this is not going to create some +2 shields timing. Air armor buffs are good in a vacuum, but when combined with Zerg air carapace buffs, it actually favors Zerg. In PvZ air it is Protoss attack and Zerg carapace that matter so Zerg got the buff and Protoss did not. Mothership was bad before but got a nerf. 10 seconds of cloak is not going to cut it. Void Ray and Tempests were already terrible and these buffs are not enough to suddenly make them playable. Immortal change is nice but really only helps against EMP which was already pretty weak against Immortals since they don't clump up that much and also have fairly low shields compared to hit points. Immortals getting EMPed is not the problem in PvT. Raven nerf is again welcome and an indirect buff to Protoss. | ||
Captain Peabody
United States3094 Posts
It does feel like for the first time they are directly targeting some of the things that make Protoss not overall weak, but specifically *fragile* at the high levels--in particular, Ghost EMP totally shutting down Templar play, Raven pushes having the potential to insta-kill Robo tosses with a few interference matrixes, Baneling runbys one-shotting probes, and in general Toss in TvP becoming hyper-dependent on Disruptors as the game goes on. It's hard to say that these changes are exactly a Toss buff overall, but dealing with those issues is a pretty big deal imo. I'm a bit worried once again that the further Snipe nerfs combined with Brood Lord buffs and untouched Viper power will give Zerg too much power and cost-efficiency in TvZ late game, but the straight-up Baneling nerfs in the mid-game are a really big deal. I hope we don't go back to Terran having to end the game in the mid-game or be overwhelmed late-game; it's important that Terrans do have ways to grind out late-games. And just in general with these changes vipers are gonna be the king of SC2 spellcasters, and that could maybe be looked at. The cyclone and Mothership changes are the most wild-card, I have no idea how those are going to work out. But cyclones are fun units, so I'm down; and leaning into the Mothership's secondary utility role as a second recall timer is a smart idea. Still, good to see Alive Game! Thanks to ESL. | ||
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Mizenhauer
United States1800 Posts
On August 23 2023 04:11 BluemoonSC wrote: i am loving these changes. the only thing that is going to suck is when we get these in the pro circuit but they never make it to ladder. e: ^ it looks like they're going to work with blizz to implement these?? live game. Yeah, so umm Blizz still owns the StarCraft IP. Good luck making changes to their property without them. This is the same process that has been holding up team map contests. Blizzard would need to Q&A plus upload the maps and they don't want to pay someone to do so. | ||
TentativePanda
United States800 Posts
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Die4Ever
United States17595 Posts
+ Show Spoiler + | ||
yubo56
685 Posts
On August 23 2023 09:54 Die4Ever wrote: why does the infestor get to start with 75 energy for free but not the high templar? bring back SanZenith! the day I can warp in infestors we can start talking ![]() I honestly like the direction of the patch! Lots of cool ideas, excited to see how they pan out in play testing :o | ||
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[Phantom]
Mexico2170 Posts
I find the viper change hilarious. god forbig that a unit with effectively unlimited energy has a trade off. And buffing hydras vs Protoss is madness. I know it's a ZvZ focused change, but Hydra timings have always been good vs toss, they became even better with the previous hydra buff, and now you want to make them even better? Hydra den is one of the fastest build time buildings, and hydra counters take a long time (storm you need to research, and wait for HT to have energy, and with timmings often times you run out of energy, colossus need robo and robo bay plus an upgrade that takes longer than they hydra one). And on top of that they nerf the disruptor, the other counter. It's crazy. I love the Tempest aceleration change. If they could change their damage point like they did to hydras, I think it would be a great change to help vs BL, Liberators and even BCs. I like the Mothership change, though not the cloak change. What good is it to be invisible for 10 seconds? What's the point? But I like the other changes. Same with the changes to stasis vision and sentry guardian shield. I LOVE the immortal change. Not a lot of people know this, but the barrier activates AFTER the first hit. So they receive the first hit in full. So a tank will do a LOT of damage to an immortal before the barrier is activated for example. This fixes that. However since it also counts agaisnt the "100 damaged absorbed"... I think they maybe should consider buffing it to 120 or something. Im surprised not to see the buff to the colossus range back...Would certainly be useful. So basically: I like the idea of the changes. The mothership and cyclone changes are interesting. Still, I fell Zerg comes out ahead with the better end of the deal, and Protoss with the worst. Although I'll say that the baneling nerf might be too much in ZvT but we'll see. I'm also worried about the medivac buff, and that the BL change will just make Terrans turtle more. ____________ Also, Please update team maps. Or at least let us play ones from previous seasons. I see you're considering it. It would be great. | ||
omop
42 Posts
But in general I dont like this patch. Game feels quite good balanced and major shakeup isnt needed in my opinion. Cant really see the point of another cyclone rework, they are in good spot now. I feel that small adjustments would be enough, like baneling upgrade dmg nerf. They could also think about reverting some unneeded toss nerfs like Immortal and warp prism cost increases. | ||
tigera6
3205 Posts
And the Widow Mine buff / Bane nerf is going to help Clem so much in TvZ, he loves both Mines micro and Bane snipe, now he might even target down 20 Banes before they can reach his army. | ||
Creager
Germany1886 Posts
Well, let's wait and see before jumping to premature conclusions. | ||
Yoshi Kirishima
United States10293 Posts
Balance mods are available on all servers under the "Community Balance Patch - August 2023" name and via the following links AM - battlenet:://starcraft/map/1/352863 EU - battlenet:://starcraft/map/2/248793 AS - battlenet:://starcraft/map/3/165660 I went to Custom maps in SC2, searched for Community Balance Patch, and I see nothing. I tried to enter the link into my chrome URL bar, and nothing happened. If they want us to playtest these, I think the instructions need to be more dumby proof. | ||
Creager
Germany1886 Posts
On August 23 2023 16:42 Yoshi Kirishima wrote: So this might be really dumb, but how do you play the Community Balance Mod? I went to Custom maps in SC2, searched for Community Balance Patch, and I see nothing. I tried to enter the link into my chrome URL bar, and nothing happened. If they want us to playtest these, I think the instructions need to be more dumby proof. If only somebody working at Blizzard still knew how to utilize this button... + Show Spoiler + ![]() | ||
Yoshi Kirishima
United States10293 Posts
On August 23 2023 16:48 Creager wrote: If only somebody working at Blizzard still knew how to utilize this button... + Show Spoiler + ![]() Ok i figured it out ! You have to go to Custom, Melee, pick a map, then click "Create With Mod" at the bottom, and select Community Balance Patch - August 2023. It's so confusing because when I checked the new ladder maps, if you click on it and click on "Mod" on the right, it'll say there's no mod extensions available. Yet if you click "Create with Mod" it shows available mods. | ||
Geo.Rion
7377 Posts
Makes me feel young again | ||
TaKeTV
Germany1197 Posts
If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics. In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven. And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix. I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm. TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings | ||
__Coin_Ciden_Ce__
11 Posts
I have no interest in all these destructing changes to the more "aligned" datamod back in HotS and WoL, when people didn't struggle with some new and cool but painful micro in LotV. | ||
Charoisaur
Germany15875 Posts
On August 23 2023 19:48 TaKeTV wrote: Does anyone here believe the Raven change actually does change anything? Its a 50/50 ~60 seconds upgrade. The timings of the raven both in TvT and in TvP hit later. Players that are using those timings now (especially TvT is rather 2 or 3 raven) will be using them after this patch too. If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics. In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven. And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix. I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm. TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings In TvP the change is huge because players usually swap the addon to a reactor after building the first Raven. With the patch you either have to idle the Starport for 23 seconds (Raven buildtime=34 seconds) before swapping if you want to finish the upgrade, or build a 2nd Raven. Both options significantly delay the first push with medivacs. In TvT this doesn't change much, that's true | ||
tigera6
3205 Posts
On August 23 2023 19:48 TaKeTV wrote: Does anyone here believe the Raven change actually does change anything? Its a 50/50 ~60 seconds upgrade. The timings of the raven both in TvT and in TvP hit later. Players that are using those timings now (especially TvT is rather 2 or 3 raven) will be using them after this patch too. If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics. In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven. And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix. I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm. TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings Just think of it as a compensation for the buff on Raven build time and cost from previous balance change. Getting the Raven cheaper and quicker making the 1 Raven push timing in PvT too much into Terran favor. Now you have to delay the timing because of the research time and cost a bit more gas so it could theoretically help the Protoss defense against such timing. IMO, this is not about the overall Raven balance, just specifically the timing push in PvT. | ||
TaKeTV
Germany1197 Posts
On August 23 2023 22:23 Charoisaur wrote: In TvP the change is huge because players usually swap the addon to a reactor after building the first Raven. With the patch you either have to idle the Starport for 23 seconds (Raven buildtime=34 seconds) before swapping if you want to finish the upgrade, or build a 2nd Raven. Both options significantly delay the first push. In TvT this doesn't change much, that's true I think stimpack should be the limiting factor here which will not be done at the time the raven is done. Yes it will delay the first two medivacs and their energy but it won't delay the push. At least from the top of my head the timing should be unchanged. Ill ask heromraine and see if I can get a replay. IIRC people often decide to even autoturret harass before actually still using the raven with that push so it should not be huge and still work the same imo Spoke with Clem 50/50 is meaningful in the early stage of the game timing should get messed up slighty / stim isnt done but its timed to finish with medivacs you want to use 2nd techlab for barracks you have to consider protoss not going for colossus so getting blind matrix isnt good He needs more games to evaluate so mea culpa. Seems like it does change a lot, great insight. I retract my statement :D | ||
jpg06051992
United States580 Posts
Ghost change is obvious, they are broken vs. Protoss. The snipe change could really alter late game ZvT though so that needs to be monitored. Mine change seems alright. Medivac change is ludicrous, needs to be scrapped immediately. Medivacs are premier units in every MU, no need or rational reason for them to be buffed. Raven change is very elegant, it will give Protoss some breathing room against Terran knife stab pushes that are dominating the mid game without affecting TvT or anything like that, balance council did a good job here. Lurker change is good, they are too mobile. Infestor change is very ambitious like the Cyclone changes are, this one needs to be tested because yea the damage is reduced but Infestors hitting the field immediately able to fungal (which is all for the root and bile combo it's hardly for the damage) is gonna be strong imo. Spire changes make sense., unlike the Viper changes which I doubt is even going to affect the pro level at all, kind of a dumb change. Ultra change is whatever, anything helps. Just change the Brood Lord to the Guardian and get it over with already. Hydra change is good, they are fun units to watch but yea the timing potential could be big, if Hydras are too strong with timings against Protoss they could stand to have less HP or do a tad less damage. Baneling change is huge, this is a pretty big nerf to Zerg is both ZvT and ZvP, people sleeping on this change are crazy, not saying Banelings weren't oppressive and in need of a tone down but wow, their relationship with bio and worker line run byes is going to be very altered but this change and those are cornerstone unit dyanmics. The immortal change is great but tbh the other Protoss changes are just pitiful. Really guys, a nerf? Like, you're actually going to nerf Protoss? Shield cost reduction? Guardian Shield lasting a few more seconds? More vision for wards? Really that's the best you guys can do? The other changes for Zerg and Terran seem good for the most part and some will indirectly be a buff to Protoss but I was hoping for some actual changes to Protoss, and I don't mean Warp Gate, I mean, just anything to give Protoss a straight up power boost. My proposal Sentry armor increased by 1 (make the Sentry more durable obviously) Guardian Shield reduces range damage from 2 to 4 (empowers them primarily vs. Terran bio, will hardly affect ZvP) Guardian Shield increases movement speed of all units by 35 % (Allows early/mid game GW armies to be more agile on the map) Force Field requires 2 Corrosive Biles to destroy Implement this change alone over all those other changes and watch the meta shift in a better direction for Protoss, it's easier to buff the Sentry which is just a support unit then core units like Zealots and Stalkers. Protoss lacks the ability to take control of the map and alot of that is because GW units are so damn slow, let the Sentry fix that issue, as well as empowering it against early/mid game bio pushes against Protoss. It's not like the Sentry will be killing anything, but it would let the actual combat units kill things better. | ||
Snakestyle1
43 Posts
On August 22 2023 23:52 CicadaSC wrote: did the creep nerf from last patch even change anything or was it just disguised as a nerf. i remember pros saying there was no noticeable difference because no one is perfect with creep spreading anyway and then people just sort of ... dropped it. wasn't the nerf done with intention? if it had no impact it should be retuned, no? Of course it did. It might not be apparent if you dont play zerg, but if you check on your creep tumors and its 3 seconds away from being able to spread, you go do something else, and you certainly dont come back 3 seconds later to spread it when its ready. Everytime you go to spread your tumors and they arent quite ready to spread, it just had an impact on the creep spread. It doesnt matter if pros dont always spread as soon as cooldown is ready. What matters is that if you go to spread and its not ready, you wont check again in time. | ||
AcrossFromTime
29 Posts
There's lots of ways they could have done it, personally I think reverting the Disruptor and Shield Battery nerfs would have been pretty good, plus maybe leave in the Colossus range bug. I don't think that would have resulted in Protoss dominance, but even if it did, Protoss has never had a dominant period during Legacy of the Void, so it wouldn't have been a problem if we could have a year for Protoss. SC2 isn't a dead game, but it's in a nursing home or hospice. It has many years ahead of it, and we should take good care of it as best we can so it can have pleasant stress-free golden years. Now's not the time to perform major surgery. It will never be what it was, and it will never reach it's full potential, but that's okay, nobody does. | ||
WombaT
Northern Ireland24148 Posts
On August 23 2023 01:50 Charoisaur wrote: The Viper change is just a qol change, it changes nothing except preventing Zergs from accidentally killing their hatchery, which maybe happened once every 200 games I mean do Zergs really need that? They’ve already got the only caster in the game that you can grab mana quickly if they’re caught with their pants down, now that’s more forgiving to do and less damaging to buildings? Like Toss and Terran lose games so frequently to not having a wall at a bad moment, if Zergs kill their own buildings that’s a way bigger mistake and should be punished accordingly | ||
Charoisaur
Germany15875 Posts
Medivac change is ludicrous, needs to be scrapped immediately. Medivacs are premier units in every MU, no need or rational reason for them to be buffed. It's a fusion core upgrade, it will not have any effect at all. Especially in the lategame, medivacs running out of energy doesn't happen anymore, because at that stage the mass bio trading phase is already over, so this feels even more useless than the previous upgrade | ||
teapot_
39 Posts
Also, I dislike that map updates happen at the same time, makes it harder to understand the impact. | ||
Charoisaur
Germany15875 Posts
On August 24 2023 19:45 WombaT wrote: I mean do Zergs really need that? They’ve already got the only caster in the game that you can grab mana quickly if they’re caught with their pants down, now that’s more forgiving to do and less damaging to buildings? Like Toss and Terran lose games so frequently to not having a wall at a bad moment, if Zergs kill their own buildings that’s a way bigger mistake and should be punished accordingly Yeah, in retroperspective I really dislike the change. Same as the Tempest change, just like ZG said, their slowness and clunkyness is the trade-off for being able to siege units from 15 range. I don't think they need to be super microable in addition | ||
Ciaus_Dronu
South Africa1848 Posts
On August 24 2023 19:45 WombaT wrote: I mean do Zergs really need that? They’ve already got the only caster in the game that you can grab mana quickly if they’re caught with their pants down, now that’s more forgiving to do and less damaging to buildings? Like Toss and Terran lose games so frequently to not having a wall at a bad moment, if Zergs kill their own buildings that’s a way bigger mistake and should be punished accordingly They don't. And agreed, it is weird to me to try mitigate the drawback of the fast energy. It just doesn't make sense. I feel this patch will overall murder zerg if it goes through as is, and I'd still rather they not make this viper change. It is also whack to improve vipers like this (which are already a rush-to priority unit), and then kill infestors with nerfs (which they claim they want to see more of). | ||
Fubika24
37 Posts
Bane nerf is amazing, and I can see why the hydra buff was implemented, although it's a tricky thing to balance for pvz. Investor change I think is okay, I could see fast infestor as a counter to blink stalker builds as opposed to just ling bane outta wazoo. Mommaship is a bit wierd, I feel like 10 sec cloaking field is just too weak, all races will have plenty detection by the time momma hits the field even with the reduced cost. I like timewarp change overall, could be nasty combo with disruptors. Tempest change I'm not so sure about, I get the idea, but i think it's going to enable some really nasty rushes, thankfully queens have infinity anti air range so it should fine in pvz. | ||
Hildegard
Germany306 Posts
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Athenau
569 Posts
On August 24 2023 23:55 Hildegard wrote: I might be mistaken, but just from watching pro games, I thought that ranged Liberators were the thing Protoss struggled the most against in TvP. EMP was a close second, but I recall very few games that a Protoss won against ranged Liberators. If I'm mistaken, would someone be kind and explain why? Ranged liberators are a lategame transition that happen infrequently, and only if the Terran is already in a good spot. They aren't the problem in TvP. | ||
Charoisaur
Germany15875 Posts
On August 24 2023 23:55 Hildegard wrote: I might be mistaken, but just from watching pro games, I thought that ranged Liberators were the thing Protoss struggled the most against in TvP. EMP was a close second, but I recall very few games that a Protoss won against ranged Liberators. If I'm mistaken, would someone be kind and explain why? Interested in where you watched those pro games. I rarely see games that last long enough for ranged libs coming into play | ||
Hildegard
Germany306 Posts
On August 25 2023 00:10 Athenau wrote: Ranged liberators are a lategame transition that happen infrequently, and only if the Terran is already in a good spot. They aren't the problem in TvP. Thank you. If you don't mind I have a follow-up question. Isn't that precisely the kind of thing that the balance change should affect? Meaning something that doesn't boost Protoss power for non-professional players, but helps them winning tournaments. An example would be a stalker upgrade located in the Dark Shrine, that helps dealing with Liberators (and Brood Lords)? | ||
Athenau
569 Posts
On August 25 2023 01:24 Hildegard wrote: Thank you. If you don't mind I have a follow-up question. Isn't that precisely the kind of thing that the balance change should affect? Meaning something that doesn't boost Protoss power for non-professional players, but helps them winning tournaments. An example would be a stalker upgrade located in the Dark Shrine, that helps dealing with Liberators (and Brood Lords)? No, because liberators aren't the reason why Protosses are losing TvP's. The main problems are punishing early tank pushes which the battery overcharge nerf and cheaper Ravens made harder to defend, and to a lesser extent, Terran midgame aggression (with ghosts) that hits before the Protoss has a critical mass of disruptors. | ||
tigera6
3205 Posts
On August 25 2023 01:24 Hildegard wrote: Thank you. If you don't mind I have a follow-up question. Isn't that precisely the kind of thing that the balance change should affect? Meaning something that doesn't boost Protoss power for non-professional players, but helps them winning tournaments. An example would be a stalker upgrade located in the Dark Shrine, that helps dealing with Liberators (and Brood Lords)? You cant really give Stalker an upgrade to deal with Libs and not expecting it to be OP for the Stalker elsewhere. There is a tech transition to deal with Libs, which is the Stargate and Tempest. If Protoss players just blindly making 10+ Disruptor and 4 Colossi without ever scouting the Terran tech change, then they deserve to get obliterated by mass Libs with range. The same with BLord transition from Zerg, either you kill them before they make the full switch, or tech switch yourself to match theirs. | ||
Vision_
848 Posts
Cyclones are armored so Stalkers need 6 shots to kill them but only 5 shots with +1 weapons upgrade maybe 11 + 2 increase to 11 + 3 (i.e +7.7% damage against armored) | ||
Yoshi Kirishima
United States10293 Posts
The proposed Consume change is perhaps the most ridiculous proposed balance change in the history of SC2. It's a thinly veiled buff. It doesn't even make it so that players don't need to pay as much attention. The mistake of killing your own building with Consume isn't because of how much HP it drains. It's a mistake in judging whether a building has enough HP left to continue to Consume from it, and not clicking the building first to check if it has enough HP. If you see a building that is low HP, and decide to Consume from it because you're too greedy to Consume a different building like an extractor, or too greedy to make additional Evo Chambers to Consume from, or too lazy to Transfuse the building before Consuming it further, and you misjudge how much HP it had left and accidentally kill the building - you absolutely should be punished for it. Especially because losing a Hive often isn't even game changing, yet not having your wall in time as P or T is often game ending. What will happen now is that players will know that Consume only drains 150 HP, and when they see a Hatchery with less HP than before, they will STILL misjudge whether the Hatchery has 151+ HP left or not. Or if a Hatchery has a lot of HP, players will make say 8-9 Vipers consume from it instead of 7, and accidentally kill it. Buffing Consume by reducing the HP cost to try to require less attention is absurd and makes no sense. Just stop killing your own Hatchery, is it that hard? If you are clicking 8 Vipers and Consuming from 1 Hatchery, you are being greedy and stupid. Why would you even risk Consuming from your Hive anyway, weakening it to potential drops? Just spend 200-300 minerals making a couple extra Evos to Consume from. Consume is supposed to have a cost by trading "minerals" for energy, because the Viper has such powerful spells, such as Abduct which is usually effectively a free kill. Trading a small amount of minerals for killing opponent's more expensive units is a fair cost. Also, we should really stop letting zerglings runby/glitch past Zealots/Adepts in walls. And focus on that, something that is often truly game ending, before helping Viper users. All we need to do is increase Zergling building collision by a tiny amount, say 5%, and that should stop them from wiggling past correctly placed Zealots/Adepts, as well as make the Protoss not have to be as pixel perfect with their Zealot/Adept positioning. | ||
teapot_
39 Posts
Granted the battle tests are not full realistic, but it looks bad. Aside from early game shenanigans, it seems fairly useless as it is. Useless in Tvt, doesnt make mech viable against toss, might be used in ZvZ but not much more than the current cyclone. It's also a worse defense against air with the reduced range. It makes terran more vulnerable versus oracles. Hope it gets tweaked a bit, otherwise I fear we will just not see cyclones anymore, or just for cheese. | ||
Athenau
569 Posts
On August 25 2023 06:22 teapot_ wrote: Latest Heromarine's video about the new cyclone is interesting. Granted the battle tests are not full realistic, but it looks bad. Aside from early game shenanigans, it seems fairly useless as it is. Useless in Tvt, doesnt make mech viable against toss, might be used in ZvZ but not much more than the current cyclone. It's also a worse defense against air with the reduced range. It makes terran more vulnerable versus oracles. Hope it gets tweaked a bit, otherwise I fear we will just not see cyclones anymore, or just for cheese. Eh, some of the tests were pretty lopsided--like testing 40 supply of Cyclones vs 50 supply of hydras without micro. The Cyclones would be absolutely busted if they traded efficiently in that scenario. Obviously a big part of their power budget is allocated to the lock-on, so if you're just testing them in a stand-up fight that's not an accurate representation of how they'll perform in a real game. | ||
Yoshi Kirishima
United States10293 Posts
1) It's simply part of the unit identity for each unit to feel very powerful in certain situations. 2) It makes the units more different than all-around units like Marines. 3) It makes the style more unique in that it focuses more on having the right unit composition and positioning, instead of micro'ing very actively like with Bio comps. 4) While having the wrong unit composition, or being caught in the wrong situations, can be more punishing, it can also be more rewarding when you have the right composition or fight in the right situations. Rather than weakening Mech units' strengths as a tradeoff for softer weaknesses, simply reduce the weaknesses significantly so that the worst case scenarios are less punishing while keeping its strengths in check. This allows players to still have to decide between which unit to make, and rewards assembling the correct unit composition, as well as increasing unit diversity, while making small mistakes in unit composition or army positioning less punishing. We do not want a Warhound that can move and shoot. And we don't want a Mech-marine that makes up 75% of your army with only 25% being position units such as Tanks. What Mech needs are units that are very useful and strong in certain situations, while not being so weak that being caught a little off guard can be game ending. It should be potentially very strong when in favorable scenarios, but it should be have clearly defined weaknesses be more potentially more punishing than a more rounded comp like Bio. Currently, Mech's best scenarios in TvP are still not very strong (other than if you reach the endgame with mass BC or mass OCs with huge army supply). Meanwhile, its worst scenarios are very weak and punishing. The new cyclone takes away some of the strengths that Mech had with the current cyclone, and I'm not sure if the unit being more rounded as is really provides that much benefit. Having specialized units allows for specific compositions that can be carefully strategized to counter/punish your opponent's decisions. For example, if you're opening with 2 base BCs in TvZ, getting as few as 4 Cyclones can be a soft punish against them building ~8-12 Corruptors. In a build like that where BCs already can deal with most units pretty well in that stage of the game, except for Corruptors, Cyclones are a great compliment and cover Corruptors. The new Cyclone wouldn't be able to punish the Corruptors the same because they would be able to retreat without dying, allowing the Zerg to then build units to counter the Cyclones later, before the Cyclones are able to get their value. I do think the new cyclone has potential. However, it should be a little more specialized than it is right now. To not overlap with the Hellion as much, I would suggest it be shifted slightly closer back into the anti-armor or anti-expensive unit role, as it had been in the past. For example, I would consider changing the damage from 11 (+2 vs Armored) to 10 (+4 vs Armored). All that said, if the new Cyclone can fulfill the role that the old Cyclone design had (the one with a super strong anti-armor auto attack, and weaker Lock-On that only attacks air), which allowed you to Reactor out 4-6 Cyclones early game vs P and gain some map control, and allowed a small positioning/scouting game vs 4-6 Stalkers, that could be a huge help to Mech getting a 3rd base more safely, and lead to more active early-games. I really miss the old Cyclone for that. | ||
Die4Ever
United States17595 Posts
Like hopefully they remove the pointless viper buff, or maybe even flip it to a nerf so it burns more health and then it might actually require some thought when to use it and on which building | ||
Drahkn
186 Posts
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WombaT
Northern Ireland24148 Posts
