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[Virtual Balance] Stalkers with Light armor

Forum Index > SC2 General
Post a Reply
Vision_
Profile Joined September 2018
851 Posts
Last Edited: 2023-09-06 17:58:30
September 06 2023 16:22 GMT
#1
Hello from France

I ve done some tests with stalkers in order to know if it s possible to switch them to light units. The answer is "yes" but with some consequences.

This is my first experience of balance and i notice game is more versatile than I would have thought. maybe one of the reasons for doing this test is that the Stalkers price is expensive

Here the first tests with LoTV to get some balance against different units


12 stalkers with blink versus

1) 18 roachs with speed
2) 6 marauders + 12 marines with stim,shield and concussive
3) 36 zerglings with speed


I decided to decrease the total health of Stalkers from 160 to 130 with respectively 75 hit points and 55 shield. Then i increased his attack speed to the old parameter from the 4.0.0 LoTV version, so his speed has been increased from 1.34 to 1.00.

With these new changes i can handle the fight against