On August 25 2023 07:15 Yoshi Kirishima wrote: The new cyclone is a good effort in providing Mech with more stability by giving it a more "all-around" unit, however this approach is a bit misguided. Its strengths are too weak, making it much less useful than the current cyclone in many situations. While overspecialized units can make a race (Protoss) or unit composition (mech) weak or less stable, there are many good reasons to keep in mind as to why Mech units should stay relatively specialized. 1) It's simply part of the unit identity for each unit to feel very powerful in certain situations. 2) It makes the units more different than all-around units like Marines. 3) It makes the style more unique in that it focuses more on having the right unit composition and positioning, instead of micro'ing very actively like with Bio comps. 4) While having the wrong unit composition, or being caught in the wrong situations, can be more punishing, it can also be more rewarding when you have the right composition or fight in the right situations. Rather than weakening Mech units' strengths as a tradeoff for softer weaknesses, simply reduce the weaknesses significantly so that the worst case scenarios are less punishing while keeping its strengths in check. This allows players to still have to decide between which unit to make, and rewards assembling the correct unit composition, as well as increasing unit diversity, while making small mistakes in unit composition or army positioning less punishing. We do not want a Warhound that can move and shoot. And we don't want a Mech-marine that makes up 75% of your army with only 25% being position units such as Tanks. What Mech needs are units that are very useful and strong in certain situations, while not being so weak that being caught a little off guard can be game ending. It should be potentially very strong when in favorable scenarios, but it should be have clearly defined weaknesses be more potentially more punishing than a more rounded comp like Bio. Currently, Mech's best scenarios in TvP are still not very strong (other than if you reach the endgame with mass BC or mass OCs with huge army supply). Meanwhile, its worst scenarios are very weak and punishing. The new cyclone takes away some of the strengths that Mech had with the current cyclone, and I'm not sure if the unit being more rounded as is really provides that much benefit. Having specialized units allows for specific compositions that can be carefully strategized to counter/punish your opponent's decisions. For example, if you're opening with 2 base BCs in TvZ, getting as few as 4 Cyclones can be a soft punish against them building ~8-12 Corruptors. In a build like that where BCs already can deal with most units pretty well in that stage of the game, except for Corruptors, Cyclones are a great compliment and cover Corruptors. The new Cyclone wouldn't be able to punish the Corruptors the same because they would be able to retreat without dying, allowing the Zerg to then build units to counter the Cyclones later, before the Cyclones are able to get their value. I do think the new cyclone has potential. However, it should be a little more specialized than it is right now. To not overlap with the Hellion as much, I would suggest it be shifted slightly closer back into the anti-armor or anti-expensive unit role, as it had been in the past. For example, I would consider changing the damage from 11 (+2 vs Armored) to 10 (+4 vs Armored). All that said, if the new Cyclone can fulfill the role that the old Cyclone design had (the one with a super strong anti-armor auto attack, and weaker Lock-On that only attacks air), which allowed you to Reactor out 4-6 Cyclones early game vs P and gain some map control, and allowed a small positioning/scouting game vs 4-6 Stalkers, that could be a huge help to Mech getting a 3rd base more safely, and lead to more active early-games. I really miss the old Cyclone for that. Yeah, lots of potentially interesting developments here, especially that specific one. What I do worry is it’s way too many changes at once so it’s very difficult to ascertain the impact of any individual one | ||
Die4Ever
United States17595 Posts
On August 25 2023 10:06 Drahkn wrote: This patch is insane the medivac buff for example what the hell are they thinking , "hey how can we make Terran even more braindead uhh yeah lets just let Terran stim whenever they want because medivacs cant run out of energy yea currently medivacs so rarely run out of energy, the upgrade might as well make them have infinite energy | ||
Vision_
848 Posts
Of course they can hit while moving but is it enought ? Do we wait years for having a clone of hydralisks ? On August 25 2023 07:15 Yoshi Kirishima wrote: I do think the new cyclone has potential. However, it should be a little more specialized than it is right now. To not overlap with the Hellion as much, I would suggest it be shifted slightly closer back into the anti-armor or anti-expensive unit role, as it had been in the past. For example, I would consider changing the damage from 11 (+2 vs Armored) to 10 (+4 vs Armored). All that said, if the new Cyclone can fulfill the role that the old Cyclone design had (the one with a super strong anti-armor auto attack, and weaker Lock-On that only attacks air), which allowed you to Reactor out 4-6 Cyclones early game vs P and gain some map control, and allowed a small positioning/scouting game vs 4-6 Stalkers, that could be a huge help to Mech getting a 3rd base more safely, and lead to more active early-games. I really miss the old Cyclone for that. If we are talking about the same thing (Plus there s also TvZ hellbat spot against zergling and broodlings so that s why i suggest to decrease their damage a little bit more) maybe we need to increase their difference between armored and light a little bit more from 11 + 2 to 9 + 5 Then probably their upgraded speed is too high, maybe a small reduction to increase difference with hydralisks | ||
tigera6
3205 Posts
Now for TvZ, the new Cyclone together with Helion/Hellbat is a great counter to LingBaneHydra and Roach/Ravager (with tank support). So that should help with the meta a bit, I do not know how this new Cyclone will work against Muta. If Terran can just make Cyclone/Helion to counter most of Zerg opening, and then transition into Tank/Thor and later Ghost, then I think this is very promising in TvZ. But then again, if the banes nerf going through, I think Terran would still prefer Bio over this. | ||
Vision_
848 Posts
On August 25 2023 18:44 tigera6 wrote: There is no simply fixing to Mech in TvP, period. Unless you deal some surprisingly high eco damage early, its never a fair fight when Protoss start making the Robo units. Immortal/Colossus/Disruptor are made to kill Mech army left and right, and with Archon/Chargelot support, how are you going to touch them? It will follow the same path of turtling with Tanks/Mines and trying to get into Sky Terran while Protoss taking the entire map like Zerg. Now for TvZ, the new Cyclone together with Helion/Hellbat is a great counter to LingBaneHydra and Roach/Ravager (with tank support). So that should help with the meta a bit, I do not know how this new Cyclone will work against Muta. If Terran can just make Cyclone/Helion to counter most of Zerg opening, and then transition into Tank/Thor and later Ghost, then I think this is very promising in TvZ. But then again, if the banes nerf going through, I think Terran would still prefer Bio over this. Yes i agree but the nerf of centrifugal hooks looks necessary (as old blizzard team tried an ultimate nerf on banelings damage and set aside the possibility of tweak his supply cost). Then terran deathball is either overpowered (which means you have to tweak medivacs) or you have to buff hydralisks (which has been an issue with colossus in particulary). So core changes would be really hard to do without creating a map based on relationship between units in each period of the game (which is a lot of work and need a collaboration with pro / big project) This balance patch seems not to adress a big tweak which everybody agree, but let s imagine you re pro and just played bio terran which is stressfull and apm-demanding, i could think the switch to mech could be interesting in order to rest a little bit. Then i would be interesting to read comments reaction from pro players regarding this new incomming patch. (and regarding the China community patch also). Something to resume pro toughts by tl writers Actually looking at the China Community Patch, i can say i like their tweaks concerning Medivacs, Ravens, Infestators, High Templars and Oracle. I dislike the chtinious buff (prefer a regeneration ability like Mutalisks) and i m pretty curious about BC / Carriers tweaks. | ||
Fubika24
37 Posts
On August 25 2023 19:12 Vision_ wrote: Yes i agree but the nerf of centrifugal hooks looks necessary (as old blizzard team tried an ultimate nerf on banelings damage and set aside the possibility of tweak his supply cost). Then terran deathball is either overpowered (which means you have to tweak medivacs) or you have to buff hydralisks (which has been an issue with colossus in particulary). So core changes would be really hard to do without creating a map based on relationship between units in each period of the game (which is a lot of work and need a collaboration with pro / big project) This balance patch seems not to adress a big tweak which everybody agree, but let s imagine you re pro and just played bio terran which is stressfull and apm-demanding, i could think the switch to mech could be interesting in order to rest a little bit. Then i would be interesting to read comments reaction from pro players regarding this new incomming patch. (and regarding the China community patch also). Something to resume pro toughts by tl writers Actually looking at the China Community Patch, i can say i like their tweaks concerning Medivacs, Ravens, Infestators, High Templars and Oracle. I dislike the chtinious buff (prefer a regeneration ability like Mutalisks) and i m pretty curious about BC / Carriers tweaks. Do we really need even more people to come up with their own balance changes? The current esl proposal already took ages to come due to disagreement between pros. Do Chinese players not have any representation in the balance council? | ||
Lyyna
France776 Posts
Maybe i still haven't lost all of my passion... Haven't commented here in a long time, but it looks like a mech centric patch and the WoL OGs still around may remember me as one of the big mech guys back in the days... For general street cred, been Master 1 since it existed with occasional forays in GM, playing only mech (as i both hate the bio gameplay and theme, and am slow as hell, and used to be awful at any micro situation) in every matchup, and writer of some of the biggest mech guides, particularly in TvP, on this site. I am not a pro, but i'm a reasonably good player, and i am VERY experienced with mech play The goal of making mech better in more situations, particularly TvP, is commendable, as i've always been a believer of the SCBW TvP matchup being one of the most iconic thing in RTS, and i personally find bio awfully boring to watch after a couple of games, especially whenever specialist units such as tanks or ravens are pushed out of it (wooow another drop-centric marine/marauder/mine/medivac game that ends up in EMP carpetting versus the exact same mix of protoss units every game ? daaaamn) However, it doesn't address any fundamental issue the strategy has, and the notes give a definite taste of suggestions given by people who haven't really played much Mech, and have mostly just watched the couple of progames where it popped, mostly in battlemech style, and usually got destroyed, to draw conclusions Note that my answer will be generally focused on the higher level of play, assuming good mechanics, knowledge of matchups, and game reading ; it has been amply demonstrated (included by yours truly in WoL & HotS, which were so ridiculously anti-mech it's a miracle i didn't die from heightened blood pressure somewhere in 2013-2014) that below that level, you can get by with any strategy with good macro and a decent understanding of what you're doing. I am also not going to dwaddle on "solutions" ; this isn't the scope of this topic, quite a few things would touch the core design of the game, and there are a thousand different ways to go about it, and the exercise would be more appropriate for an hour long Youtube video with a clickbaity title ("He wants to do WHAT do fix mech ?!?! INSANE PATCHNOTES PROPOSAL 11111!!") First of all, what are the issues of mech play right now ? The main one is a massive vulnerability to specific timing attacks due to the openings you're forced in. The rest actually is almost irrelevant, as this all stems from this : it means most mech games end right at the 10 minute marks from a large timing, or requires so many shenanigans to stay alive that you're so far behind nothing else is important anyway. The first source of this issue is that Mech play takes a humongous time to come online ; early on, you are very vulnerable to aggression, as you cannot rely on the strength and mobility of stim bio to both control the map, and put pressure on the opponent. As a result, your openings either fall in the categories of - being overly defensive (uncommon at the pro level), which is playable but requires massive experience to play as they put you largely in the dark and let a competent opponent pick you apart from getting early map control, or - being overly focused on harassment (typical example would be BC openings in TvZ, or mine/hellion drop shenanigans in TvP). These can work... if the opponent allows for it. It is the general issue of harass-centric openings : you are gambling a lot of resources hoping to do actual damage, often with specialist units that aren't particularly useful afterwards. By comparison, bio has the option of getting units early on the map that don't require a lot of economic sacrifice, and can be kept alive as they're very mobile and can be withdrawn easily to fight later, while having the capability to swing in and do good damage if the opportunity arises. And what usually happens, at high level, is that the harassment is mostly deflected with relatively little damage ; it is a natural thing now that the game is very mature and most builds are well figured out However, it means that the mech infrastructure is often delayed, in order to get these specialist harassment units out, and these units add little to your combat power. You are extremely strapped for resources, in particular gas (though hellions are an insane drain on your mineral as well), and adding 3rd CC/extra facts & arms comes incredibly late, which is bad considering bio openings are now showing they can get away with ever earlier 3rd CCs & uppgrades thanks to well mapped out 2 barracks openings) Aaaaand that's why we usually get the mech player gets flattened a few minutes later ; usually a massive roach max, which he has a whopping 4-6 gas units out (i'm so betting on 4 cyclones & 2 tanks to beat a roach max. I'm sure these 8 hellions and 2 BCs will also be a major factor here), or any kind of agressive protoss bust on the ground, or a 2-3 raven push where the bio player has the same tank count as you do, but he also has a strong marine/marauder force to face your 10 hellions (though thanksfully that's the rarest ; for some reason even in 2023, GM terrans consider smashing headfirst into tanks with pure bio without any tank or air support a good strategy. No wonder my TvT often got to 70+% winrate over entire seasons...) The second issue is that mech units are hilariously bad in small numbers ; both due to their own characteristics, and due to the presence of very strong counters In TvP, the obvious example is the interaction with zealots & immortals ; both of these utterly destroy all mech units until you get to a critical, well uppgraded mass. Tanks are very costly, particularly in supply, and their damage individually is fairly lackluster versus units they cannot oneshot and can easily reach them. The hellions is surprisingly good and underrated in large battles, but in small numbers is a joke and suffer from being terrible to micro The cyclone (current version) is expensive, clunky to maneuver as soon as you get a few out, and unless you can target valuable units, it feels more often that not that you're just killing enemy trash units not even as fast as they're producing them. The Thor with repair is an early game monster... but it's not exactly realistic to get out, and it's stuck to wherever our SCVs are ; otherwise it gets dismantled in a very litteral sense very easily. That ties directly into the previous problem ; not only you're forced into an aggro open that strongly delays your infrastructure, and/or have to concede map control to your opponent, but your initial combat units are extremely weak until you get a good number of them, which leads to several minutes of your opponent potentially being at full development while you're still barely starting to get steaming. There is the added issue (compounded by the lack of map control) of mech units being very specialized. Any mech player who assumed a roach opening and saw these damn 10 mutas flying over your tanks knows the feeling. On the other hand, early game, is there a thing that bio cannot either fight or run from to find damage elsewhere ? The third issue is due to a fundamental SC2 design : everything is SO DAMN FAST. Losing an army very often means death in the midgame, which is why we usually so players focusing on harassing and map control over outright attacks unless they get a definite advantage In the lategame, when both opponents stretch out over 5-6 bases, you can often recover... assuming you get a decent bank, that you have decent units producing fast, and can easily shuffle around units in order to either defend the enemy from further advancing, recovering lost ground, or putting pressure elsewhere to force him to retreat. Aaaand if you have experience with mech you know where this is going : this gets pretty bad when you have the most expensive, slowest producing, least mobile army in the game. This gets exacerbated by the lack of experience of a lot of pro players with mech, showing glaring issues (unless you're Cure or Maru) essentially playing mech as either "bio but with hellions or cyclones" or turtling with one specific comp and never adapting to the specificity of the strategy There are workarounds, and mech can shine in the lategame, but it has massive drawbacks, requires good experience to pick solutions to some of the issues you face, and you usually don't get many advantages over the usual "bio with late game/air transition" which gets all the perks of mech while still retaining a core of fast produced, relatively cheap, extremely mobile & strong units. And this links up to the previous two issues ; not only you are sacrificing your map control and infrastructure, not only your units are very vulnerable early... but losing a fight early often means death. You can't get units fast, and your opponent can very quickly compound a winning fight into deadly damage. Soooo now onto the patch... I ask : does the patch address ANY of these issue? Nope It turns the cyclone into a general purpose, marauder-ish unit, a bulky, somewhat inexpensive frontline unit made to tank... something the hellion did better, especially being mineral only, and light, which is strong versus most mech counter-units. It also loses most of its damage, and the early cyclone power was one of the few things allowing for reasonable mech opening that aren't based on harass/early damage ; not particularly good for tournaments, although we're seeing some fun marine/cyclone drops these days, but definitely viable to general purpose ladder play. Especially in TvP, since protoss opening can often rely on getting low numbers of strong units for map control and damage, and 1-2 cyclones can easily control the map when microed. That also means losing what is making battlemech somewhat relevant : the ability to kill some powerful units very, very fast This is the kind of modification that comes from someone saying "hey let's make mech more battlemechy" without thinking beyond that. Amusingly, the raven change makes it even worse for mech : you're already strapped for gas, and it was already a big requirement anyway to get early air superiority while the bio player had to get medivacs out, to deny the enemy's ravens. So now the mech player has to lose some extra gas early in order to use his ravens to prevent the enemy's bio from matching his tanks and ravens count in the early game while having better mineral-only units and more mobility ? Yeaaaaah ! Aaand that's it for the terran changes relevant to mech.. On the other hand, the broodlord, one of mech's traditional weakness (though it is very easy to fight in the hand of most zergs, as unsupported Thors vs Broodlords is an easy win for mech, on the other hand Broodlords supported by vipers, infestors, and other units massacre any ground-based mech force so the same doesn't hold true at the pro level), now gets faster. Yeah. Tempest getting more microable, because it wasn't the death of terran air enough already, yeah. Air uppgrades getting cheaper across the board, because terran air was too strong i guess, and air transitions weren't enough of a glaring weakness for mech ? Yeaaah So none of the issues of mech are adressed. The only strong, non-harass based opening that gave some map control is killed. And some of its counters were soft-buffed. Instead we may just end up with a bastardized version of battlemech, reminiscent of the lovely mass reactored cyclone era, which everyone of course enjoyed so much. | ||
Vision_
848 Posts
On August 25 2023 19:49 Fubika24 wrote: Do we really need even more people to come up with their own balance changes? The current esl proposal already took ages to come due to disagreement between pros. Do Chinese players not have any representation in the balance council? There s nothing you like in the China Community patch ? I mean, reduce Interference matrix duration (combined with the new ESL upgrade) is what some people would like, give infestator an auto attack also and medivacs tweaks seems also to please base players and pro players (better than ESL patch...). Some of their tweaks are really clever and i m really curious to see what tweaks could be revelant in pro matchs (eventually) ESL patch is wise and except if you are discussing about cyclones changes, others seems quite legit (except medivacs imo). So i m not afraid of these ESL tweaks, i m considering China community because their idea looks interesting to me while ESL is carefull concerning his changes. | ||
Yoshi Kirishima
United States10293 Posts
On August 25 2023 20:01 Lyyna wrote: Wow it's been a while, I remember you! Agreed on the new Cyclone not being as potent in the early game in many ways. However, being able to reactor them out for cheap might allow you to gain map control vs Protoss in the early game, if you stay active and keep trading in small numbers (like 4-8 Cyclones) before your army gets too bulky. One thing you mentioned that would greatly help mech is for their units to become more supply efficient. That's supposed to be a benefit of going mech, you have a weaker smaller army earlier in the game, but as long as you survive you can hopefully eventually get more bases with more army/tanks spread out on the map to hold positions. If the Cyclone is slightly more supply efficient (I think it might be, since it has 100 HP instead of 80 HP, and if you have good multitasking you can overcome the clunkiness by having multiple squads spread around the map to poke/harass), then that could be an indirect way of allowing Mech to build more tanks. Baneling HP nerf will also thankfully help PFs defend vs them slightly better, and stop Zerg crashing mass baneling into your 4th/5th. I would like the balance council to continue to think of creative ways that can make Cyclone stronger specifically for someone playing Mech. One way is to make it so that Cyclones zone a larger space and can force/encourage your opponent to committ into you and your Tanks (or else try to retreat and lose a few units for free). The current Cyclone is kind of good for that since it has a much larger Lock-On range. I would suggest increasing Lock-On to 7, Lock-On range to 12, but maybe give it a 4 second cooldown. That would more allow it to zone and kill expensive units but not infinitely due to the small cooldown, while still being weaker vs smaller cheap units like Zerglings and Marines. Which you have Hellions for. Being able to snipe expensive units or at least make them more scared to go out on the map freely is important, because your other Mech units like Tanks, Hellions, etc. are already strong at killing big armies of cheaper units. It's the expensive tech units like Immortals, Disruptors, Ravagers, etc. that need an answer, especially with EMP getting weaker and Immortal Barrier being better vs Tanks now. | ||
Lyyna
France776 Posts
On August 25 2023 21:04 Yoshi Kirishima wrote: Wow it's been a while, I remember you! Agreed on the new Cyclone not being as potent in the early game in many ways. However, being able to reactor them out for cheap might allow you to gain map control vs Protoss in the early game, if you stay active and keep trading in small numbers (like 4-8 Cyclones) before your army gets too bulky. One thing you mentioned that would greatly help mech is for their units to become more supply efficient. That's supposed to be a benefit of going mech, you have a weaker smaller army earlier in the game, but as long as you survive you can hopefully eventually get more bases with more army/tanks spread out on the map to hold positions. If the Cyclone is slightly more supply efficient (I think it might be, since it has 100 HP instead of 80 HP, and if you have good multitasking you can overcome the clunkiness by having multiple squads spread around the map to poke/harass), then that could be an indirect way of allowing Mech to build more tanks. Baneling HP nerf will also thankfully help PFs defend vs them slightly better, and stop Zerg crashing mass baneling into your 4th/5th. I would like the balance council to continue to think of creative ways that can make Cyclone stronger specifically for someone playing Mech. One way is to make it so that Cyclones zone a larger space and can force/encourage your opponent to committ into you and your Tanks (or else try to retreat and lose a few units for free). The current Cyclone is kind of good for that since it has a much larger Lock-On range. I would suggest increasing Lock-On to 7, Lock-On range to 12, but maybe give it a 4 second cooldown. That would more allow it to zone and kill expensive units but not infinitely due to the small cooldown, while still being weaker vs smaller cheap units like Zerglings and Marines. Which you have Hellions for. Being able to snipe expensive units or at least make them more scared to go out on the map freely is important, because your other Mech units like Tanks, Hellions, etc. are already strong at killing big armies of cheaper units. It's the expensive tech units like Immortals, Disruptors, Ravagers, etc. that need an answer, especially with EMP getting weaker and Immortal Barrier being better vs Tanks now. I do remember you as well, lots of discussions back in these early mech threads ! I agree with what you're saying as the intent behind the change re: TvP However i believe it fails both in that intent, and in changing the fundamental issues at play For example, the new cyclone is squishier and unuppgraded, slower Traditionally, opening with cyclones meant controlling the map very early, while retreating once (usually) blink stalkers are out Even current cyclones cannot trade efficiently past the initial stage of the game and are best used first to kill a couple of units on the map, then defensively to fight at home With the suggested change, it means using more resources (meaning a delaying infrastructure) for an unit that requires larger numbers to fight the more agressive openings to establish map control, but will not have the power to push into the enemy base, unlike bio with medivacs that can abuse any hole in the protoss' defense if he stays at home As a result it simply means the protoss can adapt by avoiding to fight the early cyclones (as is currently the way), knowing they can't take damage, while massing units to fight and regain map control, and eventually counter attacking | ||
Vision_
848 Posts
| ||
Yoshi Kirishima
United States10293 Posts
This reminds me, I would once again like to suggest buffing Hellion damage from 8 (+6 vs Light) to 9 (+5 vs Light). It's such a small change but it really would help Mech players slightly. In TvT, Mech is pretty weak early on because Bio is much stronger than Hellions. And in TvZ, Banelings, Queens, Roach, Ravager, etc. take little damage from Hellions. In TvP, Hellion vs Stalker is already an interesting battle in bigger numbers, but if Stalkers split a little then they win easily. Giving Hellions just 1 more damage vs these units wouldn't make them suddenly beat them or make players mass Hellions, but it would soften one of Mech's weaknesses and make them more stable, and more supply efficient. That would also allow Cyclones to be more specialized and more powerful. And imagine the fun Hellion vs Blink Stalker micro battles! | ||
Athenau
569 Posts
On August 25 2023 16:47 Vision_ wrote: Actually Cyclones statistics are very close to Hydralisks, Of course they can hit while moving but is it enought ? Do we wait years for having a clone of hydralisks ? If we are talking about the same thing (Plus there s also TvZ hellbat spot against zergling and broodlings so that s why i suggest to decrease their damage a little bit more) maybe we need to increase their difference between armored and light a little bit more from 11 + 2 to 9 + 5 Then probably their upgraded speed is too high, maybe a small reduction to increase difference with hydralisks Moving shot is a huge difference. The Cyclone is not a hydralisk clone. | ||
WombaT
Northern Ireland24148 Posts
On August 25 2023 20:01 Lyyna wrote: edit : ddamn that got big. Thought i would just do a couple paragraphs and move on Maybe i still haven't lost all of my passion... Haven't commented here in a long time, but it looks like a mech centric patch and the WoL OGs still around may remember me as one of the big mech guys back in the days... For general street cred, been Master 1 since it existed with occasional forays in GM, playing only mech (as i both hate the bio gameplay and theme, and am slow as hell, and used to be awful at any micro situation) in every matchup, and writer of some of the biggest mech guides, particularly in TvP, on this site. I am not a pro, but i'm a reasonably good player, and i am VERY experienced with mech play The goal of making mech better in more situations, particularly TvP, is commendable, as i've always been a believer of the SCBW TvP matchup being one of the most iconic thing in RTS, and i personally find bio awfully boring to watch after a couple of games, especially whenever specialist units such as tanks or ravens are pushed out of it (wooow another drop-centric marine/marauder/mine/medivac game that ends up in EMP carpetting versus the exact same mix of protoss units every game ? daaaamn) However, it doesn't address any fundamental issue the strategy has, and the notes give a definite taste of suggestions given by people who haven't really played much Mech, and have mostly just watched the couple of progames where it popped, mostly in battlemech style, and usually got destroyed, to draw conclusions Note that my answer will be generally focused on the higher level of play, assuming good mechanics, knowledge of matchups, and game reading ; it has been amply demonstrated (included by yours truly in WoL & HotS, which were so ridiculously anti-mech it's a miracle i didn't die from heightened blood pressure somewhere in 2013-2014) that below that level, you can get by with any strategy with good macro and a decent understanding of what you're doing. I am also not going to dwaddle on "solutions" ; this isn't the scope of this topic, quite a few things would touch the core design of the game, and there are a thousand different ways to go about it, and the exercise would be more appropriate for an hour long Youtube video with a clickbaity title ("He wants to do WHAT do fix mech ?!?! INSANE PATCHNOTES PROPOSAL 11111!!") First of all, what are the issues of mech play right now ? The main one is a massive vulnerability to specific timing attacks due to the openings you're forced in. The rest actually is almost irrelevant, as this all stems from this : it means most mech games end right at the 10 minute marks from a large timing, or requires so many shenanigans to stay alive that you're so far behind nothing else is important anyway. The first source of this issue is that Mech play takes a humongous time to come online ; early on, you are very vulnerable to aggression, as you cannot rely on the strength and mobility of stim bio to both control the map, and put pressure on the opponent. As a result, your openings either fall in the categories of - being overly defensive (uncommon at the pro level), which is playable but requires massive experience to play as they put you largely in the dark and let a competent opponent pick you apart from getting early map control, or - being overly focused on harassment (typical example would be BC openings in TvZ, or mine/hellion drop shenanigans in TvP). These can work... if the opponent allows for it. It is the general issue of harass-centric openings : you are gambling a lot of resources hoping to do actual damage, often with specialist units that aren't particularly useful afterwards. By comparison, bio has the option of getting units early on the map that don't require a lot of economic sacrifice, and can be kept alive as they're very mobile and can be withdrawn easily to fight later, while having the capability to swing in and do good damage if the opportunity arises. And what usually happens, at high level, is that the harassment is mostly deflected with relatively little damage ; it is a natural thing now that the game is very mature and most builds are well figured out However, it means that the mech infrastructure is often delayed, in order to get these specialist harassment units out, and these units add little to your combat power. You are extremely strapped for resources, in particular gas (though hellions are an insane drain on your mineral as well), and adding 3rd CC/extra facts & arms comes incredibly late, which is bad considering bio openings are now showing they can get away with ever earlier 3rd CCs & uppgrades thanks to well mapped out 2 barracks openings) Aaaaand that's why we usually get the mech player gets flattened a few minutes later ; usually a massive roach max, which he has a whopping 4-6 gas units out (i'm so betting on 4 cyclones & 2 tanks to beat a roach max. I'm sure these 8 hellions and 2 BCs will also be a major factor here), or any kind of agressive protoss bust on the ground, or a 2-3 raven push where the bio player has the same tank count as you do, but he also has a strong marine/marauder force to face your 10 hellions (though thanksfully that's the rarest ; for some reason even in 2023, GM terrans consider smashing headfirst into tanks with pure bio without any tank or air support a good strategy. No wonder my TvT often got to 70+% winrate over entire seasons...) The second issue is that mech units are hilariously bad in small numbers ; both due to their own characteristics, and due to the presence of very strong counters In TvP, the obvious example is the interaction with zealots & immortals ; both of these utterly destroy all mech units until you get to a critical, well uppgraded mass. Tanks are very costly, particularly in supply, and their damage individually is fairly lackluster versus units they cannot oneshot and can easily reach them. The hellions is surprisingly good and underrated in large battles, but in small numbers is a joke and suffer from being terrible to micro The cyclone (current version) is expensive, clunky to maneuver as soon as you get a few out, and unless you can target valuable units, it feels more often that not that you're just killing enemy trash units not even as fast as they're producing them. The Thor with repair is an early game monster... but it's not exactly realistic to get out, and it's stuck to wherever our SCVs are ; otherwise it gets dismantled in a very litteral sense very easily. That ties directly into the previous problem ; not only you're forced into an aggro open that strongly delays your infrastructure, and/or have to concede map control to your opponent, but your initial combat units are extremely weak until you get a good number of them, which leads to several minutes of your opponent potentially being at full development while you're still barely starting to get steaming. There is the added issue (compounded by the lack of map control) of mech units being very specialized. Any mech player who assumed a roach opening and saw these damn 10 mutas flying over your tanks knows the feeling. On the other hand, early game, is there a thing that bio cannot either fight or run from to find damage elsewhere ? The third issue is due to a fundamental SC2 design : everything is SO DAMN FAST. Losing an army very often means death in the midgame, which is why we usually so players focusing on harassing and map control over outright attacks unless they get a definite advantage In the lategame, when both opponents stretch out over 5-6 bases, you can often recover... assuming you get a decent bank, that you have decent units producing fast, and can easily shuffle around units in order to either defend the enemy from further advancing, recovering lost ground, or putting pressure elsewhere to force him to retreat. Aaaand if you have experience with mech you know where this is going : this gets pretty bad when you have the most expensive, slowest producing, least mobile army in the game. This gets exacerbated by the lack of experience of a lot of pro players with mech, showing glaring issues (unless you're Cure or Maru) essentially playing mech as either "bio but with hellions or cyclones" or turtling with one specific comp and never adapting to the specificity of the strategy There are workarounds, and mech can shine in the lategame, but it has massive drawbacks, requires good experience to pick solutions to some of the issues you face, and you usually don't get many advantages over the usual "bio with late game/air transition" which gets all the perks of mech while still retaining a core of fast produced, relatively cheap, extremely mobile & strong units. And this links up to the previous two issues ; not only you are sacrificing your map control and infrastructure, not only your units are very vulnerable early... but losing a fight early often means death. You can't get units fast, and your opponent can very quickly compound a winning fight into deadly damage. Soooo now onto the patch... I ask : does the patch address ANY of these issue? Nope It turns the cyclone into a general purpose, marauder-ish unit, a bulky, somewhat inexpensive frontline unit made to tank... something the hellion did better, especially being mineral only, and light, which is strong versus most mech counter-units. It also loses most of its damage, and the early cyclone power was one of the few things allowing for reasonable mech opening that aren't based on harass/early damage ; not particularly good for tournaments, although we're seeing some fun marine/cyclone drops these days, but definitely viable to general purpose ladder play. That also means losing what is making battlemech somewhat relevant : the ability to kill some powerful units very, very fast This is the kind of modification that comes from someone saying "hey let's make mech more battlemechy" without thinking beyond that. Amusingly, the raven change makes it even worse for mech : you're already strapped for gas, and it was already a big requirement anyway to get early air superiority while the bio player had to get medivacs out, to deny the enemy's ravens. So now the mech player has to lose some extra gas early in order to use his ravens to prevent the enemy's bio from matching his tanks and ravens count in the early game while having better mineral-only units and more mobility ? Yeaaaaah ! Aaand that's it for the terran changes relevant to mech.. On the other hand, the broodlord, one of mech's traditional weakness (though it is very easy to fight in the hand of most zergs, as unsupported Thors vs Broodlords is a massacre, on the other hand Broodlords supported by vipers, infestors, and other units massacre any ground-based force so the same doesn't hold true at the pro level), now gets faster. Yeah. Tempest getting more microable, because it wasn't the death of terran air enough already, yeah. Air uppgrades getting cheaper across the board, because terran air was too strong i guess, and air transitions weren't enough of a glaring weakness for mech ? Yeaaah So none of the issues of mech are adressed. The only strong, non-harass based opening that gave some map control is killed. And some of its counters were soft-buffed. Instead we may just end up with a bastardized version of battlemech, reminiscent of the lovely mass reactored cyclone era, which everyone of course enjoyed so much. Excellent writeup sir If SC1 wasn’t a thing I’m unsure how much people would demand/try to make work ‘mech’. An iconic style from an iconic game, but this isn’t the same game. Units coming from the same buildings and the siege tank aside, and that historic link I’ve never really understood why ‘mech’ HAS to be a thing. A style that’s more defensive and positional versus constant bio micro shenanigans, yeah that I get. Compositional variety is a totally reasonable demand for any healthy RTS. Any time the meta has very passive and turtly styles in prominence for Protoss or Zerg there’s shedloads of complaining. When it’s mech that’s cool and great. Is it a style of play, or is it ‘units that come from factories’? Battlemech is not particularly different from bio, just less micro intensive. Swarmhost attrition or Skytoss/battery creep is much more akin to BW mech in a stylistic sense. But isn’t ‘mech’ Little off topic, for the record I’m not against mech either, or that style of play! Speaking of these changes, I’m unsure how impactful they’ll be in facilitating more fac-centric play. The core weakness is, and has basically always been setting up and transitioning to get a good comp going without ceding huge amounts to your opponent. Weaker but more supply-efficient cyclones that are slower with an upgrade, faster with? Hm vP, slow, ponderous P perhaps cranking out those additional numbers will give you a platform to keep going into a full mech game. vZ? Are they initially fast enough to encroach onto creep and pick things off and escape? I don’t have the numbers to hand. If they aren’t, the whole phase of the game where Terrans can pin Zergs back and prevent unfettered expansion and creep up the wazoo is basically not viable. Straight battlemech, or battlemech into more traditional mech is super tempo based and naturally has an opening to emerge and start controlling the map and potentially snowball before the Z economy explodes. There is no real other window to do this, so if it’s potentially closed due to a tweaked Cyclone you’re kind of left with suiciding harass units and praying you kill tons of drones, or turtling hard and most likely getting picked apart eventually, especially by Zergs who have casters that could have been designed by someone who hates mech. It would be like nerfing Blink stalkers early and giving them later buffs. Technically they are eventually better sure, but if they are weaker in the crucial drop defence and pinning a player back/map control, they’ll be better in a lategame where you’re going to be more hard-pressed to get to so it’s an overall nerf. I’m interested to see how it shakes up. My intuition is that making Cyclones worse in the early game and mid game where we already see them and they’ve got a role won’t be compensated sufficiently by their better supply efficiency/speed in the lategame as you still won’t be wanting to build them in high eco high tech scenarios | ||
Vision_
848 Posts
On August 25 2023 22:35 Athenau wrote: Moving shot is a huge difference. The Cyclone is not a hydralisk clone. From a design persepective you re right, Terran are defensive so "moving shots" fits terran philosophy (plus there s a free spot for a base unit with this ability). what i should have said that terran doesn t need an another competitive core units while zerg players always complained about hydralisks efficiency (which are expensive for sure) On August 25 2023 22:12 Yoshi Kirishima wrote: .... This reminds me, I would once again like to suggest buffing Hellion damage from 8 (+6 vs Light) to 9 (+5 vs Light). It's such a small change but it really would help Mech players slightly. In TvT, Mech is pretty weak early on because Bio is much stronger than Hellions. And in TvZ, Banelings, Queens, Roach, Ravager, etc. take little damage from Hellions. In TvP, Hellion vs Stalker is already an interesting battle in bigger numbers, but if Stalkers split a little then they win easily. Giving Hellions just 1 more damage vs these units wouldn't make them suddenly beat them or make players mass Hellions, but it would soften one of Mech's weaknesses and make them more stable, and more supply efficient. That would also allow Cyclones to be more specialized and more powerful. And imagine the fun Hellion vs Blink Stalker micro battles! Yes, as Hellions have less dps than a worker, +1 in damage is welcome (5 shots always needed to kill a drone) | ||
Beelzebub1
1004 Posts
I'm not sure that mech will ever truly be viable against Protoss, alot of Protoss units are just kind of inherently good at killing things that aren't very mobile, making mech viable against them I think is going to require more then just a more mass friendly Cyclone, especially with a nerfed Ghost which would I'm sure be pretty centrifugal to playing Mech into the mid and late game. Still, the baneling nerf looks substantial and is going to hurt Zerg's overall power level, so any nerf to Zerg on this front is kind of an indirect buff to Protoss. ZvT feels very balanced, they need to be careful to not screw one MU over just to fix another one. ZvP still looks and feels oppressive for any Protoss not named Hero, not as oppressive as it used to be but it's just that Protoss is completely locked into either Adept or SG openings and the Zerg is pretty prepared, there just isn't alot of viable options to help Protoss secure a third base outside of having Oracles flying around. More needs to be done to increase the overall strength and robustness of early game Protoss. This patch is fine but it doesn't really address that, and Terran and Zerg seem to be getting the better end of the stick here as usual. No clue why that is a habit that has carried over from the OG Blizzard balance team to this new one, I genuinely don't understand this fear of just buffing Protoss. Are they afraid that Protoss might actually win a major tournament one day or something? | ||
Athenau
569 Posts
On August 25 2023 21:04 Yoshi Kirishima wrote: I would like the balance council to continue to think of creative ways that can make Cyclone stronger specifically for someone playing Mech. One way is to make it so that Cyclones zone a larger space and can force/encourage your opponent to committ into you and your Tanks (or else try to retreat and lose a few units for free). The current Cyclone is kind of good for that since it has a much larger Lock-On range. I would suggest increasing Lock-On to 7, Lock-On range to 12, but maybe give it a 4 second cooldown. That would more allow it to zone and kill expensive units but not infinitely due to the small cooldown, while still being weaker vs smaller cheap units like Zerglings and Marines. Which you have Hellions for. The Cyclone has a 4 second cooldown _now_. No one is going to build them if they add a 4 second cooldown to the lock-on with the new gimped stats. | ||
Vision_
848 Posts
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geokilla
Canada8220 Posts
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WombaT
Northern Ireland24148 Posts
On August 26 2023 02:45 geokilla wrote: Watching the tournament, I can say with 100% certainty this patch is terrible. Whoever thought letting pros decide balance was a good idea needs to get checked. What highlights/lowlights were there for any of us who didn’t watch? | ||
geokilla
Canada8220 Posts
On August 26 2023 03:23 WombaT wrote: What highlights/lowlights were there for any of us who didn’t watch? I caught Lambo vs Spirit series. Terran mech is really strong, especially Cyclones. Long story short, everything just melts. Wardi said something along the lines of that there's no downside to locking on because there's no cooldown to lockon. I agree with his statement. I'd be frustrated as a Zerg and Protoss player. | ||
Beelzebub1
1004 Posts
On August 26 2023 03:26 geokilla wrote: I caught Lambo vs Spirit series. Terran mech is really strong, especially Cyclones. Long story short, everything just melts. Wardi said something along the lines of that there's no downside to locking on because there's no cooldown to lockon. I agree with his statement. I'd be frustrated as a Zerg and Protoss player. Yea but they need something else with them because they seem to really suck in low numbers, but get really strong as they are massed up. Alot more testing then just one series is gonna be needed for this change for sure. I appreciate the concept of giving mech a more generalized unit that allows them to be out on the map putting pressure though. Showtime vs. Lambo is on, Hydra timings look like they can be countered with standard play and the Immortal change seems pretty nice actually, just gives them that extra little bit of survivability. Edit - Also the new map pool isn't going to help anything in the realm of balance, we all know how much the maps swing certain compositions in and out of favor, as they do the way to play against them. That being said, these new maps are just wow gorgeous, Oceanborne looks incredible. | ||
Yoshi Kirishima
United States10293 Posts
On August 26 2023 02:45 geokilla wrote: Watching the tournament, I can say with 100% certainty this patch is terrible. Whoever thought letting pros decide balance was a good idea needs to get checked. Yeah being a progamer might allow you to have a knowledge advantage when it comes to balancing, but it certainly doesn't mean you understand how to design units or maintain their designs. I honestly hope that Blizzard genuinely reviews this patch and shuts it down, or requests that unit identities be kept closer to what they were advertised as / what people bought the game for. I'm not sure if Blizzard wanted the balance council to be redesigning units. If a professional game company with experienced teams with experienced management had trouble developing balance patches, then why would a bunch of players with no work experience (especially with each other) and no balance experience be able to? | ||
Vision_
848 Posts
Their damage has to be tweaked from 11+2 to 10+5 maybe then slow his firerate roughly from 0.49 to 0.54. Then cyclone dps against light is decreased from 22.2 to 18.5 DPs against armored increased from 26.5 to 27.8 (help against stalkers) | ||
Yoshi Kirishima
United States10293 Posts
We don't need Cyclones to be that great in TvZ since you already have some decent openers like hellion banshee, BC, etc. Cyclone being good vs certain Protoss units in the early game would be really nice, like Stalkers and even Immortals in small numbers. Meanwhile, you can get Hellions and WMs to deal with Zealots. The Mechanical bonus would also ensure that it maintains close to its current effectiveness vs early Oracle/Phoenix/drop harass, while also being better at holding Void Ray/BC rushes. This is also consistent to them buffing the Viking by giving it bonus damage to Mechanical units - more use in TvT, and better as mech support vs Protoss. | ||
Lyyna
France776 Posts
On August 25 2023 22:57 WombaT wrote: I believe there would be an interest in mech style play (which doesn't have to be all factory anyway - i recall a nice blog post from Artosis about that early LOTV, with the liberator opening new ways of playing more around defense for terran even with a bio core), az you said there is always interest in a more defensive minded style ... especially since ,for terran, a drop centric bio play has been shoved down our throat for years And as broodwar has amply shown, even defensive games can be giga entertaining. The issue about mech being turtle fest is not a consequence of it being strong : it is a result of its current weakness, and of the issues i listed in my post. It is just that on occasions, the mappool and the meta made it worth it to play mech. But when it happens, you are forced into a purely turtle position, because you can never afford to lose units before your maxed deathball, and you have no credible way to contest map control before it anyway besides a couple of harass openings that expose you hard to counters Mech being stronger involves it not being as vulnerable early, allowed for harassment that isn't a death sentence versus a competent opponent, and that means all of a sudden there are reasons to go on the map and to create interactions... like Broodwar The more i think about it (and read/watch), the more i dislike this patch from a mech perspective It's nothing but a repeat of the old school Blizzard "let's fix X" balance method, which consists of buffing/reworking something that doesn't address any issue, usually creating a monster unit that breaks the game and the intended X strat with the followup nerf hammer This is gonna be a repeat of the old cyclone, with the spam of a mobile bruiser unit with little downside being A-moved around the map ; this isn't "mech" as anyone wishes for it. This is bio without medivacs that can fire on the move. As i said in my post, this reeks of being something made by people who have little mech experience, simply said "hey would be cool if mech was viable in TvP", and went for the lowest hanging fruit You can almost hear how that discussion went "Hey, we should buff mech to make it viable in TvP, but we can't make it too strong because people will just turtle with it" "Ok, how are we going about it ?" "Well, i think we just need to tweak the units, but we can't buff tanks because i'm sure it would encourage turtle play. Thors are already buffed, hellions lmao, mines are a bio thing, and we can't buff air because sometimes it was deemed too strong in the past" "Ok, we need to buff the cyclone then ! And battlemech looks cool already and it's not turtle play, so people will find it cool ! And it will promote dynamic gameplay and harass and cool stuff on the map !" "You're right ! And the problem is that cyclones are too expensive and mobile, so we'll make it cheap and less mobile ! And add an uppgrade so it can scale and still be more relevant later in the game !" "You're right, we're geniuses. Game fixed, ggwpnore, mech is now viable" I know this has delved into ranting, but no apologies there... i'm quite sad. I've always been a believer in a correctly tuned mech (ie not forced into endless turtling by the inefficiency of its units) able to create very nice games, as Broodwar (and even some sc2 games) has shown, and it is once again a massive disappointment. Even defensive games can be immensely entertaining : tell me you've never watched a game where one player defended at home while the other tried to pick apart his wall, probing to weakness, each using all the tools available to either bolster or pierce the defenses, the clash of massive armies against a small, strong position.. It becomes boring specifically only when the defending player has no reason to EVER leave his base (rather than defending until a specific moment) and/or the attacking player has no reason/incentive to attack.. and that's largely due to the "everything is too damn fast in sc2" point i made in my other post : you can't afford to lose an army There was hope here that an approach distinct from the Blizzard one would bring nice results, not the odd previous approach involving buffing irrelevant units, overly focusing on "mobility" and "aggro play" Nope : it is utterly obvious the people behind it have little idea or incentive to think about how mech is played or what is desired, and are essentially creating a simpler, weaker, dumber version of bio play with factory units, hiding the core issue behind a strong unit that has little interaction beyond A moving and kiting away occasionally (so... bio gameplay) | ||
Yoshi Kirishima
United States10293 Posts
On August 26 2023 04:24 Lyyna wrote: It becomes boring specifically only when the defending player has no reason to EVER leave his base (rather than defending until a specific moment) and/or the attacking player has no reason/incentive to attack.. and that's largely due to the "everything is too damn fast in sc2" point i made in my other post : you can't afford to lose an army Man... I wish more people understood this. I don't like calling them defensive units, because zoning units can be used both offensively and defensively in theory. But yes, making mech stronger doesn't result in more turtly or more boring games. In fact, the reason why mech often leads to boring turtle games, is because mech is too weak to move out and interact, AND because the opponent doesn't often feel the need to even try to pick them apart before mech gets to its deathball. When one player has a stronger lategame, it incentivizes the other opponent to interact and stop the turtling player. As long as one of the players is being forced to engage, there can be intense action and the game isn't boring. As long as there are ways to interact and slow them down or halt their progress from transitioning into their deathball, then it isn't imbalanced for one player to have a stronger lategame or endgame. And if you do let that player reach their deathball, it's totally fine if it means you lose the game because that was their win condition. When a Zerg or Protoss has just as strong of a lategame as the Mech player, they won't be afraid to take the game late and to mass expand across the map. And that's when we get games where nothing happens for a long time until both players reach their ideal deathball. It isn't problematic for one race or playstyle to have a stronger lategame than another, as long as the MU is balanced. One thing that's great about Mech games (in theory anyway), is that there is a clear attacker and a clear defender. In other MUs where both sides don't have a strong incentive to attack the other, there can be less tension as both feel comfortable taking many bases before engaging. | ||
Slydie
1906 Posts
On August 26 2023 05:14 Yoshi Kirishima wrote: Man... I wish more people understood this. I don't like calling them defensive units, because zoning units can be used both offensively and defensively in theory. But yes, making mech stronger doesn't result in more turtly or more boring games. In fact, the reason why mech often leads to boring turtle games, is because mech is too weak to move out and interact, AND because the opponent doesn't often feel the need to even try to pick them apart before mech gets to its deathball. When one player has a stronger lategame, it incentivizes the other opponent to interact and stop the turtling player. As long as one of the players is being forced to engage, there can be intense action and the game isn't boring. As long as there are ways to interact and slow them down or halt their progress from transitioning into their deathball, then it isn't imbalanced for one player to have a stronger lategame or endgame. And if you do let that player reach their deathball, it's totally fine if it means you lose the game because that was their win condition. When a Zerg or Protoss has just as strong of a lategame as the Mech player, they won't be afraid to take the game late and to mass expand across the map. And that's when we get games where nothing happens for a long time until both players reach their ideal deathball. It isn't problematic for one race or playstyle to have a stronger lategame than another, as long as the MU is balanced. One thing that's great about Mech games (in theory anyway), is that there is a clear attacker and a clear defender. In other MUs where both sides don't have a strong incentive to attack the other, there can be less tension as both feel comfortable taking many bases before engaging. This is where maps come in. Having a superior death ball might not matter if the opponent has 3x the money and production to throw several armies into it and also counterattack. I remember how the natural was often a point of contention in WOL, then the 3rd in HotS, but it is often the 4th or 5th base now. | ||
Vision_
848 Posts
I m always afraid to share this opinion in this forum, but the fact minerals fields are stack by 8 and aside your previous base means that there s roughly only one way to attack your opponent. IMO, the game will be far more strategic if you allow workers to cross over cliffs and harvest minerals fields with a long distance mining distributed evenly across the map (of course their travel will bring severals hundred mineral and workers will be buff). Finally, you have to take more risks for harvesting, which is the core of a RTS (harvesting all these minerals near a single base is against the philosophy of strategy) And, even if workers caracterictics are buff a little bit, then you can add to workers an ability (passive or not) which fits the design of the race, for example : Probe : speed boost SCV : armor gain Drone : queen clone an existing worker | ||
Yoshi Kirishima
United States10293 Posts
On August 26 2023 17:33 Slydie wrote: This is where maps come in. Having a superior death ball might not matter if the opponent has 3x the money and production to throw several armies into it and also counterattack. I remember how the natural was often a point of contention in WOL, then the 3rd in HotS, but it is often the 4th or 5th base now. True, great point. I do love bigger macro maps because while it can take longer before engagements happen, it allows both players to throw armies at each other, and they're less afraid to do so because they can reproduce it without losing after one big fight. I really love having spread out action across the map too, which I think LotV did manage to move the game towards. But yes as a side effect, the maps and the economy change both shifted things so that it's often the 4th base being contested rather than the natural or 3rd. And with Mech, on most maps it's hard to take too many bases, and often by the time you're trying to get your 4th or 5th, the Zerg or Protoss can already have 6-7 bases and keep crashing armies into you. I really hope the new Cyclone can be strong enough to give some control and map control over the early game, similar to Hellion banshee in TvZ. In HotS, before the economy change, Mech actually was able to contain the Protoss a bit with just a combination of hellion banshee, or hellion and WMs. In the old economy, it took Protoss a while to get their Robo tech up and be able to move out and stabilize their 3rd. In this time it allowed the Mech player to get their 3rd, and if the Protoss wanted to attack, you had lots of time to complete a wall at the 3rd to be completely safe. This change also happened to TvZ, back in WoL and HotS, the Terran was easily containing the Zerg to 2-3 bases with Hellion Banshee, and it often felt like Zerg was the underdog having to struggle so much to gain 1 base over the Terran. Now in LotV, the Zerg explodes quite easily. Vs Bio it's probably fine, because it probably was a bit imba back then (or at the least boring design wise) to have the Terran just be able to easily contain Zerg like that without Zerg having many options for counter aggression. Now the Zerg can sneak lings out on the map before the Hellions come to contain. But vs Mech, Zerg having more map control than in WoL/HotS makes it harder for particularly Mech to get their 3rd and 4th up. Maybe the Cyclone can help in TvZ as well. On August 26 2023 18:04 Vision_ wrote: Usually in real life or true RTS, u have to travel to harvest ressources. I m always afraid to share this opinion in this forum, but the fact minerals fields are stack by 8 and aside your previous base means that there s roughly only one way to attack your opponent. IMO, the game will be far more strategic if you allow workers to cross over cliffs and harvest minerals fields with a long distance mining distributed evenly across the map (of course their travel will bring severals hundred mineral and workers will be buff). Finally, you have to take more risks for harvesting, which is the core of a RTS (harvesting all these minerals near a single base is against the philosophy of strategy) And, even if workers caracterictics are buff a little bit, then you can add to workers an ability (passive or not) which fits the design of the race, for example : Probe : speed boost SCV : armor gain Drone : queen clone an existing worker Now that you mention it, it could be interesting to have some of the mineral patches be even just a few spaces further. This would have been another way to replicate the economy of BW. You could saturate the closer mineral patches for efficient mining, and if you try to saturate the further mineral patches, you do gain more mining but at a slower rate. This would also have lessened the efficiency of AOE harass like WM being able to deal game ending damage so easily. | ||
TaKeTV
Germany1197 Posts
On August 26 2023 18:04 Vision_ wrote: Usually in real life or true RTS, u have to travel to harvest ressources. I m always afraid to share this opinion in this forum, but the fact minerals fields are stack by 8 and aside your previous base means that there s roughly only one way to attack your opponent. IMO, the game will be far more strategic if you allow workers to cross over cliffs and harvest minerals fields with a long distance mining distributed evenly across the map (of course their travel will bring severals hundred mineral and workers will be buff). Finally, you have to take more risks for harvesting, which is the core of a RTS (harvesting all these minerals near a single base is against the philosophy of strategy) And, even if workers caracterictics are buff a little bit, then you can add to workers an ability (passive or not) which fits the design of the race, for example : Probe : speed boost SCV : armor gain Drone : queen clone an existing worker Starcraft and Warcraft (to a lesser extent) simply moved away the travel from the workers to the base itself. i.e the player will move or add more bases which would actually be very common behaviour in how humans actually gather ressources - at least in a modern world. WoL had the issue, that minerals didn't run out quickly enough so it promoted turtle-style way more. LotV has a very good pacing in terms of ressources and management I think. I do think SC2 general economic system isn't its strength cause in its core there really is little to no choice. More workers and economic focus is usually stronger than aggressive / cheesy gameplay - obviously with expections that can happen. It more or less boils down to "how much gas do I need" and/or do I want to end within a certain time and condition (cut worker, timing). Other than that its more about economic harassment rather than actually managing or deciding on economy. I am not sure if workers traveling to gather ressources makes this any more interesting. AoE 4 for example has nearly an economic simulation with the amount of ressources+workers and their travel. I personally dont find that appealing at all. I dont know what I want from an economy but I know what I dislike at certain games :D | ||
Yoshi Kirishima
United States10293 Posts
What if we made it so that EMP drains only 100 Shields+Energy altogether? Ghost has tons of utility already. EMP drains both 100 Shields and 100 Energy simultaneously. With the proposed change, if you EMP a HT, it will lose its 40 Shields and only lose 60 Energy. This way you will more likely need to EMP a HT a 2nd time to drain them of all Storm energy, whereas currently 1 EMP will be enough unless the HT has more than 175 energy. It would give HTs a slightly bigger chance to still have some energy to Storm, and not shut down as hard without using a WP. This would make the EMP nerf targetted more at Bio players, since Storm isn't very strong vs Mech and you already have Tanks to zone out and snipe HTs if you really wanted to. This would also make EMP weaker vs Sentries (drains 40 Shield and 60 Energy, and more likely needing a 2nd EMP), making it fall off slightly less vs Bio after midgame. If this change is made, EMP could be kept at 1.5 base radius, but keep a 1.75 radius upgrade. This would further slightly weaken EMP's initial power spike vs Protoss for Bio players, while allowing it to scale a little stronger later in the game. And it would allow Mech players to maintain a similar power level vs Protoss with the EMP radius upgrade. | ||
Vision_
848 Posts
On August 26 2023 20:03 TaKeTV wrote: .... I am not sure if workers traveling to gather ressources makes this any more interesting. AoE 4 for example has nearly an economic simulation with the amount of ressources+workers and their travel. I personally dont find that appealing at all. I dont know what I want from an economy but I know what I dislike at certain games :D I m very pleased that you comment my post but i can t agree when you say AoE 4 has a travel harvesting system, you just build a depot near ressources and workers can harvest. This idea comes from games like Red Alert Command and Conquer or Dune, so as i said in my previous post (but not well explained) ressources are located far from base, so your ressource convoy (truck load) can be intercepted. However It s really close from the AoE 4 economy Then i can hear there was a progress after WoL, and but like gas use are different from race it s hard to suggest an oriented gas harvesting system far from base and btw, the default simulation would be based on minerals. IMO, to resume turtling is a consequence of SC2 economy in which you can so easily conquer and gather minerals really close to your main base and i do think it s the root cause of turtling and so people can t complain about turtling without complaining about SC2 model economy. That s said, this kind of economy changes (long distance mining) can be paired with the decreasing of firerate units (less speed in fight) which is a recurring suggestion made by the community You can also watch Stormgate which decided to switch back to a Warcraft economic model (avoid bigger harass problem like in SC2). Maybe some mid solution can be found, like 3 large minerals field replacing the actual 8 , and which one can be harvested by 5 workers (3x5 = 15 instead of 16) and where they can hide for a longer time | ||
WombaT
Northern Ireland24148 Posts
On August 26 2023 21:56 Vision_ wrote: I m very pleased that you comment my post but i can t agree when you say AoE 4 has a travel harvesting system, you just build a depot near ressources and workers can harvest. This idea comes from games like Red Alert Command and Conquer or Dune, so as i said in my previous post (but not well explained) ressources are located far from base, so your ressource convoy (truck load) can be intercepted. Then i can hear there was a progress after WoL, and but like gas use are different from race it s hard to suggest an oriented gas harvesting system far from base and btw, the default simulation would be based on minerals. IMO, to resume turtling is a consequence of SC2 economy in which you can so easily conquer and gather minerals really close to your main base and i do think it s the root cause of turtling and so people can t complain about turtling without complaining about SC2 model economy. That s said, this kind of economy changes (long distance mining) can be paired with the decreasing of firerate units (less speed in fight) which is a recurring suggestion made by the community You can also watch Stormgate which decided to switch back to a Warcraft economic model (avoid bigger harass problem like in SC2). Maybe some mid solution can be found, like 3 large minerals field replacing the actual 8 , and which one can be harvested by 5 workers (3x5 = 15 instead of 16) and where they can hide for a longer time There’s something in simplicity sometimes Workers in proximity gives you a consistent, predictable rate of income, which lets you make tighter builds and get into your desired gameplan and makes strategic decisions that little more predictable, in a good sense. Worker convoys coming in all over the place just adds micromanagement and volatility to the equation. | ||
Vision_
848 Posts
On August 26 2023 22:24 WombaT wrote: There’s something in simplicity sometimes Workers in proximity gives you a consistent, predictable rate of income, which lets you make tighter builds and get into your desired gameplan and makes strategic decisions that little more predictable, in a good sense. Worker convoys coming in all over the place just adds micromanagement and volatility to the equation. Yes you right mate, Just thinking, adding mines ala Warcraft will help mapmakers in showing more diversity just because 3 large minerals fields are less hard to place than 8 other (plus a protection against harassement). In other terms, less harassement could be a possible way to mix and add variety to the map pool (without this recurrency shape of platforms place in the edge of the map) | ||
Slydie
1906 Posts
Changing that would make a completely different game. | ||
PartingFan
17 Posts
I manage a remote team myself and this balance patch is the exact thing I would expect a dysfunctional remote team would produce. | ||
Vision_
848 Posts
On August 27 2023 01:32 PartingFan wrote: I really don't understand how the balance council works. Bunch of players, each of them saying they only know a little bit of the whole picture. How the hell are you going to design a balance patch without knowing each and every change? I manage a remote team myself and this balance patch is the exact thing I would expect a dysfunctional remote team would produce. Yeah my feelings is they are afraid of community rancor. From your point of view i m really appreciating the China community patch which adress a tweak to BC, Carrier, ... etc On August 26 2023 22:55 Slydie wrote: I actually like that workerlines are the soft underbellies of your setup in SC2. How they are defended and attacked is how player skills are determined, and usually how games are decided. Changing that would make a completely different game. I do not agree with your point of view because I believe that it is only a way of reducing the harassement factor. The core of the game still works out, and if you are harassing workers and already killed them you can also destroy buildings. Plus, workers which are already loaded of minerals can t hide in the mine, so automatically you will get a window to shoot them but slowly. I m in favor of this kind of changes because i m thinking it doesn t bother pros so much and it will please the community, what is complicated to do : tweaks which helps casual gaming and hard core gamers but allow pros to be competitive | ||
Xamo
Spain874 Posts
This would make phoenixes not insta-kill other phoenixes, making the "Phoenix war" situation more stable and in fact helping to ease the transition out of it. I don't think it'd affect any other unit interaction, but perhaps my memory is not complete... | ||
Slydie
1906 Posts
On August 26 2023 22:55 Slydie wrote: I actually like that workerlines are the soft underbellies of your setup in SC2. How they are defended and attacked is how player skills are determined, and usually how games are decided. Changing that would make a completely different game. I do not agree with your point of view because I believe that it is only a way of reducing the harassement factor. The core of the game still works out, and if you are harassing workers and already killed them you can also destroy buildings. What do oracles, reapers, helions, banshees and mutalisks have in common? They are mainly designed as harassment units. If you are aiming to kill armies, you better make something else. Harassment of workerlines is a core feature of sc2. I don't think "reducing the harassment factor" is really worth discussing. | ||
Yoshi Kirishima
United States10293 Posts
On August 27 2023 03:01 Xamo wrote: I have another small suggestion to improve PvP: Remove light tag from phoenixes This would make phoenixes not insta-kill other phoenixes, making the "Phoenix war" situation more stable and in fact helping to ease the transition out of it. I don't think it'd affect any other unit interaction, but perhaps my memory is not complete... Hmm, i can't think of anything either... this sounds like a nice change. If you are behind in Phoenixes, the power gap would not be as big, especially if you have Canon/Stalker support, it gives more time for your ground support to deal damage. | ||
moonsjde
48 Posts
On August 27 2023 03:28 Slydie wrote: What do oracles, reapers, helions, banshees and mutalisks have in common? They are mainly designed as harassment units. If you are aiming to kill armies, you better make something else. Harassment of workerlines is a core feature of sc2. I don't think "reducing the harassment factor" is really worth discussing. reducing the harassment doesn't mean making the units irrelevant, it means changing the vector of when the damage hits and how devastating it is. widow mines and banelings are the worst offender and they're the units that people tend to find the most annoying when they're complaining about harassment. ideally harassment units should be weak and/or fragile individually or in small numbers and they should do devastating damage only when you achieve some combination of hiding the tech, microing aggressively, or committing to extra units in order to overwhelm whatever defense is set up. heavy harassment shouldn't be something so powerful that you can take complete control of the pace of the game without doing damage just by forcing a specific defense. even fully scouted, widow mine drops are so threatening that terrans are incentivized to follow workers halfway to the next base and commit to absurd burrow/unburrow gimmicks to delay mining just because of the massive potential of ending the game with an insane hit. it's not unbalanced but it's hokey, stupid design. a similar problem with harassment dictating the game too much also comes up with muta switch into ravager/baneling in ZvP which the casters have highlighted many times in recent years of GSL harassment doesn't have to be broken to be stupid and annoying, and it doesn't have to be removed completely to be tuned down or modified. one way of doing this is by making a unit simultaneously weaker and cheaper, or faster but more fragile | ||
Vision_
848 Posts
On August 27 2023 03:28 Slydie wrote: What do oracles, reapers, helions, banshees and mutalisks have in common? They are mainly designed as harassment units. If you are aiming to kill armies, you better make something else. Harassment of workerlines is a core feature of sc2. I don't think "reducing the harassment factor" is really worth discussing. So tell me, when you read forums, are there comments blaming violent harassement which kills a whole worker mineral line ? I mean, it s always the case when it comes to troll or argue against a race..., Even at pro level a drop of mines or banelings can end the game, and be considered as an overpowered strategy. Then it s like you said, all about what you want, if u want the game is only decided by harassement or not. | ||
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[Phantom]
Mexico2170 Posts
Now, at some point with micro and positioning and stopping them from egtting critical mass, you can stop cyclones with stalkers. But it's a pain in the ass. And Hellbats are already good vs zealots. So if you make cyclones better vs mechanical units you just delete protoss.. | ||
Beelzebub1
1004 Posts
On August 27 2023 08:33 [Phantom] wrote: I dont know why some people here want to make cyclones better vs stalkers. There is already an incredibly annoying cheese with cyclones that is a pain in the ass to deal with that takes advantage of the fact that cyclones do bonus damage vs stalkers. Now, at some point with micro and positioning and stopping them from egtting critical mass, you can stop cyclones with stalkers. But it's a pain in the ass. And Hellbats are already good vs zealots. So if you make cyclones better vs mechanical units you just delete protoss.. I kind of agree with this, I don't see why they are taking this approach when dealing with Stalkers isn't (imo) one of the issues that Terran's have going mech against Protoss. I want them to take a more mobile anti-air route with mech, one of mech's longstanding weakness is that it's very hard to deal with aerial armies early on without just hard turtling, SC2 mech misses the Goliath. | ||
Charoisaur
Germany15875 Posts
On August 27 2023 09:23 Beelzebub1 wrote: I kind of agree with this, I don't see why they are taking this approach when dealing with Stalkers isn't (imo) one of the issues that Terran's have going mech against Protoss. Yes they are, Stalkers make it impossible to take a reasonably timed third atm, right now the only way to do that is with Marine tank, but you have to spend lots of resources on useless unupgraded Marines and in consequence have 0 map control I agree with Goliaths being desperately missing | ||
Yoshi Kirishima
United States10293 Posts
I don't think early air is a problem in any Mech MU. Buffed Thors and Vikings both give reliable and strong AA coverage. WMs, Cyclones, BCs, and Ravens also have their roles. The only Factory unit that can't shoot up is the Tank, but you can get Turrets. Mech is just really expensive to get your third while getting your gas heavy production buildings up, while trying to also muster an army to defend. If they have a stronger early game, such as by having cheaper and more efficient Cyclones, that would make enemy air switches even less of an issue, since you have more gas to get your AA like Thors up. HotS TvP was actually very solid and doable, you were able to use Hellions/WMs/Banshees to gain map control and force the Protoss to stay in their natural and slow down their third while getting yours. But now the economy changes don't allow that window anymore. If you get 1 reactor Factory, you don't have enough Hellions/WMs quick enough anymore to keep as much map control. And you don't really want to get a 2nd Reactor Factory if you can help it. Meanwhile, Protoss can muster up a lot more Chargelots or Blink Stalkers quicker than before, while you still only have a few tanks at most. In LotV, you're more forced to go with unupgraded Marines than HotS, because you can't get as much Hellions/Hellbats up fast enough relative to HotS. A cyclone that is stronger earlier on and cheaper on gas could potentially help compensate for the LotV economy/timing changes that made Mech relatively harder in the earlier part of the game. | ||
Lyyna
France776 Posts
On August 27 2023 13:58 Charoisaur wrote: Yes they are, Stalkers make it impossible to take a reasonably timed third atm, right now the only way to do that is with Marine tank, but you have to spend lots of resources on useless unupgraded Marines and in consequence have 0 map control I agree with Goliaths being desperately missing From my perspective (as said in prev posts, highly experienced mech player, M1/GM & Meching TvP since WOL) stalkers have never been an issue outside of specific meta/mappools where blink stalkers were overall overpowered The only other exception is when we fall into the "over committed harass opening required" case i gave, since you don't have any defense at home Otherwise, stalkers are always extremely easy to fight, as it is about the only thing small amount of mech units + unuppgraded bio can fight well Interestingly enough, even at the time of my WoL TvP guide, it was blink stalkers that were most often raised as the hard counter (usually by people who admitted they had never been on either side of the matchup) - although i considered seeing blink stalkers as a free win, or at the very least a free ticket to a strong lategame for me | ||
Lyyna
France776 Posts
On August 27 2023 16:31 Yoshi Kirishima wrote: Mech is totally fine TvP if they can get a decent/equal economy, it's just a bit too fragile earlier on. And unfortunately the LotV economy changes don't help either. Teching works at a linear speed, so the way the economy ramps up quicker benefits the opponent who can just mass army production without needing to tech. This makes even things like Chargelots stronger, whereas in HotS it was very easy to have plenty of Hellbats to make them not an issue at all. Also, with the way bases run out of resources quicker, Mech has to try to get a 3rd and 4th sooner than before, which of course is also hard because their tech/production takes longer relatively to get up than in HotS. I don't think early air is a problem in any Mech MU. Buffed Thors and Vikings both give reliable and strong AA coverage. WMs, Cyclones, BCs, and Ravens also have their roles. The only Factory unit that can't shoot up is the Tank, but you can get Turrets. Mech is just really expensive to get your third while getting your gas heavy production buildings up, while trying to also muster an army to defend. If they have a stronger early game, such as by having cheaper and more efficient Cyclones, that would make enemy air switches even less of an issue, since you have more gas to get your AA like Thors up. HotS TvP was actually very solid and doable, you were able to use Hellions/WMs/Banshees to gain map control and force the Protoss to stay in their natural and slow down their third while getting yours. But now the economy changes don't allow that window anymore. If you get 1 reactor Factory, you don't have enough Hellions/WMs quick enough anymore to keep as much map control. And you don't really want to get a 2nd Reactor Factory if you can help it. Meanwhile, Protoss can muster up a lot more Chargelots or Blink Stalkers quicker than before, while you still only have a few tanks at most. In LotV, you're more forced to go with unupgraded Marines than HotS, because you can't get as much Hellions/Hellbats up fast enough relative to HotS. A cyclone that is stronger earlier on and cheaper on gas could potentially help compensate for the LotV economy/timing changes that made Mech relatively harder in the earlier part of the game. The problem of the OP cyclone is the meta it creates : the era of the reactored cyclone showed its issues. At the start, people start making cyclones to cover a mech transition, then they realize overtime "more cyclones" is just the answer to everything. After all, why make other units past some point, when it has better overall ground damage than the tanks while being able to run away, equivalent anti air to the air while faster, and is cheaper, and faster to produce, and faster ? Or it turns out to be terrible, and then mech lost the one unit that enabled most non-harass openings defensive openings, and battlemech, and several other niche uses in the game (the number of games, particularly TvT, i've won with my 4 cyclone hit squad sniping expansions all over the map...) just for the sake of the balance council patting themselves on the back Solving the game by creating mobile kiting cheap bruisers isn't a solution, and it may be a personal thing but i don't consider it "mech", just bio with an OP factory unit and no drops, and is a symptom of the people behind the changes having no ideas about how the strategy works and its pitfalls, and trying to apply principles from their usual strategy (it must be mobile and able to kite and cheap !) and looking at the lowest hanging fruit | ||
Vision_
848 Posts
the first design of cyclones have a firerate of 0.1 while in this patch, the ratio is equal to 0.49 and his attacks take the armor into account. But for now his overall damage seems pretty much too high. If the problem comes from TvP and stalkers opening, instead of giving a bonus to mechanical damage like Yoshi proposed, they can give them a bonus against "shields" (like widow mines). 11 + 2 against armored, attack cooldown = 0.49 10 + 3 against shield, attack cooldown = 0.54 Increasing attack cooldown will help against light armor units (decreasing his DPS from 22 to 18) Using bonus against shield to get a specific design against Protoss (while armored units like roachs, ultralisks, infestor or broodlords aren t affected) PS : It s a good idea to get an unit with only a bonus against shield (because Terran always have unit with dedicated role, like ghost with EMP against protoss or Mines against banelings and zerglings, etc..tanks piercing armored units, etc..) | ||
Vision_
848 Posts
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WombaT
Northern Ireland24148 Posts
On August 27 2023 13:58 Charoisaur wrote: Yes they are, Stalkers make it impossible to take a reasonably timed third atm, right now the only way to do that is with Marine tank, but you have to spend lots of resources on useless unupgraded Marines and in consequence have 0 map control I agree with Goliaths being desperately missing Misses the vulture too, or something that fulfils that role. Something that helps to cover the tanks, gives some map control and slow down opponent advances, and gives harassment potential. With the downside that they’re not particularly strong on their own in any head-on engagement. Historically we’ve seen, amongst other factors the tank’s main compositional companion either be not effective enough at the above, making the composition too weak to be viable at the tip top of the game, or we’ve seen them overtuned to the degree they end up the core part of the comp at particular windows and stylistically it ends up playing like a less micro-intensive bio. Game 1 of Mvp vs Stephano at Gamers 8I think was much more instructive than most other games because it was an attempt at a pretty damn high level game where a player went a more traditional mech, the type we want to be viable, executed pretty well and still got picked apart eventually. On maps actually better suited for playing that way too! Along with the testimony of our resident GMs/high masters mech merchants, you got to see almost everything that makes it so difficult to play. Struggling to take out Zerg expos faster than they can just rebuild and relocate, how difficult it is to cover your own once you get beyond 3 bases as tanks don’t have mobility and aren’t strong enough in small numbers to hold repeated Zerg offensives that just keep coming when the economy kicks in. How ridiculously good and cost efficient vipers are against mech There is also just how SC2 works engine wise and economy wise versus BW. It’s perfectly viable to shore up on 2 bases and slowly take the third and beyond while covering holes in TvP in BW while Toss take base after base and come out on top. In a way that’s just not viable in SC2. Other experienced mech users have better outlined more specific issues. LoTV and its eco ramp-up is a pretty huge one. Spreading/clumping and unlimited unit control and overkill is another. Tanks in BW can be strong enough to be very potent in small numbers because it’s difficult to control everything in high numbers. In SC2 they can’t be tuned that way because a max would end up effectively unkillable by anything on the ground. As with a lot in this game the cute and cool counterplays stop being effective with armies scaling up. You don’t have ye olde mine drags, Zealot bombs aren’t as effective and get harder to do and less impactful with bigger armies. Phoenixes lifting tanks isn’t all that effective later on when they’re just temporarily taking a tank out of a fight and getting melted. Let’s also think of a simple unit role/specialisation breakdown and synergy if we talk of making the cyclone more of a core unit. What is the cyclone best at? Roaming, poking and kiting backwards, they aren’t full glass cannons but they are quite fragile once you’re on top of them. What is the siege tank best at? Defensive and offensive zoning and slowly pushing forwards. They don’t neatly dovetail together like vulture/tank does where the vulture can both use its speed to be annoying all over the place, but also in big engagements push out front and buffer and take advantage of its potency against light to keep tank killers like manlots away. The cyclone on a design level you kind of want them also staying away from the tip of the spear, you almost want them to be the same range away as the tanks they’re ostensibly covering. So you end up with this overlap that, depending on the numbers of the unit see cyclones either as too weak and not desirous to have versus tanks later in a game, or they’re too strong in which case why wouldn’t you mass cyclones with their mobility over building a tank-centric army with its downside of sieging/unsieging and friendly fire? | ||
Athenau
569 Posts
What is the cyclone best at? Roaming, poking and kiting backwards, they aren’t full glass cannons but they are quite fragile once you’re on top of them. What is the siege tank best at? Defensive and offensive zoning and slowly pushing forwards. They don’t neatly dovetail together like vulture/tank does where the vulture can both use its speed to be annoying all over the place, but also in big engagements push out front and buffer and take advantage of its potency against light to keep tank killers like manlots away. The cyclone on a design level you kind of want them also staying away from the tip of the spear, you almost want them to be the same range away as the tanks they’re ostensibly covering. So you end up with this overlap that, depending on the numbers of the unit see cyclones either as too weak and not desirous to have versus tanks later in a game, or they’re too strong in which case why wouldn’t you mass cyclones with their mobility over building a tank-centric army with its downside of sieging/unsieging and friendly fire? Well, the theory is that you use the mobility of the Cyclone to to poke and draw units into your tank fire. So the synergy is not in full-on engagements, but in the posturing before. When the actual engagement happens, hellbats are supposed to block for the tanks, not the cyclones. | ||
Yoshi Kirishima
United States10293 Posts
But also going with the Vulture thing, that's also why I advocate for Hellion damage being changed from 8 (+6 vs Light) to 9 (+5 vs Light). It won't suddenly make them great at tanking for Tanks or to push back armies. However it'd make them slightly better at it, and anything helps. I do also hope that the Cyclone can find a good role that works particularly well as a compliment to Tank based mech. I don't want a Warhound that can move and shoot. I also don't want Cyclone Mech to look like marine tank. The Cyclone having slightly more HP per supply is kind of nice though compared to the old Cyclone. If money is not an issue, the new Cyclone has more HP than a hellion (and of course, is better at fighting many things). I still think that the best Cyclone might be one closer to the current one, or something in between. I don't like the idea of being pressured into constantly kiting Cyclones back and forth, that micro is tedious and repetitive, and it would just be similar to Stim MMM kiting but even more extreme. Having a longer range Lock On but with a small cooldown was cool. Maybe the new Cyclone can be rebalanced around having a Lock On range of 12, have the initial delay when locking on (so there is a small payoff to using it), cooldown at 3 seconds, and keep either its current or new patch damage. They would waste lockon vs small units like Zerglings, Marines, and Zealots, and wait for the 3 sec cooldown to re-engage, unless you turn off auto-casting and wait for expensive units before turning it back on. You can also manually target lockon so you don't stack lock-ons on the same units. It would be fine if they overkill Zergling/Marine/Zealots and are a little weaker at that but better at picking off expensive units, cus you already have Hellions/WMs/Hellbats to take care of the small light units. Or you could just make it so that Lock-On is like currently where each Cyclone locks onto a different unit, if there is a small cooldown. | ||
WombaT
Northern Ireland24148 Posts
In a custom game where you pick your army and test it versus other compositions over and over you’ll definitely have pretty good results, but trickier when we’re talking a standard kinda game. @Yoshi yeah can’t really disagree with much of that! | ||
Athenau
569 Posts
On August 27 2023 23:48 WombaT wrote: @Athenau yeah just feels it’s quite hard to get optimal composition ratios and cover the anti-air problem, as well as force the correct kind of engagements in a real game. In a custom game where you pick your army and test it versus other compositions over and over you’ll definitely have pretty good results, but trickier when we’re talking a standard kinda game. @Yoshi yeah can’t really disagree with much of that! I mean, that's the intent of the change, to make the Cyclone more of a generalist. It's fast (but very frail), has good dps vs ground and air, and is cost-efficient with babysitting. It's the mech stalker, with the traditional Terran emphasis on damage at the cost of toughness. The difficulty is in balancing it so that it doesn't overshadow the slower power units like tanks and thors. Overall, with the initial numbers they've landed pretty close. It seems a little overtuned in TvZ, so they could bump the cost up to 125/75 and either increase the base speed, or reduce the time it takes to get the upgrade to compensate, but I honestly think this direction is the right way to go given the way the game is designed. Brood War mech was a unicorn composition where you had a bunch of individually awkward units that somehow had enough synergy to make it work. Trying to replicate that in SC2 at this stage of the game is a fool's errand, IMO. | ||
Kyadytim
United States886 Posts
+ Show Spoiler + This reminds me, I would once again like to suggest buffing Hellion damage from 8 (+6 vs Light) to 9 (+5 vs Light). It's such a small change but it really would help Mech players slightly. In TvT, Mech is pretty weak early on because Bio is much stronger than Hellions. And in TvZ, Banelings, Queens, Roach, Ravager, etc. take little damage from Hellions. In TvP, Hellion vs Stalker is already an interesting battle in bigger numbers, but if Stalkers split a little then they win easily. Giving Hellions just 1 more damage vs these units wouldn't make them suddenly beat them or make players mass Hellions, but it would soften one of Mech's weaknesses and make them more stable, and more supply efficient. That would also allow Cyclones to be more specialized and more powerful. And imagine the fun Hellion vs Blink Stalker micro battles! I totally forgot but one way to make Cyclones more targetted towards TvP (and less useless in TvT, since it probably won't be used much), is to make its damage give a significant bonus to Mechanical instead of a small bonus to armored. But yes, making mech stronger doesn't result in more turtly or more boring games. In fact, the reason why mech often leads to boring turtle games, is because mech is too weak to move out and interact, AND because the opponent doesn't often feel the need to even try to pick them apart before mech gets to its deathball. When one player has a stronger lategame, it incentivizes the other opponent to interact and stop the turtling player. As long as one of the players is being forced to engage, there can be intense action and the game isn't boring. As long as there are ways to interact and slow them down or halt their progress from transitioning into their deathball, then it isn't imbalanced for one player to have a stronger lategame or endgame. And if you do let that player reach their deathball, it's totally fine if it means you lose the game because that was their win condition. When a Zerg or Protoss has just as strong of a lategame as the Mech player, they won't be afraid to take the game late and to mass expand across the map. And that's when we get games where nothing happens for a long time until both players reach their ideal deathball. It isn't problematic for one race or playstyle to have a stronger lategame than another, as long as the MU is balanced. One thing that's great about Mech games (in theory anyway), is that there is a clear attacker and a clear defender. In other MUs where both sides don't have a strong incentive to attack the other, there can be less tension as both feel comfortable taking many bases before engaging. I really hope the new Cyclone can be strong enough to give some control and map control over the early game, similar to Hellion banshee in TvZ. In HotS, before the economy change, Mech actually was able to contain the Protoss a bit with just a combination of hellion banshee, or hellion and WMs. In the old economy, it took Protoss a while to get their Robo tech up and be able to move out and stabilize their 3rd. In this time it allowed the Mech player to get their 3rd, and if the Protoss wanted to attack, you had lots of time to complete a wall at the 3rd to be completely safe. HotS TvP was actually very solid and doable, you were able to use Hellions/WMs/Banshees to gain map control and force the Protoss to stay in their natural and slow down their third while getting yours. Sorry for the wall of quotations, but I wanted to collect it all in one place. Let me see if I have this right. You want
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Beelzebub1
1004 Posts
Yes, but everyone is entitled to their opinion I suppose. Don't get me wrong I'd like for mech to be even semi viable at the pro level for varieties sake but yea, it can't just be made imba for the sake of variety. It's Protoss that struggles against Terran right now, not the other way around. | ||
Yoshi Kirishima
United States10293 Posts
On August 28 2023 01:01 Kyadytim wrote: Replying to Yoshi Kirishima, + Show Spoiler + This reminds me, I would once again like to suggest buffing Hellion damage from 8 (+6 vs Light) to 9 (+5 vs Light). It's such a small change but it really would help Mech players slightly. In TvT, Mech is pretty weak early on because Bio is much stronger than Hellions. And in TvZ, Banelings, Queens, Roach, Ravager, etc. take little damage from Hellions. In TvP, Hellion vs Stalker is already an interesting battle in bigger numbers, but if Stalkers split a little then they win easily. Giving Hellions just 1 more damage vs these units wouldn't make them suddenly beat them or make players mass Hellions, but it would soften one of Mech's weaknesses and make them more stable, and more supply efficient. That would also allow Cyclones to be more specialized and more powerful. And imagine the fun Hellion vs Blink Stalker micro battles! I totally forgot but one way to make Cyclones more targetted towards TvP (and less useless in TvT, since it probably won't be used much), is to make its damage give a significant bonus to Mechanical instead of a small bonus to armored. But yes, making mech stronger doesn't result in more turtly or more boring games. In fact, the reason why mech often leads to boring turtle games, is because mech is too weak to move out and interact, AND because the opponent doesn't often feel the need to even try to pick them apart before mech gets to its deathball. When one player has a stronger lategame, it incentivizes the other opponent to interact and stop the turtling player. As long as one of the players is being forced to engage, there can be intense action and the game isn't boring. As long as there are ways to interact and slow them down or halt their progress from transitioning into their deathball, then it isn't imbalanced for one player to have a stronger lategame or endgame. And if you do let that player reach their deathball, it's totally fine if it means you lose the game because that was their win condition. When a Zerg or Protoss has just as strong of a lategame as the Mech player, they won't be afraid to take the game late and to mass expand across the map. And that's when we get games where nothing happens for a long time until both players reach their ideal deathball. It isn't problematic for one race or playstyle to have a stronger lategame than another, as long as the MU is balanced. One thing that's great about Mech games (in theory anyway), is that there is a clear attacker and a clear defender. In other MUs where both sides don't have a strong incentive to attack the other, there can be less tension as both feel comfortable taking many bases before engaging. I really hope the new Cyclone can be strong enough to give some control and map control over the early game, similar to Hellion banshee in TvZ. In HotS, before the economy change, Mech actually was able to contain the Protoss a bit with just a combination of hellion banshee, or hellion and WMs. In the old economy, it took Protoss a while to get their Robo tech up and be able to move out and stabilize their 3rd. In this time it allowed the Mech player to get their 3rd, and if the Protoss wanted to attack, you had lots of time to complete a wall at the 3rd to be completely safe. HotS TvP was actually very solid and doable, you were able to use Hellions/WMs/Banshees to gain map control and force the Protoss to stay in their natural and slow down their third while getting yours. Sorry for the wall of quotations, but I wanted to collect it all in one place. Let me see if I have this right. You want
To clarify: 1) Terran doesn't necessarily need a stronger lategame than Protoss. However, considering Terran Mech is weaker in the earlier parts of the game vs Protoss, and mid game is about even (assuming both players can get into the midgame on relatively even footing), then shouldn't it make sense that Terran Mech should have a stronger lategame to compensate for the weaker early game? The other option is to strengthen the early game, and keep lategame roughly the same power. I should rephrase and say that it's less so about needing to make Terran Mech have a stronger lategame. I would prefer if Terran and Protoss had a similar power level throughout the early, mid, and lategame. However, the Mech army should be stronger in same way, but more immobile, so that opponents are forced to try to slow down and pick apart Mech to never allow it to siege up all of Protoss's bases. And the Mech player's job would be to try to put out all the fires the Protoss is starting. 2) Terran doesn't need to have complete map control early. However, if you want to go for a map control build, at the cost of having an army that is weaker in a straight up fight, such as opening with Hellion Banshee, you should be able to have potentially control more of the map and discourage the Protoss from leaving the base (otherwise they risk being harassed). However it doesn't mean the Protoss would be pinned down and doesn't have options to be aggressive and attack, or to counter the map control focused opener. Similarly, if Protoss goes Blink Stalkers (in any MU), it doesn't beat everything the opponent can do, but Blink Stalkers should give you relatively higher map control than most other builds. Or for example if you open Stargate, that should give you even more map control, or at least map control in the sense of vision. 3) Hellions are weak vs Stalkers as long as you don't hugely clump them up. Also you can do simple blink back micro to separate them before they die, forcing the Hellions to committ hard if they want to try to pick those weak ones off. In a realistic game, the Protoss would probably have some Immortal or Archon mixed in with the Stalkers, making Hellion presence even weaker at poking armies. Hellions are great for picking off Zealots and harassing of course, but Mech TvP is lacking a bit when it comes to being able to poke and gently discourage or slow down the opponent from moving around the map. Tanks have enough soft/hard counters in a straight up fight that in SC2, the opponent is able to take a head on fight, A-click, and come out roughly even (can lose or win depending on many factors, but roughly averages out to even). By suggesting the slight damage tweak from 8 (+6 vs Light) to 9 (+5 vs Light), it makes the Hellion less overspecialized slightly, and makes Mech more stable in the early and midgame when Hellions have more of a role (they become supply inefficient late game, unless used just for harass). 4) By design, mech should be stronger in a straight up fight OR be able to zone areas cost effectively if units are spread around, but less mobile and more expensive. However, since the case is that mech isn't stronger in a straight up fight (at least in the early and midgame), then it would make sense and help if mech's map control units like Hellions would be slightly stronger vs Protoss's map control units like Stalkers. And by slightly stronger I mean slightly less trash vs Stalkers. Mech is weak in TvP so it's either buff the raw power or buff the map control. I know reading my suggestions might just sound like I want Mech to be OP, but I hope that puts things into context a bit better ! Some of the comments I made were just comparing HotS and LotV. So I'm not saying to make every suggestion happen and to make every weakness better. But to implement a balanced mix of them. I'm also a strong advocate for Protoss getting buffs in general and post often about it usually, both against Bio as well as mass BCs. I'm just talking specifically about Mech TvP in a vacuum. | ||
Vision_
848 Posts
I mean seriously, stalker are so expensive compared to roachs that i can t imagine to balance an unit like cyclones (with lock on) between those two core armored units. If you allow mech terrans to deal with stalkers at start of mid game with the current cyclone, then terran versus zerg will be unbalanced and zerg will stop roachs pushes because they are garbage. So i m curious to know your point of view on this tweak, replacing an armored bonus to a shield bonus ? pro and cons ? | ||
thorn969
5 Posts
I think damage of 16 with bonus of +4 vs armored and a cooldown of 0.71 would be fairer than the current 11 damage +2 vs armored and cooldown of 0.491. Buffs dps from 22.4 (26.5 vs armored) to 22.5 (28.2 vs armored). Maybe link the bonus vs armored with the cyclone speed upgrade so that cyclones don't come online quite as quickly? They seem possibly slightly OP for harass when they first come out (especially at lower levels) and not quite powerful enough when you get into mech/later game. I feel like making the first shot more impactful and firing slower will make the unit feel more like a cyclone and distinct from other units. | ||
tigera6
3205 Posts
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Yoshi Kirishima
United States10293 Posts
Cyclone Damage 11 + 2 vs armored -> 10 + 5 vs armored, +1 (+1 vs armored) per upgrade Speed 3.6 to 3.94, 5.1 to 4.96 after upgrade Upgrade now additionally increases health by 20, Cost 100/100 -> 150/150 Wow so it's more specialized vs expensive units which i agree with, the damage is such that attack upgrades will scale better (+2 dmg instead of +1), the base speed is buffed in return for only slightly worse upgraded speed, and the upgrade also gives them more HP so that they scale better and can also be better at tanking for Tanks I'm not really sure they know what they're doing, it still just seems like a Warhound that skates. Other than the HP buff how does this compliment Mech specifically? And what clear counters are there? The new update makes it move faster so that Zerglings are even worse at surrounding them, and Cyclones are even better vs Roaches. So they're even stronger in TvZ. The increased damage vs armored is nice in TvP because it started to falloff in larger numbers in the midgame, and we already have the Hellion to deal with non-armored units, but the upgrade also giving it +20 HP is weird for an upgrade, and makes it scale even better into the midgame and lategame... For the Cyclone specifically, it would be nice if they shared what their goal of the unit is. They said they want Mech TvP to be more viable and allow you to be more active, but how does the Cyclone facilitate that? Do they even agree that Mech TvP struggles in the early game, and that the Cyclone so far doesn't seem to compliment Tanks much, and just encourage mass Cyclone with a few Tanks as if it was MMM Tank? And yes Vision i do agree that changing it so that the damage gives a bonus to Shield or Mechanical would be better than Armored. We don't need it to be good vs non-armored, we already have Hellions and WMs for that. Harstem and Pig were pointing out a good point. Unlike the current cyclone (not the patch ones), which actually could be dealt with by Chargelot flanks/surrounds, the new Cyclone is really good vs Chargelots because they're so fast, can lockon infinitely, and lower supply thus take more space and are harder to surround. But we already have Hellions which are great vs Chargelots. And the new Cyclone will be pretty decent vs Stalkers and even Immortals now for how mobile they are, which Tanks already deal really well with. I'm just anxious and really hope that the new Cyclone will actually be more useful than the current one... the current one DOES fulfill the role of being useful early game in dealing with early air harass or early air armies, helping defend drops, being able to poke and scout, etc. And if you want to go for more Cyclone based mech, you can do that before transitioning more into Tanks later as the Cyclones get clunkier and harder to trade effectively. I don't think the current Cyclone is far off from what it could be to help Mech TvP more. I think mainly it's just a bit gas expensive and comes out a bit late, and you can't get many of them, so it's heavily taxing on your production, without scaling as well as Tanks, and they are also a bit supply inefficient. From what I'm seeing so far I'd prefer if they just tweaked the current Cyclone design to be more supply efficient, easier to pump out, and move some of its damage from Lock-On to the auto attack so it's less volatile, then it might be much better than the new Cyclone. | ||
Vision_
848 Posts
On August 29 2023 13:39 Yoshi Kirishima wrote: Thanks for the heads up on the update! ... And yes Vision i do agree that changing it so that the damage gives a bonus to Shield or Mechanical would be better than Armored. We don't need it to be good vs non-armored, we already have Hellions and WMs for that. Happy to agree with you, in the case of mechanical bonus, TvT and TvP will take account of bonus damage. In this scenario Mech against Mech will be bloody for Hellions and Hellbats but it s assuming their zero cost in gas, so why not. | ||
WombaT
Northern Ireland24148 Posts
On August 29 2023 13:39 Yoshi Kirishima wrote: Thanks for the heads up on the update! Wow so it's more specialized vs expensive units which i agree with, the damage is such that attack upgrades will scale better (+2 dmg instead of +1), the base speed is buffed in return for only slightly worse upgraded speed, and the upgrade also gives them more HP so that they scale better and can also be better at tanking for Tanks I'm not really sure they know what they're doing, it still just seems like a Warhound that skates. Other than the HP buff how does this compliment Mech specifically? And what clear counters are there? The new update makes it move faster so that Zerglings are even worse at surrounding them, and Cyclones are even better vs Roaches. So they're even stronger in TvZ. The increased damage vs armored is nice in TvP because it started to falloff in larger numbers in the midgame, and we already have the Hellion to deal with non-armored units, but the upgrade also giving it +20 HP is weird for an upgrade, and makes it scale even better into the midgame and lategame... For the Cyclone specifically, it would be nice if they shared what their goal of the unit is. They said they want Mech TvP to be more viable and allow you to be more active, but how does the Cyclone facilitate that? Do they even agree that Mech TvP struggles in the early game, and that the Cyclone so far doesn't seem to compliment Tanks much, and just encourage mass Cyclone with a few Tanks as if it was MMM Tank? And yes Vision i do agree that changing it so that the damage gives a bonus to Shield or Mechanical would be better than Armored. We don't need it to be good vs non-armored, we already have Hellions and WMs for that. Harstem and Pig were pointing out a good point. Unlike the current cyclone (not the patch ones), which actually could be dealt with by Chargelot flanks/surrounds, the new Cyclone is really good vs Chargelots because they're so fast, can lockon infinitely, and lower supply thus take more space and are harder to surround. But we already have Hellions which are great vs Chargelots. And the new Cyclone will be pretty decent vs Stalkers and even Immortals now for how mobile they are, which Tanks already deal really well with. I'm just anxious and really hope that the new Cyclone will actually be more useful than the current one... the current one DOES fulfill the role of being useful early game in dealing with early air harass or early air armies, helping defend drops, being able to poke and scout, etc. And if you want to go for more Cyclone based mech, you can do that before transitioning more into Tanks later as the Cyclones get clunkier and harder to trade effectively. I don't think the current Cyclone is far off from what it could be to help Mech TvP more. I think mainly it's just a bit gas expensive and comes out a bit late, and you can't get many of them, so it's heavily taxing on your production, without scaling as well as Tanks, and they are also a bit supply inefficient. From what I'm seeing so far I'd prefer if they just tweaked the current Cyclone design to be more supply efficient, easier to pump out, and move some of its damage from Lock-On to the auto attack so it's less volatile, then it might be much better than the new Cyclone. Yeah those would be most of my worries there, well said | ||
Charoisaur
Germany15875 Posts
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tigera6
3205 Posts
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Athenau
569 Posts
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. | ||
The_Red_Viper
19533 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. This is a tangent so bear with me, but i honestly think the idea that matchup specific balancing is to be avoided is just nonsense. I'd go as far and say that even if units would have different stats altogether depending on matchup (finetuning, ofc each unit should still feel like itself) that would be totally fine. Is it 'elegant' ? Maybe not, but who cares? That seems more like a misguided priority which ultimately doesn't matter as much as having a game which is fair and fun in each matchup. I've seen people say that it would be too confusing, but i honestly also do not believe that is a real reason to not try it, because i don't really think that people generally learn the stats anyway, they learn how units interact vs other units, relatively. So if a baneling has slightly more hp in one matchup to account for unit interactions which do not exist in another matchup, what really is the problem? (random example). This is ofc just a random inclusion here, so people might as well ignore it, but that thought is something i have for a while now, and i hope future rts games aren't as married to the idea of 'elegance'. | ||
WombaT
Northern Ireland24148 Posts
On August 29 2023 22:29 The_Red_Viper wrote: This is a tangent so bear with me, but i honestly think the idea that matchup specific balancing is to be avoided is just nonsense. I'd go as far and say that even if units would have different stats altogether depending on matchup (finetuning, ofc each unit should still feel like itself) that would be totally fine. Is it 'elegant' ? Maybe not, but who cares? That seems more like a misguided priority which ultimately doesn't matter as much as having a game which is fair and fun in each matchup. I've seen people say that it would be too confusing, but i honestly also do not believe that is a real reason to not try it, because i don't really think that people generally learn the stats anyway, they learn how units interact vs other units, relatively. So if a baneling has slightly more hp in one matchup to account for unit interactions which do not exist in another matchup, what really is the problem? (random example). This is ofc just a random inclusion here, so people might as well ignore it, but that thought is something i have for a while now, and i hope future rts games aren't as married to the idea of 'elegance'. Yeah I think the game has suffered for homogeneity across matchups tbh, especially in maps. Trying to balance 3 divergent races across the exact same catch-all map pool has been part of the issue for forever. What’s wrong with fine-tuning specific TvZ/TvP/PvZ maps? At least try that, and I think a lot of issues would subside way before needing specific stat changes per marchup Also EMP exists which has a secondary function that is explicitly anti-Protoss and has done forever, cyclones doing some bonus to shields is comparatively small fry | ||
SHODAN
United Kingdom1060 Posts
baseline cyclone: lock-on is no longer on cooldown 9 max range 2 supply new upgrade: charon boosters every cyclone gains the ability to activate charon boosters, a spell which temporarily increases lock-on activation range from 6 to 7, increases the max lock-on range to 15 (the old values), and reverts to spell damage. possible follow-ups: A) put these "super-charged" spell-damage lock-ons on a very long cooldown (i.e. twice as long as the current live patch) B) give cyclones two super-charged lock-ons (and only ever two, with each cyclone). a limited, expendable, non-replenishable resource like spider mines the latter would be a very large mechanic to implement, but I think it would be the most interesting. it would preserve the mini-game of baiting out lock-ons (or at least, the most valuable kind of lock-ons) and the mini-game of saving scans so you can kite with impunity ![]() it's a large mechanic because you would need some visual indicator to show the opponent when super-charged lock-on is active, and perhaps to show how many charges are left on each cyclone. maybe give it 2 red glowing laser dots inside its missile pods when it has 2 charges, then 1 glowing laser, then none when all charges are spent. also, you might need a different sound effect noise when super-charged lock-on is cast, and then differentiate the missile animation (or perhaps just cover the entire cyclone model in cheeto dust or something) either way, I think that some of the cyclone's power ought to be locked behind a 2nd upgrade. I don't agree with the health upgrade. a speedy 2 supply unit with this much micro potential doesn't need a health buff (especially not arbitrarily lumped in with the speed upgrade). the cyclone's defense should be its ability to kite and move out of harm's way. these are not BW goliaths that move in staggered formation, and which can be attacked from all sides. cyclones clump up like a shoal of fish, leaving only limited surface area for zerglings and zealots to hit them. the ability to mass them in greater numbers is already a huge defensive buff. the health boost should be replaced with an upgrade that increases its lock-on activation range (cast range) and its max kite range, at least in some limited capacity | ||
Athenau
569 Posts
On August 29 2023 23:55 SHODAN wrote: just spitballing here, in response to Yoshi and others worried that the cyclone will lose its usefulness baseline cyclone: lock-on is no longer on cooldown 9 max range 2 supply new upgrade: charon boosters every cyclone gains the ability to activate charon boosters, a spell which temporarily increases lock-on activation range from 6 to 7, increases the max lock-on range to 15 (the old values), and reverts to spell damage. possible follow-ups: A) put these "super-charged" spell-damage lock-ons on a very long cooldown (i.e. twice as long as the current live patch) B) give cyclones two super-charged lock-ons (and only ever two, with each cyclone). a limited, expendable, non-replenishable resource like spider mines the latter would be a very large mechanic to implement, but I think it would be the most interesting. it would preserve the mini-game of baiting out lock-ons (or at least, the most valuable kind of lock-ons) and the mini-game of saving scans so you can kite with impunity ![]() it's a large mechanic because you would need some visual indicator to show the opponent when super-charged lock-on is active, and perhaps to show how many charges are left on each cyclone. maybe give it 2 red glowing laser dots inside its missile pods when it has 2 charges, then 1 glowing laser, then none when all charges are spent. also, you might need a different sound effect noise when super-charged lock-on is cast, and then differentiate the missile animation (or perhaps just cover the entire cyclone model in cheeto dust or something) either way, I think that some of the cyclone's power ought to be locked behind a 2nd upgrade. I don't agree with the health upgrade. a speedy 2 supply unit with this much micro potential doesn't need a health buff (especially not arbitrarily lumped in with the speed upgrade). the cyclone's defense should be its ability to kite and move out of harm's way. these are not BW goliaths that move in staggered formation, and which can be attacked from all sides. cyclones clump up like a shoal of fish, leaving only limited surface area for zerglings and zealots to hit them. the ability to mass them in greater numbers is already a huge defensive buff. the health boost should be replaced with an upgrade that increases its lock-on activation range (cast range) and its max kite range, at least in some limited capacity I don't think the health upgrade is needed at all. I also don't think it needs a second upgrade--the change to +armored damage means that the scaling is now better late game anyway. Just remove the health bonus and make the speed upgrade faster and cheaper, like 100/100/79, and I think it'll be in a good spot. | ||
tigera6
3205 Posts
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Athenau
569 Posts
TL;DR version is that the Cyclone is pretty busted with these changes. So yeah, get rid of the HP bonus. | ||
Yoshi Kirishima
United States10293 Posts
Interesting idea SHODAN with the charges! It wouldn't be too confusing to see, it'd be like how Carriers indicate how many interceptors they have. I agree with Red Viper and Wombat that I think if we're taking MU specific balancing to the extreme, having different stats for different MUs being slightly weird or confusing is a small price to pay for potentially more amazing gameplay. And we're not even talking about the extreme when it comes to just giving a bonus to Mechanical or Shield. Viking already has bonus vs Mechanical, Spore and Archon has bonus vs Biological, Interference Matrix is Mechanical/Psyionic only, Snipe is Biological only, EMP is Shield/Energy only, and Widow Mines also have a bonus vs Shield because Protoss units are much more resilient to a little AOE splash unlike Zerg. We have all kinds of attacks and spells being strong/usable for all kinds of unit types. I think the only unit type that there is no bonus against is Heroic. The current Cyclone already doesn't need any bonus damage in order to have roles in all 3 MUs, the new patch's Cyclone having a small armor bonus isn't really important in the first place, so I think replacing it with a Mechanical or Shield bonus would be totally fine. I think something like the Hellbat being both Biological and Mechanical is much weirder, but even we've gotten used to that. Or if a unit got 2 different types of bonus damage, which would be unprecedented. | ||
Athenau
569 Posts
On August 30 2023 01:46 Yoshi Kirishima wrote: The current Cyclone already doesn't need any bonus damage in order to have roles in all 3 MUs, the new patch's Cyclone having a small armor bonus isn't really important in the first place, so I think replacing it with a Mechanical or Shield bonus would be totally fine. I think something like the Hellbat being both Biological and Mechanical is much weirder, but even we've gotten used to that. Or if a unit got 2 different types of bonus damage, which would be unprecedented. 50% more damage against armored is not a small bonus and is very significant in TvZ, which is the matchup that should be the focus. | ||
SHODAN
United Kingdom1060 Posts
On August 30 2023 00:28 Athenau wrote: I don't think the health upgrade is needed at all. I also don't think it needs a second upgrade--the change to +armored damage means that the scaling is now better late game anyway. Just remove the health bonus and make the speed upgrade faster and cheaper, like 100/100/79, and I think it'll be in a good spot. maybe you're right, maybe you're wrong. we'll see. I'm in favour of making units more interesting where possible, and also putting them in a good place while the cyclone redesign is several steps in the right direction, I think it's also important to preserve the fun factor of this unit. for example, nuking an unguarded hatchery with multiple lock-ons. that's a beautiful thing. also, I'd like being able to punish over-extensions by activating charon boosters and melting a big clump of queens / roaches / ravagers the natural counter to cyclones should be infestor / lurker. the infestor should be tweaked carefully so that it has a fun cat-and-mouse dynamic with the cyclone. speed-mech relying heavily on scans to do big damage is interesting because it gives zerg more opportunities with burrow. blowing up speed-mech with burrowed infestors + fungal, defensive lurkers, and maybe even burrowed banelings to to burn up scans too. that is fun! it's why I think it's not a bad idea to balance speed-mech around burrow, detection, and a longer maximum lock-on range that needs exceeds speed-mech's typical vision range I have no fuckin idea how it would play out vP though lol. that's uncharted territory. maybe you would need to buff protoss so that they have a more nuanced counterplay. in the current balance mod, it seems to boil down to who has the critical mass of cyclones vs gateway units, and that shit is just boring... but we're still in the early days of pros figuring out how to actually play against cyclones in this matchup. zerg have at least had some experience dealing with weird speed-mech builds in the past. I guess the closest equivalent protoss have to a fungal-type spell is stasis ward. I think it'd be really cool if that became the go-to counterplay -- again, forcing T to burn up scans in order to be so active on the map | ||
Vision_
848 Posts
On August 30 2023 01:44 Athenau wrote: New HeroMarine video: https://www.youtube.com/watch?v=psjWkrLcuR8&t=1021s TL;DR version is that the Cyclone is pretty busted with these changes. So yeah, get rid of the HP bonus. This kind of video is really not reassurant at all.. | ||
Athenau
569 Posts
On August 30 2023 02:05 SHODAN wrote: maybe you're right, maybe you're wrong. we'll see. I'm in favour of making units more interesting where possible, and also putting them in a good place while the cyclone redesign is several steps in the right direction, I think it's also important to preserve the fun factor of this unit. for example, nuking an unguarded hatchery with multiple lock-ons. that's a beautiful thing. also, I'd like being able to punish over-extensions by activating charon boosters and melting a big clump of queens / roaches / ravagers the natural counter to cyclones should be infestor / lurker. the infestor should be tweaked carefully so that it has a fun cat-and-mouse dynamic with the cyclone. speed-mech relying heavily on scans to do big damage is interesting because it gives zerg more opportunities with burrow. blowing up speed-mech with burrowed infestors + fungal, defensive lurkers, and maybe even burrowed banelings to to burn up scans too. that is fun! it's why I think it's not a bad idea to balance speed-mech around burrow, detection, and a longer maximum lock-on range that needs exceeds speed-mech's typical vision range I have no fuckin idea how it would play out vP though lol. that's uncharted territory. maybe you would need to buff protoss so that they have a more nuanced counterplay. in the current balance mod, it seems to boil down to who has the critical mass of cyclones vs gateway units, and that shit is just boring... but we're still in the early days of pros figuring out how to actually play against cyclones in this matchup. zerg have at least had some experience dealing with weird speed-mech builds in the past. I guess the closest equivalent protoss have to a fungal-type spell is stasis ward. I think it'd be really cool if that became the go-to counterplay -- again, forcing T to burn up scans in order to be so active on the map We shouldn't let the perfect be the enemy of the good. Blizzard has a skeleton crew working on SC2, and extra care should be taken to avoid breaking the game when any fixes will be gated by Blizzard's ability and willingness to deploy changes. The fact that a unit is being redesigned at all is very ambitious. From what I've seen the current redesign is already more fun than the status quo, because removing the lock-on cooldown makes managing the unit more rewarding. | ||
Lyyna
France776 Posts
On August 30 2023 01:44 Athenau wrote: New HeroMarine video: https://www.youtube.com/watch?v=psjWkrLcuR8&t=1021s TL;DR version is that the Cyclone is pretty busted with these changes. So yeah, get rid of the HP bonus. So yup, going with the "cyclone being a busted, no-real-downside" unit. It's the warhound on steroids with its downsides removed Hilariously, the updated change is even worse, they're doubling down on something that was already silly We can now enjoy seeing some "mech" play that is going to consist of massing cyclones unsupported It probably won't change much at the highest level as there are probably glaring holes in any strategy relying on them in competition but on the other hand, it means killing a lot of openings (some meta ones like the TvT cyclone/marine drops, or most defensive TvP/TvT openings, which are mostly what allows some mech play on the ladder in these matchups below the pro level), the current form of battlemech, and the niche usage of cyclone as a support unit in early game pushes, emergency anti air, or as a lategame skirmisher/base sniper unit for mech And if it turns out to be too strong at the pro level to the point it can compete with or even overtake bio as the standard, it will be nerfed -as any single unit able to dominate everything thrown at it should be-, which means all of these things would have been killed for.. nothing ? Again, as someone who can claim a lot of experience, both playing and analysing mech play, since WoL has been out, regardless of the matchup, and always maintaining a decent level with it, i am confused and disappointed at the inner workings of this change. 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 What was the expected result of the change ? Making cyclones an early powerhouse that is strong enough to cover mech usual weaknesses early, but somehow isn't so strong that it becomes spammed as the vast majority (or entirety) of any "mech" composition ? What was the logic behind it besides "hey we should make a bio-like fast, high damage unit so mech will feel more like bio" ? What were the alternatives, and why were they scrapped ? I'm assuming some competency here from the council™ and that it isn't the only thing they considered for mech Which part of this change is supposed to make it different compared to the previous reactored cyclone implementation, in which the most optimal way to use the unit was either to not make it, or mass it in any single situation with little to nothing else made alongside it ? And in a more tangential way, what is the experience of the people behind these changes with mech beyond "i wing a mech game every couple weeks on the ladder, and i once even played 5 mech games in a row couple years ago when the meta favoured it on a specific map so im like a complete mech expert" ? Because damn, i really, really want to hear how their mech experience made them end up with this as a """fix""" for it The best they can do for mech TvP is to just leave it the hell alone - they obviously lack any idea about the issues of it, what people may want it to look/feel like, are just going to break a lot of stuff for the sake of change, wether it is current openings/playstyles relevant to proplay, or lower level mech TvP things that at least kinda work on the ladder It's not like TvP is even in a good place right now that leaves room to undertake a task that would completely change how it could be played, so dear council™, please stay in your lane - work on balancing the matchup in its current form, and if you want to look at mech, make a real effort about it, rather than going full Blizzard™ about it and making the laziest, lowest-hanging-fruit, weirdest change just to say you did something | ||
SHODAN
United Kingdom1060 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 Hilariously, the updated change is even worse, they're doubling down on something that was already silly We can now enjoy seeing some "mech" play that is going to consist of massing cyclones unsupported It probably won't change much at the highest level as there are probably glaring holes in any strategy relying on them in competition but on the other hand, it means killing a lot of openings (some meta ones like the TvT cyclone/marine drops, or most defensive TvP/TvT openings, which are mostly what allows some mech play on the ladder in these matchups below the pro level), the current form of battlemech, and the niche usage of cyclone as a support unit in early game pushes, emergency anti air, or as a lategame skirmisher/base sniper unit for mech And if it turns out to be too strong at the pro level to the point it can compete with or even overtake bio as the standard, it will be nerfed -as any single unit able to dominate everything thrown at it should be-, which means all of these things would have been killed for.. nothing ? Again, as someone who can claim a lot of experience, both playing and analysing mech play, since WoL has been out, regardless of the matchup, and always maintaining a decent level with it, i am confused and disappointed at the inner workings of this change. 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 What was the expected result of the change ? Making cyclones an early powerhouse that is strong enough to cover mech usual weaknesses early, but somehow isn't so strong that it becomes spammed as the vast majority (or entirety) of any "mech" composition ? What was the logic behind it besides "hey we should make a bio-like fast, high damage unit so mech will feel more like bio" ? What were the alternatives, and why were they scrapped ? I'm assuming some competency here from the council™ and that it isn't the only thing they considered for mech Which part of this change is supposed to make it different compared to the previous reactored cyclone implementation, in which the most optimal way to use the unit was either to not make it, or mass it in any single situation with little to nothing else made alongside it ? And in a more tangential way, what is the experience of the people behind these changes with mech beyond "i wing a mech game every couple weeks on the ladder, and i once even played 5 mech games in a row couple years ago so im like a complete mech expert" ? Because damn, i really, really want to hear how their mech experience made them end up with this as a """fix""" for it The best they can do for mech TvP is to just leave it the hell alone - they obviously lack any idea about the issues of it, what people may want it to look/feel like, are just going to break a lot of stuff for the sake of change, wether it is current openings/playstyles relevant to proplay, or lower level mech TvP things that at least kinda work on the ladder It's not like TvP is even in a good place right now that leaves room to undertake a task that would completely change how it could be played, so dear council™, please stay in your lane - work on balancing the matchup in its current form, and if you want to look at mech, make a real effort about it, rather than going full Blizzard™ about it and making the laziest, lowest-hanging-fruit, weirdest change just to say you did something I've played thousands upon thousands of mech games in M1 / GM. SC2 mech was in the FUN ZONE at the start of LotV, before zergs learned knew how to deal with speedmech. that right there was a magical time for me non-stop pumping cyclone / hellion / mines from 8 factories, with a single armory spinning that vehicle plating. I have always maintained that the synergy between those 3 units is something special, and represents a tragic missed opportunity. with just a few tweaks in the right direction, terran could have had an alternative style that rivalled stimmed bio / medivac at the top level. but no... Blizzard never followed up on it, and the cyclone got redesigned, revised, reverted so many times it'd make your head spin: until finally, it was relegated to an extremely vocational early-game crutch unit to defend against air. it became one of those units, like the reaper, that you build one or two of and that's it. once it's served its purpose, you just move onto making the "real" terran units I find that very sad. especially for the cyclone, which IMO is one of the most tactilely satisfying terran units to control. I think lock-on is a super cool spell and one of those unique units that helped give SC2 mech its own identity. mass cyclone unsupported? nope. not gonna happen. once the balance team are done tweaking the damage stats, no. we are NOT going to see pure mass cyclone. cyclones will need support from hellions, widow mines and other units. hellions to roast ling / zealot widow mines to zone, grant vision, to bait out biles and novas and to deter strong ground armies from chasing after the cyclones who cares about the diamond league meta? why is this even up for discussion? if a few lower league ladders find that their strategies are obsolete after a patch, so be it lol. SC2 should be balanced around the pro level first and foremost SC2 mech has never had anything in common with BW mech. it's never about the tank. not in TvT and not in TvZ either. SC2 mech always meant something different. loosely: an army comp that isn't stimmed bio and medivacs. it will never be about the tank, because SC2 is just too fast, too explosive, to become centered around a unit like the siege tank. cyclones synergize much better with hellions and mines in general. it's fine to have a version of mech where tanks are more of a support / specialized unit the current test mod version of the cyclone looks busted, but I'd rather them go all-out with big design changes. maybe this is what it takes to incentivize a redesign of protoss and completely shake up the game. I prefer the experimental approach. I've lived through brood lord / infestor, stupidly strong hellbats, and the great book of protoss bullshit. I'm happy for the game to be unstable for a few months while they continue to experiment. exciting times we're living in! | ||
Lyyna
France776 Posts
On August 30 2023 05:31 SHODAN wrote: I've played thousands upon thousands of mech games in M1 / GM. SC2 mech was in the FUN ZONE at the start of LotV, before zergs learned knew how to deal with speedmech. that right there was a magical time for me non-stop pumping cyclone / hellion / mines from 8 factories, with a single armory spinning that vehicle plating. I have always maintained that the synergy between those 3 units is something special, and represents a tragic missed opportunity. with just a few tweaks in the right direction, terran could have had an alternative style that rivalled stimmed bio / medivac at the top level. but no... Blizzard never followed up on it, and the cyclone got redesigned, revised, reverted so many times it'd make your head spin: until finally, it was relegated to an extremely vocational early-game crutch unit to defend against air. 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 On August 30 2023 05:31 SHODAN wrote: it became one of those units, like the reaper, that you build one or two of and that's it. once it's served its purpose, you just move onto making the "real" terran units I find that very sad. especially for the cyclone, which IMO is one of the most tactilely satisfying terran units to control. I think lock-on is a super cool spell and one of those unique units that helped give SC2 mech its own identity. 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 On August 30 2023 05:31 SHODAN wrote: mass cyclone unsupported? nope. not gonna happen. once the balance team are done tweaking the damage stats, no. we are NOT going to see pure mass cyclone. cyclones will need support from hellions, widow mines and other units. hellions to roast ling / zealot widow mines to zone, grant vision, to bait out biles and novas and to deter strong ground armies from chasing after the cyclones 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? On August 30 2023 05:31 SHODAN wrote: who cares about the diamond league meta? why is this even up for discussion? if a few lower league ladders find that their strategies are obsolete after a patch, so be it lol. SC2 should be balanced around the pro level first and foremost 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. On August 30 2023 05:31 SHODAN wrote: SC2 mech has never had anything in common with BW mech. it's never about the tank. not in TvT and not in TvZ either. SC2 mech always meant something different. loosely: an army comp that isn't stimmed bio and medivacs. it will never be about the tank, because SC2 is just too fast, too explosive, to become centered around a unit like the siege tank. cyclones synergize much better with hellions and mines in general. it's fine to have a version of mech where tanks are more of a support / specialized unit 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. On August 30 2023 05:31 SHODAN wrote: the current test mod version of the cyclone looks busted, but I'd rather them go all-out with big design changes. maybe this is what it takes to incentivize a redesign of protoss and completely shake up the game. I prefer the experimental approach. I've lived through brood lord / infestor, stupidly strong hellbats, and the great book of protoss bullshit. I'm happy for the game to be unstable for a few months while they continue to experiment. exciting times we're living in! 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... | ||
JimmyJRaynor
Canada16537 Posts
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robopork
United States511 Posts
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Yoshi Kirishima
United States10293 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
Canada16537 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 States10293 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 States10293 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_
848 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
569 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_
848 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
569 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
569 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_
848 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
Hungary372 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 States10293 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
1004 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 States10293 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_
848 Posts
On August 31 2023 12:26 Yoshi Kirishima wrote: They really disturbed the game when they shifted the economy by two workers. Agree. | ||
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[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. | ||
Vision_
848 Posts
On August 31 2023 15:37 [Phantom] wrote: I was watching the wardi tournament, and also thinking about the cyclone changes and the newest changes from today... 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. You are absolutely right, i agree, the reasonning is correct. But today it s not do-able because Cyclones already rapes Colossus with a range of 9 An eventual small Colossus buff, 2 x (10 + 5 light) to 2 x (12 + 3 against light ) (China Patch) Yesterday it surprising me when i checked the supply cost of a colossus which is equal to 6 !!!! With a bonus buff against light from 3 to 4, Council balance will have to increase Zerglings hit points from 35 to 36 !!! ( See HM video) | ||
Athenau
569 Posts
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Yoshi Kirishima
United States10293 Posts
And agreed it's OK for the Cyclone to have better stats than an air unit... I do think it's a huge mistake to design a unit that benefits from infinitely move and shooting like this though... That will always reward pros with really great micro, and to prevent it from being broken or potentially snowballing too hard, it will have to be nerfed, becoming a unit that is less powerful for the large majority of players, and being balanced/powerful only for pros with the best micro, like the reaper... Similar to allowing Zerg to queue up larva injects to reduce the skill floor and reduce the skill ceiling so that the APM isn't as demanding, I think allowing Cyclone to infinitely kite like this isn't the right approach. Blizzard surely understood this and that's why Lock-On had not only a cooldown, but had a small delay before starting to shoot. The Tempest, Time Warp, Cyclone-Lock on, all having built in small delays were all part of the cost and design of the unit, and emphasizes the positional nature of those units' designs. Having the delay gives the opponent time to move away, thus giving up a little bit of ground to the opponent. That results in successful zoning, as well as an option to avoid damage/impact briefly temporarily. Making all these units/spells faster and more instant is a mistake, and homogenizes design to be more boring... For example with Time Warp, instead of buffing it by reducing the delay, they could have just buffed the AOE or duration or the amount of slow instead. That would have made opponents have to respect it more and back off. This would be one of the rare ways to give players defenders advantage in SC2. Instead, they reduced the delay, which as we all know simply moves things into the direction of deathballing. Remember when we reduced the delay and made it easier for Seeker Missiles to connect? Deathballs! It becomes a unit/ability that you just spam in a battle, without much decision making or counterplay. There is no other utility than to cast it directly on the opponent's army in a fight. It would be cool if we kept or even strengthened the zoning ability of units/abilities in SC2, to where you can cast it to gain ground positionally without directly damaging your opponent's units if they decide to re-engage elsewhere. And for these zoning abilities to be threatening enough that they do often decide to re-engage elsewhere. The current cyclone has a powerful lock-on with super long range, but you can avoid it by cancelling its lockon or pulling away during the initial delay before it starts shooting much. But because of this drawback, it allows the lock-on to be much more powerful once the opponent can no longer avoid it and has to fight. I think that volatility and tension is much more interesting than having Lock-On be weaker but constant. But hey, the new patch Cyclone is seeming to be great, and knowing that future patches and hotfixes may not be frequent, I guess I can just keep my mouth shut and enjoy having a Warhound with lower HP but has skates hehe | ||
JimmyJRaynor
Canada16537 Posts
On August 31 2023 21:45 Yoshi Kirishima wrote: But hey, the new patch Cyclone is seeming to be great, and knowing that future patches and hotfixes may not be frequent, I guess I can just keep my mouth shut and enjoy having a Warhound with lower HP but has skates hehe These are not really official Blizzard created patches. Anything after Tim Morten and his gang left really have not been Blizzard. It does make for interesting times though. | ||
Athenau
569 Posts
On August 31 2023 21:45 Yoshi Kirishima wrote: It would be cool if we kept or even strengthened the zoning ability of units/abilities in SC2, to where you can cast it to gain ground positionally without directly damaging your opponent's units if they decide to re-engage elsewhere. And for these zoning abilities to be threatening enough that they do often decide to re-engage elsewhere. The current cyclone has a powerful lock-on with super long range, but you can avoid it by cancelling its lockon or pulling away during the initial delay before it starts shooting much. But because of this drawback, it allows the lock-on to be much more powerful once the opponent can no longer avoid it and has to fight. I think that volatility and tension is much more interesting than having Lock-On be weaker but constant. Honestly, Terran doesn't need more zoning tools. And the current design of the lock-on feels a bit like an awkward middle ground between a sniper and a skirmisher. There's potential in going in the opposite direction, giving the lock-on (slightly) longer range and higher damage, but with a longer cooldown (pushing it towards the sniper archetype), but both directions are valid. | ||
Yoshi Kirishima
United States10293 Posts
On August 31 2023 23:29 Athenau wrote: Honestly, Terran doesn't need more zoning tools. And the current design of the lock-on feels a bit like an awkward middle ground between a sniper and a skirmisher. There's potential in going in the opposite direction, giving the lock-on (slightly) longer range and higher damage, but with a longer cooldown (pushing it towards the sniper archetype), but both directions are valid. That's true actually, I agree. Mech would benefit from a upfront skirmisher, other than the Thor which is clunky and slow. And the torpedo blaster version that David Kim announced when they were trying to make Mech more viable was an upfront skirmisher with a weak anti-air lock-on for deflecting early game drops/harass (that update included making the siege tank stronger https://www.youtube.com/watch?v=50_g35pOo60). I guess the new patch will bring it closer to that, but make it a bit more rounded and less extreme. I'm curious, do you remember if the Cyclone was changed to be its sniper state under David Kim or if it happened after he left? The sniper version of it allowed it to be pretty easily shut down once Blink was out, which the torpedo blaster version and the new patch won't be as much. And the torpedo blaster version was strong early on, but there wasn't much micro potential and it fell off quickly after the earlygame. The current Cyclone is also perhaps a little too strong at punishing early game drops and air harass. It feels like robbery to kill an oracle or drop just because they tried to harass. | ||
SHODAN
United Kingdom1060 Posts
the new cyclone represents a whole new way of playing terran, and of playing against terran. I'm talking about fast-paced, back-and-forth, utterly chaotic speedmech that leans into multi-pronged parade-pushing! I see a gameplay mode that harkens back to glory days of sC, who so boldly rallied across the map with mass marine & widow mines, and a way for madmen like GuMiho to exercise their chaotic energies. a gameplay that will perhaps lead to incredible feats of multi-tasking -- and it's all because of the cyclone's model size. hear me out just imagine that you're controlling a large group of cyclones. you skate into attack range, activate lock-on, then kite back to a safe distance (e.g. against roach). only the first row of cyclones will be able to activate their lock-ons. the rest of your cyclones (those that are clumped up in middle / rear of the pack) will not be attacking. these are your paperweights. a waste of supply! it is not always possible or advantageous to force a big concave, where your cyclones are able to attack all at once. the maps often prevent this from happening with choke points and narrow corridors if you happen to see a large ball of cyclones stutter-stepping forward... chances are the terran has already won. the terran already has overwhelming numbers and can afford to dive on top of the enemy and get all the cyclones firing at once but what is the best way to use cyclones leading up to that point? what is the best way to eke out an advantage with cyclone-based armies? and what is the optimal number of cyclones to have operating in a single control group? I think the answer is about 6 or 8 cyclones perform inefficiently when grouped up into a big ball. in smaller groups, they are better able to fire all at once. it is therefore better to split them up, to have multiple squads operating in different parts of the map at the same time: supplemented by other small, speedy units that can easily squeeze between and around the cyclone unit models without getting bumped or stuck too much this is why hellions, widow mines and cyclones have such a powerful synergy you might be thinking: pfft... pros know how to dance around widow mines... Serral will just send a few lings forward. this will never work at the pro level! imagine being attacked by 3 different armies each consisting of 6-8 cyclones, 4 widow mines, 6 hellions: all attacking 3 different locations at once. your eyes can't be everywhere. you must choose where you want your attention to be when all of those widow mines burrow at once. if you are a zerg, you will need 2 lurkers defending one of those locations, so that your eyes are free to deal with the other 2 threats. think how quickly speedmech can move from place to place, target a different location, maybe even regroup into a bigger force, while you have valuable units stuck defending the original target. now you are the one with paperweight lurkers or paperweight disruptors! it's gonna be so stressful and chaotic to juggle those defenses -- and at the same time, it's gonna be so satisfying to finally snare, surround and squash a big clump of speedmech now imagine that those multiple speedmech squads all being constantly reinforced by a stream of fast-building, fast-moving units. suddenly, one of those squads has become bolstered and is now strong enough to dive on top of your defenses that you so carefully split up I don't think we've ever really seen something quite like it: such a heavy emphasis on multi-pronged ground-force attacks. marines? they need medivacs to do anything safely. usually it's medivac drops, warp prisms, or very basic runbys with a single unit type... zerglings or zealots. you rarely see a complex raiding / harass force consisting of 3 units. maybe you get 2 banelings mixed into a pack of speedlings, but usually that's just to kill SCVs, not to challenge huge swaths of the map! speedmech does not need medivacs or slow-supporting units to operate. it just needs other speedmech units. there is something so pure about the synergy of these units: the way they are very dependent on each others strengths and weaknesses: hellions to protect the cyclones from zerglings; with smart servos, transforming into hellbats at the right moment cyclones that can deal some significant damage to buildings and larger units. this is what gives speedmech the sustained pressure that makes it work widow mines to zone and deter the opponent from diving recklessly on top of your small raiding party. this is what gives speedmech some staying power who knows... it's just a possibility I've had in my mind for quite some time. a 2 supply cyclone that STILL has an autocast lock-on attack? it's crazy. it could give us something dramatic and wildly unexpected. these balance tournaments that have Clem smashing everyone with braindead mass cyclone deathballs? that's not speedmech. it could be something much, much more BW had an incredible synergy between tanks, vultures and spider mines. I think this is perhaps where we are headed with cyclone / hellion / mine. all the components are there, with cyclones at the heart of it all. it could enable widow mines to become a more oppressive zone control unit: slowing down an opponent long enough for cyclones to reposition and move out of harm's way. hellions could become scarier, also. not just cannon fodder... if it plays out the way I imagine, with this in-your-face speedmech style constantly threatening to pounce on bases, then hellions will be in striking distance of workers much more than we are used to seeing. I honestly don't think SC2 fans are prepared for such a style that could potentially play out in the long run. that is obvious to me, from the amount of whining about the cyclone changes. people think it's such an unnecessary part of the patch, but I disagree. it could potentially bring about a monumental change in the way TvX is played. anyway, I look forward to seeing how it develops in the hands of someone like GuMiho. exciting times we're living in | ||
JimmyJRaynor
Canada16537 Posts
On September 01 2023 01:55 SHODAN wrote: I honestly don't think SC2 fans are prepared for such a style that could potentially play out in the long run. that is obvious to me, from the amount of whining about the cyclone changes. people think it's such an unnecessary part of the patch, but I disagree. it could potentially bring about a monumental change in the way TvX is played. anyway, I look forward to seeing how it develops in the hands of someone like GuMiho. exciting times we're living in Blackberry owners whined that an onscreen keyboard was unreliable. They should just ignore the whining and do what makes the game the most fun. If that means it is imbalanced at lower levels so be it. For those at lower levels they're just playing for fun any way. If I finish top 8 tier-1 Diamond with the weakest race in the game.... does it really matter in my real life that I would've made it into Masters with the strongest race? Balance the game at the top level.. and as a lower priority if you can keep the game somewhat balanced at lower levels ... great. If not, it is no big deal. | ||
Athenau
569 Posts
Well, I'm not as confident as you are that this is going to revolutionize the meta--I think Mech will still suck badly in TvP at least, but that's ok. I do agree that this is not going to play out like "mech bio" at all. For one thing, the tempo is much higher because you don't rely on medivacs for your mobility. Whether you think it's good or bad, it's still going to be something new. Also, for those worried that this will overshadow "traditional" mech, bear in mind that every time battlemech's been viable in the past, it's always as part of either a partial or full transition to the standard mech power units (tanks, thors, liberators). Finally, there's one subtle difference that people are overlooking with lock-on's move-and-shoot mechanic, namely that you must stop to re-acquire a lock when the lock-on target either dies or moves out of range, so in that sense it's like stutter stepping except without a fixed rhythm. I think this will have significant implications on how pros micro the unit--it's not just a "ground phoenix" or a "mech marauder". | ||
WombaT
Northern Ireland24148 Posts
I mean I don’t super disagree with the latter by any means as a goal but it seems a curious focus | ||
Athenau
569 Posts
On September 01 2023 04:51 WombaT wrote: I’m still unsure why when P is clearly the lagging race why there’s so much focus on trying to bolster Terran mech I mean I don’t super disagree with the latter by any means as a goal but it seems a curious focus You can do two things at once, and this arguably the only change aimed at making Mech more viable. And you don't need to redesign a unit to buff Protoss anyway. | ||
SHODAN
United Kingdom1060 Posts
On September 01 2023 04:51 WombaT wrote: I’m still unsure why when P is clearly the lagging race why there’s so much focus on trying to bolster Terran mech I mean I don’t super disagree with the latter by any means as a goal but it seems a curious focus mech openings have been very unstable vZ for a long time. going straight into factories is only playable when zerg gets completely blind-sided. opening with factories is insta-GG if Z reads the situation properly and goes for a ravager / queen all-in (+ corruptors if you opened battlecruiser) on the current patch, it's almost impossible to defend that attack. you can't pump out enough factory units in time the reduced supply cost and removal of the techlab requirement are a direct fix for this specific problem. it's been a glaringly obvious balance issue for years I don't understand why they made a big point of stating in the balance notes: "we want to make mech viable vP". the issues vZ are much more relevant. there is a big history of mech in that matchup and it's still occassionally played at the top level in a boX. I find it strange that they made vP the center of the discussion | ||
WombaT
Northern Ireland24148 Posts
On September 01 2023 04:55 Athenau wrote: You can do two things at once, and this arguably the only change aimed at making Mech more viable. And you don't need to redesign a unit to buff Protoss anyway. Why does mech have to be more viable? Why can’t SkyToss be potent in both matchups? Why can’t Zergs build whatever the fuck they want and prosper? Throughout SC2 only Terran get these continual tweaks to enable a ‘style’ that isn’t even consistently defined | ||
Charoisaur
Germany15875 Posts
On September 01 2023 07:10 WombaT wrote: Why does mech have to be more viable? Why can’t SkyToss be potent in both matchups? Why can’t Zergs build whatever the fuck they want and prosper? Throughout SC2 only Terran get these continual tweaks to enable a ‘style’ that isn’t even consistently defined The question we should ask is: Would it be good for the game? If you think the answer is yes, then it's legitimate to ask for mech being made viable. I don't think this Cyclone fulfills that goal though, unless it's so strong it kills everything and then it's not interesting at all | ||
Athenau
569 Posts
On September 01 2023 07:10 WombaT wrote: Why does mech have to be more viable? Why can’t SkyToss be potent in both matchups? Why can’t Zergs build whatever the fuck they want and prosper? Throughout SC2 only Terran get these continual tweaks to enable a ‘style’ that isn’t even consistently defined Mech should be more viable because there are certain units that simply won't get used outside of the early game otherwise, because they have no/limited synergy with bio, like cyclones and banshees, and arguably hellions. And, again, I'm not asking for mech to be viable in both non-mirrors, but it would be nice if it worked in at least one (TvZ). Zerg doesn't have this problem. Every combat unit is viable in at least one army composition that is playable at the highest level. And Skytoss is a lategame transition that we see in both non-mirrors, so I'm not sure why you're complaining. Again, why are you treating this as a zero-sum game? I would be happy if, for example, the adept got a redesign to make it more generally useful. Units that go unused outside of very specific scenarios are wasted potential. | ||
WombaT
Northern Ireland24148 Posts
On September 01 2023 07:40 Athenau wrote: Mech should be more viable because there are certain units that simply won't get used outside of the early game otherwise, because they have no/limited synergy with bio, like cyclones and banshees, and arguably hellions. And, again, I'm not asking for mech to be viable in both non-mirrors, but it would be nice if it worked in at least one (TvZ). Zerg doesn't have this problem. Every combat unit is viable in at least one army composition that is playable at the highest level. And Skytoss is a lategame transition that we see in both non-mirrors, so I'm not sure why you're complaining. Again, why are you treating this as a zero-sum game? I would be happy if, for example, the adept got a redesign to make it more generally useful. Units that go unused outside of very specific scenarios are wasted potential. It’s not a zero-sum scenario, but if the major current balance issue is Protoss kind of sucking it seems a weird angle to focus on broadening Terran compositional variety. Bio sucks ass in BW TvP outside of some specific timings and forever has, SK Terran is generally superior but mech is viable in TvZ and you don’t have consistent complaints that this isn’t in the case. They’re focusing as much on broadening Terran compositional variety as they are on making Protoss as a race viable and that seems a weird focus to me | ||
Kyadytim
United States886 Posts
On September 01 2023 07:40 Athenau wrote: This, right here, is why I think mech is never going to be viable. I think any unit that fills the role mech needs will inevitably be stronger with bio than it will be with mech.Mech should be more viable because there are certain units that simply won't get used outside of the early game otherwise, because they have no/limited synergy with bio. Blizzard missed their chance to nerf the Marine early in Wings of Liberty, instead opting to nerf almost everything else that was being used with Marines, and now every potential Terran unit has to be evaluated through the lens of "What if people build this with Marines?" Full list of nerfed units from the first ~six months of WoL: + Show Spoiler + [list] [*]SCV - early WoL beta, health nerfed from 60 to 45 because a Marine SCV all in against Protoss. [*]Ghost - assorted nerfs to EMP, snipe, and its cost. [*]Siege Tank - Siege mode damage reduced from 60 to 50* and then to 35 + 15 to armored. [*]Thor - 250mm Strike Cannon changed back to costing energy because of a proxy factory Thor rush (with SCV pull) against Protoss. This also caused Blizzard to increase the targeting priority of repairing SCVs. [*]Medivac - speed and acceleration reduced*. This was also the patch that saw Nexus health and shields increased to 1000/1000. Both were for more or less the same reason - drops were too effective at killing Nexuses, even with units around. [*]Battlecruiser - ground attack damage reduced from 10 to 8. This was in the same patch that nerfed siege tank damage to 35 + 15, and I'm pretty sure both changes were a result of an incredibly brutal no-scout 1 base all-in against Protoss early on in Wings of Liberty. *I'm pretty sure Marauders share some of the credit for this. Like Marines, Marauders were not nerfed except by the early repeated changes to stim research time. And making concussive shell require research. The common thread for all of the all-ins was "marines providing incredible damage output, and something else to keep units from effectively attacking the marines," so I don't think we're ever going to get a mech unit that can just be a wall between a Protoss or Zerg army and Siege Tanks the way Vultures and Spider mines could. It will end up being a wall between Marines and the Protoss or Zerg in an effective all-in or mixed composition timing attack before it has strong enough stats to work in a mech composition. On September 01 2023 08:04 WombaT wrote:It’s not a zero-sum scenario, but if the major current balance issue is Protoss kind of sucking it seems a weird angle to focus on broadening Terran compositional variety. It's also relevant that strengthening any aspect of Terran to make mech viable - and just keeping mech being viable as a priority goal - shrinks the design space for removing the suck from Protoss.Bio sucks ass in BW TvP outside of some specific timings and forever has, SK Terran is generally superior but mech is viable in TvZ and you don’t have consistent complaints that this isn’t in the case. They’re focusing as much on broadening Terran compositional variety as they are on making Protoss as a race viable and that seems a weird focus to me | ||
Athenau
569 Posts
On September 01 2023 08:04 WombaT wrote: It’s not a zero-sum scenario, but if the major current balance issue is Protoss kind of sucking it seems a weird angle to focus on broadening Terran compositional variety. Bio sucks ass in BW TvP outside of some specific timings and forever has, SK Terran is generally superior but mech is viable in TvZ and you don’t have consistent complaints that this isn’t in the case. They’re focusing as much on broadening Terran compositional variety as they are on making Protoss as a race viable and that seems a weird focus to me Wrt BW: 1. Bio is viable in TvZ, so viable in one non-mirror, which is what I'd like to see for mech in SC2. 2. There's no point in complaining anyway because the game hasn't received a balance patch for 20 years. I also disagree with your assessment of the patch. They're redesigning one Terran unit. That's it. There are multiple changes, direct and indirect, meant to address Protoss weakness, and it's not clear that the person who suggested the Cyclone redesign had anything to do with other changes. It's fine if you think that the Protoss buffs are insufficient or misguided, but I don't see any evidence to suggest that the situation would change if they tossed the Cyclone redesign out the window tomorrow. | ||
Beelzebub1
1004 Posts
Still, easier to get excited over buffs. | ||
Yoshi Kirishima
United States10293 Posts
On September 01 2023 07:10 WombaT wrote: Why does mech have to be more viable? Why can’t SkyToss be potent in both matchups? Why can’t Zergs build whatever the fuck they want and prosper? Throughout SC2 only Terran get these continual tweaks to enable a ‘style’ that isn’t even consistently defined It's a bit hard to compare since races aren't 1:1, but this is how I see it. Protoss is a tech-focused race, and designed to be split mainly into 3 tech paths: Templar, Robo, Stargate. This is how their buildings are designed. Each tech path is used as a compliment/support to Gateway core units, though in the lategame we've seen that you can mass the tech units and shrink the amount of Gateway in your army. The dev team has made significant efforts to make all 3 tech paths viable in all 3 MUs, and I believe the case is still true today. (Each tech path is used more commonly than Mech, or at least more overall throughout the history of SC2, whereas Mech for example is almost never used in TvP, but has been used many times in TvZ and TvT). With Terran, they are a production-focused race, and designed to be split mainly into Bio, Mech, and Starport. This is reinforced by how their upgrades are split up distinctly between the 3 types of production (though at some point vehicle and ship armor got merged). Your army naturally will be made up of mainly bio units, factory units, or starport units. For a long time, Mech has been pretty neglected in SC2. TvZ and TvT have had a good amount of times where Mech was strong, even OP, and many times where it is at least viable enough to be used occasionally. However, TvP mech has been very heavily neglected for 13 years now, it was never really viable at the top level, though it is viable enough as a once-in-a-few-hundreds games strategy. It makes sense to finally try to make Mech play in TvP more viable as it's long overdue. David Kim and the dev team tried to make it finally viable in LotV, but as we know the Tornado Blaster wasn't enough. Though it did do a pretty good job holding off stalkers in the early game, it was still a bit gas heavy and it was still hard to add tanks and take your 3rd. What would be a bit too much, is if they tried to make Terran Starport comp viable in all 3 MUs. Not only because that'd be really ambitious, but because Starport is the highest tech, and it would be kind of crazy if you could just mass air units in Starcraft in general. However, even so air-based openings are present, and even mass air strats have been viable as a rare strategy you pull out (like mass BCs), or as a late game transition. Protoss also can go mass air as a late game transition, or sometimes even transition from Stargate openers to just rushing to a mass air comp. Mech in TvP though? Nopee, nothing really at all. With Zerg, they are an economy-focused race, and their army comp is especially versatile. It really feels like all their units can be used in every MU in one way or another. They can transition between comps flexibly. So I don't think they are lacking any attention in terms of unit viability. | ||
Athenau
569 Posts
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Yoshi Kirishima
United States10293 Posts
On September 01 2023 12:08 Athenau wrote: I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button. You're right, 89 sec is much faster than the ~125 secs it took to regen 100 energy. You could be a lot more active and make a lot more plays, like attacking on one side then recalling to the other side. It will be a lot more challenging to split your army to be able to prepare for that. | ||
Vision_
848 Posts
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Harris1st
Germany6761 Posts
On September 01 2023 18:09 Vision_ wrote: Do you know when the next tournament is ? (with balance patch) Typically HomestoryCup Winter Edition (December'ish) is the first tournament using a new patch meta. Before that, Wardi usually does some new beta patch/ maps tournament (November'ish). | ||
Drahkn
186 Posts
On September 01 2023 12:30 Yoshi Kirishima wrote: You're right, 89 sec is much faster than the ~125 secs it took to regen 100 energy. You could be a lot more active and make a lot more plays, like attacking on one side then recalling to the other side. It will be a lot more challenging to split your army to be able to prepare for that. I wouldn't worry to much , it is protoss we ar talking about , if something is a little strong it will get nerfed within a week or two | ||
AssyrianKing
Australia2111 Posts
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TossHeroes
281 Posts
On September 01 2023 07:10 WombaT wrote: Why does mech have to be more viable? Why can’t SkyToss be potent in both matchups? Why can’t Zergs build whatever the fuck they want and prosper? Throughout SC2 only Terran get these continual tweaks to enable a ‘style’ that isn’t even consistently defined Terrans always have the most design focus. Also cause there are more terrans fans compare to the other 2 races More terrans advancing in tournaments results in more “views”. It’s also a business decision (whether we like it or not) Throughout history anything that appears OP or disadvantage to Terrans, gets nerfed instantly. Anything OP from terrans results in the other 2 races to just “deal with it” or “adapt” (took a whole expansion to nerf widow mines invisibility issue) User was temp banned for this post. | ||
xPrimuSx
92 Posts
As to some of the potential changes, since Cyclones seem to be the cause du jour might as well post my own idea. I was thinking of echoing the Roach-Ravager relationship with a little bit of Corsair thrown in. Base Cyclone is short ranged with low damage and fast attack for high overall DPS. It also has full splash in a short radius around the target and move while shooting. With lock-on, attack and move speed are significantly reduced but range and damage per shot greatly increased, lock-on would be a researchable upgrade and have a cooldown The goal would be to have a unit that can tear through units, particularly most early game units, when numbers are small but has a natural drop off due to range in larger numbers as many would just not be firing. This is compensated for and provides greater support for positional mech play later when the army itself is slower by being able to target and kill high priority enemy units at range so that the opponent needs to back off or throw everything into the fight. You can also have a semi-recreation of blink micro with the front Cyclones using normal firing and rear ones using lock-on. Once lock-on is expended have the groups switch places so the former front line can lock-on and the former back line can attack as regular while waiting for lock-on to come back. I acknowledge this is similar to the tornado blaster but there are some differences that hopefully would be meaningful enough to work | ||
WombaT
Northern Ireland24148 Posts
On September 01 2023 12:08 Athenau wrote: I think the mothership redesign is flying under the radar. Having a bigger recall available every 89s is kinda huge, I wouldn't be surprised if we see players building a mothership just so they can park it somewhere and use it as an oh-shit button. I’m unsure if it compensates enough for the lack of perma-cloak, it’s still quite expensive and it’s very high up the tech tree. Perhaps not but it feels the types of game you’d get it will be those kind of split map wars of attrition, and likely Skytoss. And if so does slightly more frequent recall potential and a slightly cheaper mommaship beat having your units and structures constantly cloaked, and Z/T burning detection just to even investigate if they can engage? Not sure myself, as more games are played I guess we’ll find out. Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly. Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead? To me teching up to build an expensive unit just for one ability, that isn’t even a unique ability is a bit wonky | ||
Athenau
569 Posts
On September 02 2023 03:13 WombaT wrote: I’m unsure if it compensates enough for the lack of perma-cloak, it’s still quite expensive and it’s very high up the tech tree. Perhaps not but it feels the types of game you’d get it will be those kind of split map wars of attrition, and likely Skytoss. And if so does slightly more frequent recall potential and a slightly cheaper mommaship beat having your units and structures constantly cloaked, and Z/T burning detection just to even investigate if they can engage? Not sure myself, as more games are played I guess we’ll find out. Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly. Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead? To me teching up to build an expensive unit just for one ability, that isn’t even a unique ability is a bit wonky TBH, I think the mothership is a dumb unit, and they should just bring back the arbiter. In every case where there's a BW unit and SC2 unit that overlaps (reaver/disruptor, mothership/arbiter, vulture/hellion, guardian/broodlord, defiler/viper) I think the BW design is unequivocally superior. But IMO the redesign is still a buff, and I wouldn't object to restoring perma-cloak, though I'm not convinced it ever made much of a difference since detection is so abundant in the lategame. | ||
Yoshi Kirishima
United States10293 Posts
On September 02 2023 03:13 WombaT wrote: I’m unsure if it compensates enough for the lack of perma-cloak, it’s still quite expensive and it’s very high up the tech tree. Perhaps not but it feels the types of game you’d get it will be those kind of split map wars of attrition, and likely Skytoss. And if so does slightly more frequent recall potential and a slightly cheaper mommaship beat having your units and structures constantly cloaked, and Z/T burning detection just to even investigate if they can engage? Not sure myself, as more games are played I guess we’ll find out. Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly. Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead? To me teching up to build an expensive unit just for one ability, that isn’t even a unique ability is a bit wonky Totally down to push chronoboosting being usable on units, canons, and batteries! 1 Chrono gives 50% boost, so if used on a Battery it would heal 75 shield per second at 4.5 shield per 1 energy, which is the rate of Overcharge, up from 50 shield per sec at 3 shield per 1 energy). If stacking chrono is too strong, then we can just keep it at 1 chrono per unit/building. Overcharge could be removed if it's too strong or too redundant. If stackable, the maximum buff could be at double. So canons could fire 2x as fast, batteries heal 2x as fast, unit cooldowns 50% as long. Would allow for more aggression and timings, and the opponent would need to respect harass options more due to less predictable timings. Or let chronoboost stack a total of 2 times. (If used twice, it would give a flat 50% + 50% boost, it wouldn't stack like 50% * 50% = 125% boost). It's pretty crazy what you can do with 10 OCs, and pretty crazy what you can do with 200 larva. Recall doesn't really scale lategame since the AOE is pretty limited and meant more for early/mid game. Overcharge doesn't scale. Chronoboost falls off and becomes almost useless once you've researched most things already. Chronoboosting your 20 Gates isn't that effective, and isn't really even worth the APM. Would be cool if you can chronoboost your Colossus or Disruptors, or your 20 Carriers/Tempests so they can fight mass BC on more even ground. I guess the biggest issue is that chronoboosting units to attack faster isn't really a macro mechanic anymore. Maybe it can just be used to chronoboost units to regen energy and shields 100% faster. This could help HTs get energy to defend early timings. It could be used to help Batteries regen energy 100% faster too. So in 1 chronoboost it'd allow a HT or battery to regen like 32 energy instead of 16. It'd not be super impactful but it'd have its niche uses I'm sure, and help provide more of a defender's advantage and some comeback potential (more anti-snowball is good for SC2). | ||
xPrimuSx
92 Posts
On September 02 2023 03:13 WombaT wrote: Why not just buff Protoss’ macro mechanics lategame via an upgrade. You could make chrono slightly stronger, and enable it to be used to reduce cool-downs on recall too. To a minimum reduction of course, you wouldn’t want recalls every 10 seconds that would be silly. Protoss macro mechanics already don’t scale that well into lategame anyway, if you’re effectively buffing a mommaship just for recalls, why not just buff Nexus abilities instead? Pretty much this. However unlike what some people have said I don't think making chrono apply to units is a good idea. Still buffing Chrono would be good. In the Protoss design focus thread I posted a idea on that, reposted here Current CB is a flat 50% boost for 20 seconds at 50 energy. My idea would be something like Stage1: 20% boost -> Stage 2: 40% boost -> Stage 3: 80% boost, with chrono now lasting 15 seconds and costing 25 energy. To move from one stage to another you need to boost the target structure within 5-8 seconds of the last CB expiring. Time averaged current CB gets you 50% boost for 60s with minimal effort for 150 energy, while my change would get you 55% over the same time at 100 energy and a lot more effort. However, every boost after that would be dramatically better, provided you have the energy to keep chrono going and don't miss a chrono and get reset to Stage 1. Another way to buff Nexus would be to add a variable to Strategic Recall's cooldown based on how many Nexus you have. The more Nexus the shorter the cooldown (within reason). Probably balance it out so that at 3 base it's basically the same and afterwards it's better. Say baseline cooldown is 160 seconds and it is reduced by 15 seconds for each additional Nexus you have after the first one. At a standard 3 base that gets you back to current cooldown of 130 seconds, but at 7 bases (normal max on a map) it's a staggering 55 second cooldown and would help defend multiple bases and incentive picking off a Nexus or potentially building "macro" Nexuses. Now 55 seconds is kinda ridiculous so you'd probably want to add a ceiling to the effect, like it counts the 2nd Nexus up to the 5th Nexus (cooldown max of 100 seconds) | ||
bela.mervado
Hungary372 Posts
( for my taste the simple flat up to 3 times stack seems to be the best, +50,+100,+150% speedups, independent 20s timers for each cast ) and probably warp units without shields if they are not close to a nexus. i also like Yoshi's chronoed battery with the removed overcharge (so there's no cooldown on battery chrono, you can do it again and again if you have the energy) Nexus could receive some fun spells like * f.ck you / next time you pull out: stasis everything for ~20s (probes, marine drop) around nexus (r~10) * f.ck me / oh no the 2 base push again: effective around nexus (r~10) for every friendly unit: add 25 shield and start shield regen immediately | ||
Vision_
848 Posts
Protoss : 1 L, 4 A, 1 N Terran : 3 L, 4 A, 1 N Zerg : 2 L, 3 A, 2 N There are a balance problem if you wanna something clear and read-able. Only one light armor protoss is a serious problem. If we add cyclones and balance a little bit with hellions (which will be useless in end game with this new patch, my bet) suddenly you can check now Terran have as many armored units as Protoss but only one light armor unit (while Terrans have three). There s an obvious uniformity problem, so Stalkers have to be tweaked like armored units then the ratio between Light and armored will be 66% or 75% (in the case of terrans) PS : someone can open a discuss thread on the ratio between light and armored by race if he wants | ||
Vision_
848 Posts
+ Armored tag removed, Stalkers is now Light units + hit points and shield from 80 / 80 to 65 / 65 + base damage from 13 (+1) to 11 (+2) + dps increased from 1.34 to 1.00 (Previous patch 4.00) Then marines with shield with 1 armor upgrade need the same amount of shots (5) for being killed by stalker (with 1 attack upgrade). With two attack upgrade then, Stalkers 4 shots marines even if they have 2 armor upgrades. Something like that.... In term of philosophy, Protoss represents Order and Evolution, their gateway units are now all light and robotics units are now all armored | ||
WombaT
Northern Ireland24148 Posts
On September 02 2023 09:56 xPrimuSx wrote: Pretty much this. However unlike what some people have said I don't think making chrono apply to units is a good idea. Still buffing Chrono would be good. In the Protoss design focus thread I posted a idea on that, reposted here Current CB is a flat 50% boost for 20 seconds at 50 energy. My idea would be something like Stage1: 20% boost -> Stage 2: 40% boost -> Stage 3: 80% boost, with chrono now lasting 15 seconds and costing 25 energy. To move from one stage to another you need to boost the target structure within 5-8 seconds of the last CB expiring. Time averaged current CB gets you 50% boost for 60s with minimal effort for 150 energy, while my change would get you 55% over the same time at 100 energy and a lot more effort. However, every boost after that would be dramatically better, provided you have the energy to keep chrono going and don't miss a chrono and get reset to Stage 1. Another way to buff Nexus would be to add a variable to Strategic Recall's cooldown based on how many Nexus you have. The more Nexus the shorter the cooldown (within reason). Probably balance it out so that at 3 base it's basically the same and afterwards it's better. Say baseline cooldown is 160 seconds and it is reduced by 15 seconds for each additional Nexus you have after the first one. At a standard 3 base that gets you back to current cooldown of 130 seconds, but at 7 bases (normal max on a map) it's a staggering 55 second cooldown and would help defend multiple bases and incentive picking off a Nexus or potentially building "macro" Nexuses. Now 55 seconds is kinda ridiculous so you'd probably want to add a ceiling to the effect, like it counts the 2nd Nexus up to the 5th Nexus (cooldown max of 100 seconds) Macro Nexuses has been the dream for forever for me haha You’re just swapping a gas expensive floating paperweight for a mineral only structure, if we’re just talking for recalls. A Chronoboost boost that’s tied into a lategame scenario I like. That way it’ll only help Protoss in lategame scenarios where they have some issues, but not augment big timing attacks via letting them get extra robo units or upgrades out any earlier. I also like a Chronoboost boost that is on some kind of timer and can’t be just used indiscriminately, like Zergs have to hit their inject timings right. Those scenarios where you trade pretty evenly only for Zergs and Terran to remax out faster than you could be mitigated with good targeted chrono on Robos and Stargates. But if you don’t do it optimally you’ll be in essentially the same position as you’d be in now. Yeah I like these ideas for sure. | ||
AssyrianKing
Australia2111 Posts
:D On a more serious note, new Goliath looks really strong, but I always thought the whole point about mech play is positional play rather than Bio's multitasking play? | ||
Yoshi Kirishima
United States10293 Posts
Instead of giving +5 vs Light to Hellions and +12 vs Light to Hellbats, it could be +2 damage (+3 vs Light) to Hellions and +4 damage (+8 vs Light) to Hellbats. The difference is that with the proposed Hellbat nerf, it'll do +3 less damage vs Light. With my proposed Blue Flame buff, the net result would be Hellions do +2 damage vs non-Light, and Hellbats do +4 damage vs non-Light but -3 damage vs Light. Hellions/Hellbats will be stronger in the midgame vs Roach/Ravager, Marauder, Tanks, buildings, etc. This wouldn't be imbalanced because Hellions have lots of counters and are still flimsy and supply inefficient, and Hellbats are immobile - Hellbat drops for probe harass might be slightly better, Hellbat drop micro ontop of armies would be a little more rewarding, otherwise the damage bonus would mainly be relevant when you attack into a Mech army, cus Hellbats can't chase. I'm proposing adjusting the Blue Flame damage because i feel it's likely the Cyclone will be reverted back to what it currently is, maybe (hopefully) with a slight buff. The hellion could be a decent skirmisher instead. Not the type that outright kills things, but can poke and threaten harass, and give your Tanks more space to move around and setup. | ||
WombaT
Northern Ireland24148 Posts
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xPrimuSx
92 Posts
On September 02 2023 22:00 WombaT wrote: Macro Nexuses has been the dream for forever for me haha You’re just swapping a gas expensive floating paperweight for a mineral only structure, if we’re just talking for recalls. A Chronoboost boost that’s tied into a lategame scenario I like. That way it’ll only help Protoss in lategame scenarios where they have some issues, but not augment big timing attacks via letting them get extra robo units or upgrades out any earlier. I also like a Chronoboost boost that is on some kind of timer and can’t be just used indiscriminately, like Zergs have to hit their inject timings right. Those scenarios where you trade pretty evenly only for Zergs and Terran to remax out faster than you could be mitigated with good targeted chrono on Robos and Stargates. But if you don’t do it optimally you’ll be in essentially the same position as you’d be in now. Yeah I like these ideas for sure. Haha, yeah I've felt Protoss really lost out on macro that way seeing how the game developed and have wanted something done to the Nexus to make it more valuable as the number goes up. I wrote this long post about the strategic ways Protoss has the short end of the stick in the design focus thread from a few weeks back. Overall, tactically I feel Protoss is fine. They have good tools, could they be stronger? Sure, but to a very large extent what needs to be there is there. The bigger issue is on the strategic front, the things, big and small, that help you to use those tactics where they are lacking. On September 02 2023 10:26 bela.mervado wrote: i like the stacking chrono ideas. ( for my taste the simple flat up to 3 times stack seems to be the best, +50,+100,+150% speedups, independent 20s timers for each cast ) Honestly you really need to be careful buffing Protoss macro because of the risk of cheese and unstoppable timing attacks. At lower levels buffing chrono too much means every toss player just rushes out some units and has may more than their opponent can be expected to stop. Stacking that straight forward would likely end up being massively overpowered without rebalancing unit and upgrade build/research times across the board. Chrono used to give a much larger boost that was progressively turned down over time. As much as possible we should look at the changes that have happened in the past so we're not doing +/- 10 seconds on bunker build time | ||
Vision_
848 Posts
On September 04 2023 05:04 Yoshi Kirishima wrote: Instead of giving +5 vs Light to Hellions and +12 vs Light to Hellbats, it could be +2 damage (+3 vs Light) to Hellions and +4 damage (+8 vs Light) to Hellbats. Blizzard toughts about units has always been focused in pushing their design with a maximum of difference between units, creating very specialized units. It s wise from my point of view to reduce after those three expansions, these inherent implemented differences like for Hellions, Main problem is that cyclones will do better than hellions that s why i m sick. 50 gas isn t enought to really disturb a new mech build from an hellions/tank build. I m even not sure that a tweak of cyclone cost to something like 75 / 75 will affect end game. It could eventually save two openings mech : hellions / tanks focus or Cyclone / tanks focus...(and preserve mid game but probably not end game) I mean balance council clearly say "Cyclones = more all around unit", it s basically what we don t want... So hellions function will be overlapped in end game.... There s same kind problem with stalkers, there are fast, they teleport, but they are armored... So if you want to keep them specialized like zerglings for example, it could be wise to switch their armor to light. | ||
Pablo4353
1 Post
The idea is to remove tunneling claws upgrade and make roaches move while burrowed after researching burrow upgrade and after infestation pit is finished (it would be simmilar to armory and widow mine for terrans). I remember that roach ravanger infestor used to be a popular army composition, but now if you opean roaches a hive rush and viper / lurker transition is much more common, while adding melee upgrades and ling / bane switch afterwards. Alternatively you could make a burrow roaches move even withouth a need to build infestation pit (it could be to strong in the early parts of the mid game ??? - idk to be honest). Also in that case adding infestors later to roach ravanger would be a more vaiable option than it is now as the burrow would already be done so it makes transition to infestors both them cheaper and easier (as you always at some point want to get burrow with them). | ||
Beelzebub1
1004 Posts
I'll be honest, I think they should scrap the Cyclone changes. It's too divisive of a change, and in all of the test map matches that I saw I was left wondering why they are suddenly trying to turn the Cyclone into a Factory marine except the micro isn't even 1/100th as interesting to watch. Mech just isn't good vs. Protoss, just like Roach/Hydra isn't good vs. Terran, I'm not sure where this obsession with giving Terran multiple play styles in all match ups stems from, especially since mech is perfectly viable in 2/3 of their matches already. Majority of other changes seem at least okay, the Viper and Medivac buffs are nonsensical as those are featured units in all match ups and certainly don't need buffs of any kind. I also wonder where the fear of giving Protoss actual buffs vs. changes is coming from, Protoss struggle at the top, they need a buff, preferably to the Sentry because a stronger Sentry would mean stronger early game Gateway units which will force less greedy play from Zerg and be more resilient against the myriad of Terran early/mid game timing attacks. TvP change Guardian Shield damage reduction increased from 2 to 3 ZvP change Force Field now requires 2 biles to destroy | ||
Athenau
569 Posts
On September 13 2023 03:39 Beelzebub1 wrote: Would like to hear the balance councils thoughts on the testing done and the matches seen so far. I'll be honest, I think they should scrap the Cyclone changes. It's too divisive of a change, and in all of the test map matches that I saw I was left wondering why they are suddenly trying to turn the Cyclone into a Factory marine except the micro isn't even 1/100th as interesting to watch. Mech just isn't good vs. Protoss, just like Roach/Hydra isn't good vs. Terran, I'm not sure where this obsession with giving Terran multiple play styles in all match ups stems from, especially since mech is perfectly viable in 2/3 of their matches already. Majority of other changes seem at least okay, the Viper and Medivac buffs are nonsensical as those are featured units in all match ups and certainly don't need buffs of any kind. I also wonder where the fear of giving Protoss actual buffs vs. changes is coming from, Protoss struggle at the top, they need a buff, preferably to the Sentry because a stronger Sentry would mean stronger early game Gateway units which will force less greedy play from Zerg and be more resilient against the myriad of Terran early/mid game timing attacks. TvP change Guardian Shield damage reduction increased from 2 to 3 ZvP change Force Field now requires 2 biles to destroy Part of the reason that the Cyclone changes are divisive is that they pushed in the broken second iteration with 120 hp and 15 damage vs armored. The initial version was fine (a little overtuned) and the current version seems fine as well. Also, it's a stretch to call "mech perfectly viable in two matchups". It's almost never seen in TvT, and it's still quite bad in TvZ. Making it work in TvZ is enough, mech TvP is hopeless and unnecessary anyway. | ||
Beelzebub1
1004 Posts
On September 13 2023 05:28 Athenau wrote: Part of the reason that the Cyclone changes are divisive is that they pushed in the broken second iteration with 120 hp and 15 damage vs armored. The initial version was fine (a little overtuned) and the current version seems fine as well. Also, it's a stretch to call "mech perfectly viable in two matchups". It's almost never seen in TvT, and it's still quite bad in TvZ. Making it work in TvZ is enough, mech TvP is hopeless and unnecessary anyway. I'll digress and retract being viable in TvT but it's definitely viable in ZvT. Just because Serral is great vs. Mech doesn't mean mech is bad vs. Zerg imo. | ||
Athenau
569 Posts
On September 13 2023 07:35 Beelzebub1 wrote: I'll digress and retract being viable in TvT but it's definitely viable in ZvT. Just because Serral is great vs. Mech doesn't mean mech is bad vs. Zerg imo. I disagree, and it has nothing to do with Serral. Mech is too easy to shut down early (Solar is a master at this), and you only see mech as a desperation play in a Bo5/Bo7 rather than as a stable strategy. It's probably played less than 10% of the time, and if the Zerg sees it coming it's lights out--that's not viable in my book. | ||
Beelzebub1
1004 Posts
On September 13 2023 07:48 Athenau wrote: I disagree, and it has nothing to do with Serral. Mech is too easy to shut down early (Solar is a master at this), and you only see mech as a desperation play in a Bo5/Bo7 rather than as a stable strategy. It's probably played less than 10% of the time, and if the Zerg sees it coming it's lights out--that's not viable in my book. Fair enough, I'm gonna just go out on a limb and say that I could have sworn I saw some semi recent series with Gumiho where he was busting out mech with reasonable results and it might have put it in my head that mech is doable. Personally I think the existence of the Viper kind of makes mech inherently less good and no amount of mech unit redesign is ever going to change that at the top level of play. | ||
WombaT
Northern Ireland24148 Posts
On September 13 2023 09:24 Beelzebub1 wrote: Fair enough, I'm gonna just go out on a limb and say that I could have sworn I saw some semi recent series with Gumiho where he was busting out mech with reasonable results and it might have put it in my head that mech is doable. Personally I think the existence of the Viper kind of makes mech inherently less good and no amount of mech unit redesign is ever going to change that at the top level of play. On September 13 2023 09:24 Beelzebub1 wrote: Fair enough, I'm gonna just go out on a limb and say that I could have sworn I saw some semi recent series with Gumiho where he was busting out mech with reasonable results and it might have put it in my head that mech is doable. Personally I think the existence of the Viper kind of makes mech inherently less good and no amount of mech unit redesign is ever going to change that at the top level of play. I mean when Protoss is struggling for you know, ANY style that works at the highest level it seems an odd focus. And as you say, stylistically how is massing cyclones not just bio with slightly less micro? It’s been a peculiar obsession for Terran players for like, forever. And an obsession I’m not even sure how to quantify. Is it a style, a different approach from bio or is it ‘units from the factory’? Swarmhost metas with static D and gradually squeezing out the map are the closest stylistically we’ve really come to real BW mech, but because it’s a Zerg thing it doesn’t count for some reason. It’s positional, it’s slow. Good fucking luck killing it if it properly gets set up. Super different from how BW mech works obviously Look I’m coming across as overly negative, I actually like mech but people need to define what it even is, and how to balance it in game of extreme economy. In BW it works because it’s hard to deploy, everything is tricky to control and frequently you’re seeing 4/5 base Protoss maxing out and trading out versus 2/3 Terran at 150 or less. With SC2 controls and eco it’s just a deathball that requires you not to get caught unsieged. Historic anti-mech counterplay does not scale to maxed out, F2-able armies. Mine dragging isn’t a thing for obvious reasons, good luck Zealot bombing when a response to that is just F2ing your AA units It’s why SC2 has so many explicitly anti-mech unit abilities. Given the UI and QoL differences a maxed mech 3/3 ball would be literally unkillable otherwise unless you made tanks garbage. Well, except from the air but people (rightly IMO) hate air-based styles | ||
Beelzebub1
1004 Posts
On September 13 2023 10:30 WombaT wrote: I mean when Protoss is struggling for you know, ANY style that works at the highest level it seems an odd focus. And as you say, stylistically how is massing cyclones not just bio with slightly less micro? It’s been a peculiar obsession for Terran players for like, forever. And an obsession I’m not even sure how to quantify. Is it a style, a different approach from bio or is it ‘units from the factory’? Swarmhost metas with static D and gradually squeezing out the map are the closest stylistically we’ve really come to real BW mech, but because it’s a Zerg thing it doesn’t count for some reason. It’s positional, it’s slow. Good fucking luck killing it if it properly gets set up. Super different from how BW mech works obviously Look I’m coming across as overly negative, I actually like mech but people need to define what it even is, and how to balance it in game of extreme economy. In BW it works because it’s hard to deploy, everything is tricky to control and frequently you’re seeing 4/5 base Protoss maxing out and trading out versus 2/3 Terran at 150 or less. With SC2 controls and eco it’s just a deathball that requires you not to get caught unsieged. Historic anti-mech counterplay does not scale to maxed out, F2-able armies. Mine dragging isn’t a thing for obvious reasons, good luck Zealot bombing when a response to that is just F2ing your AA units It’s why SC2 has so many explicitly anti-mech unit abilities. Given the UI and QoL differences a maxed mech 3/3 ball would be literally unkillable otherwise unless you made tanks garbage. Well, except from the air but people (rightly IMO) hate air-based styles It's a very odd focus, that's why I don't know why it's even the forefront of this patch in the first place. The focus should be to make Protoss stronger, make Zerg weaker, THEN look at changing some things around for mech. It's not that it doesn't deserve any attention, it's just definitely getting undue attention for the other issues that seem to plague the game on the top. The baneling nerf is still so good though, no more one shotting workers is just gonna be better for the game overall. | ||
Athenau
569 Posts
On September 13 2023 10:54 Beelzebub1 wrote: It's a very odd focus, that's why I don't know why it's even the forefront of this patch in the first place. The focus should be to make Protoss stronger, make Zerg weaker, THEN look at changing some things around for mech. It's not that it doesn't deserve any attention, it's just definitely getting undue attention for the other issues that seem to plague the game on the top. The baneling nerf is still so good though, no more one shotting workers is just gonna be better for the game overall. I don't know why both of you persist in stating that the focus of this update is somehow on mech. There's one redesign of a unit that's used in mech, and that's not played much in any other context. If you think that's a bridge too far, that's fine, but at least don't mischaracterize this as being a "make mech viable patch." | ||
Beelzebub1
1004 Posts
On September 13 2023 11:56 Athenau wrote: I don't know why both of you persist in stating that the focus of this update is somehow on mech. There's one redesign of a unit that's used in mech, and that's not played much in any other context. If you think that's a bridge too far, that's fine, but at least don't mischaracterize this as being a "make mech viable patch." Yea, it's one change, but by far the most controversial and extensive, is anyone even really talking about anything else in the thread? I don't think it's a bridge too far, but where the Cyclone is getting changed to this degree and the balance reddit explicitly states they are trying to fit the unit into TvP and Protoss is getting, what exactly? Cheaper upgrades and a mild redesign for a meme unit? That's all I'm saying, the priority seems to be to make the Cyclone good against Protoss and mech better in general, which is fine, I just wish that making Protoss stronger was getting that level of focus, and the Cyclone was getting the level of focus that Protoss is getting. | ||
BonitiilloO
Dominican Republic611 Posts
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Lyyna
France776 Posts
On September 13 2023 09:24 Beelzebub1 wrote: Fair enough, I'm gonna just go out on a limb and say that I could have sworn I saw some semi recent series with Gumiho where he was busting out mech with reasonable results and it might have put it in my head that mech is doable. Personally I think the existence of the Viper kind of makes mech inherently less good and no amount of mech unit redesign is ever going to change that at the top level of play. Mech in TvZ... exists It is in a weird place where it is very good late in the game (indeed, the bio lategame meta is an essentially pure mech transition) buuut unlike bio, it has a very limited set of openings' outcomes You either do enough damage early to slow the zerg down heavily, or you die to the first roach(/corruptor) push in the midgame So a few pro try to pull it out on a couple maps, and it gets shut down more often than not in that exact scenario. If that particular vulnerability is not exploited, it is mostly fine after that Wether or not it is considered viable when it can be played successfully except for that specific push that is nearly guaranteed to kill it is up to each to decide. It is also why mech in TvZ tends to come & go : a new map/opening is found that allows enough damage/map control to prevent that one push so it gets used here & there, then Zergs adapt to that and can consistently pull off the push and kill the mech so it stops until the next time | ||
WombaT
Northern Ireland24148 Posts
On September 13 2023 12:49 Beelzebub1 wrote: Yea, it's one change, but by far the most controversial and extensive, is anyone even really talking about anything else in the thread? I don't think it's a bridge too far, but where the Cyclone is getting changed to this degree and the balance reddit explicitly states they are trying to fit the unit into TvP and Protoss is getting, what exactly? Cheaper upgrades and a mild redesign for a meme unit? That's all I'm saying, the priority seems to be to make the Cyclone good against Protoss and mech better in general, which is fine, I just wish that making Protoss stronger was getting that level of focus, and the Cyclone was getting the level of focus that Protoss is getting. The issue is that if you change so many things at once it’s difficult to really gauge the effects of individual changes, to me anyway. We’re trying to ascertain it other changes bring Protoss at the top level to parity, while simultaneously trying to incentivise a whole other playstyle in TvP I mean say we have a hypothetical fighting game, one fighter is unanimously considered OP, one UP and the rest of the roster is generally solid with some movement in either direction. If one was to rebalance this hypothetical game, clearly the first focus would be tuning the OP fighter down, and the OP one down a bit. If the dev team said ‘actually all the mid ground fighters are a bit too similar we want to change the stylistic meta’ and changed everything in the whole game it’ll take a ton of time for everyone to relearn a new meta and have it settle, and OP fighter will still possibly be OP and UP fighter will be UP. It’s a little extreme of a hypothetical but just for illustration’s sake. I’ve zero issue with wanting to broaden the stylistic palette but it should always be the secondary focus from outright imbalance, and even singular changes can have huge impacts, or take a while for the hive mind to fully discover, so introducing lots at once just compounds this. As an (extremely) mediocre programmer even I know it’s a lot easier to do small piecemeal tweaks and refactoring defined areas of old code to see if it has the desired effect and doesn’t have unexpected externalities than trying to do a whole load of wide re-writes, test it it only to discover bugs that you then have to find where they’ve been introduced. Have your future ideas, I’m ok with mech being incentivised but push it down the line, have a few phased patch ideas. Patch A for me would have been the toning down of banelings, EMP, maybe a few of the others and see if they have the desired effects in TvZ, PvT and PvZ. Then, if they do look into some of the other stuff with Patch B and if that’s also working, Patch C and so forth Honestly I think the bane change and EMP change alone would have had noticeable effects almost by themselves | ||
Archeon
3251 Posts
Like people make a big deal out of obs getting shot down because it takes away robo time. Because a robo costs the equivalent of an immortal, so it's expensive to get multiple. Now imagine having to build a fleet beacon just to get a single spellcaster, the MS suddenly is a 500 mins 400 gas unit and there's no way that's worth getting when you have warp prisms for aggressive warp ins and nexus for defensive recall. And that's if you already opened starport. On another note the EMP changes in TvP imo don't matter that much, because terran gets enough ghosts to emp the protoss army five times over mid-lategame and if you build a ton of HTs to feedback you have a terrible (and expensive) army, feedbacked ghosts backed by medivacs will still beat HTs. If the ghost was like every other spellcaster in the game a unit that's really inefficient to stack it'd be another story, but between snipe spam and good base stats for low supply cost it's mainly a question of affordability and APM and lategame terran is usually building a lot of ghosts as a result. Imo ghosts should be a 3 supply unit at the minimum, it shouldn't be an effective fighter per supply when it has two great spells and easy ways to get spells off thanks to cloak. | ||
Vision_
848 Posts
I will promote a removal of thor javelin weapon (mix with 250 mm cannon in fact), enhance thor armor from 1 to 2 to help him to deal against mutalisks (plus adjust statistics in consequence). Then tweak 250mm punishers cannon with a small splash damage (2 shots instead of 4 javelin shots), then restore the old cyclones with little bit more tankyness but a weakness against light units (in my plan stalkers are light armor units) In other words i would try to put cyclones aside thors, cyclones would be efficient against 'light and fast air units' while thors would only be ok-ish at chasing mutalisks or phoenix. Cyclones ground attack would be ok against armored units but a little weaker against light units (to not overlap with hellions/hellbats) | ||
egrimm
Poland1199 Posts
On September 14 2023 02:20 WombaT wrote: The issue is that if you change so many things at once it’s difficult to really gauge the effects of individual changes, to me anyway. (...) As an (extremely) mediocre programmer even I know it’s a lot easier to do small piecemeal tweaks and refactoring defined areas of old code to see if it has the desired effect and doesn’t have unexpected externalities than trying to do a whole load of wide re-writes, test it it only to discover bugs that you then have to find where they’ve been introduced. Have your future ideas, I’m ok with mech being incentivised but push it down the line, have a few phased patch ideas. Patch A for me would have been the toning down of banelings, EMP, maybe a few of the others and see if they have the desired effects in TvZ, PvT and PvZ. Then, if they do look into some of the other stuff with Patch B and if that’s also working, Patch C and so forth Honestly I think the bane change and EMP change alone would have had noticeable effects almost by themselves Well said and I agree wholeheartedly. Small, incremental changes is the way to go, especially for such complicated system with many nuanced interactions. Unfortunately, it looks like we do not have the luxury to have the game in this "continuous integration, continuous delivery" model or at least that's what I guess the council is thinking. IMHO we should use the already existing PTR server to continuously implement the incremental changes and do it constantly though the entire span of the year with 1-2 scheduled releases in most convenient time frames (i.e. after the season ends). | ||
Athenau
569 Posts
On September 14 2023 21:29 egrimm wrote: Well said and I agree wholeheartedly. Small, incremental changes is the way to go, especially for such complicated system with many nuanced interactions. Unfortunately, it looks like we do not have the luxury to have the game in this "continuous integration, continuous delivery" model or at least that's what I guess the council is thinking. IMHO we should use the already existing PTR server to continuously implement the incremental changes and do it constantly though the entire span of the year with 1-2 scheduled releases in most convenient time frames (i.e. after the season ends). In an ideal world, a regular stream of incremental balance changes released to PTR then live would be the way to go. But it doesn't even look like Blizzard has ability to maintain the PTR. So given that there may only be one or two opportunities to release an update a year, it's better to go big instead of going home, and actually try to fix longstanding problems with the game, rather than let them fester into perpetuity. | ||
Hildegard
Germany306 Posts
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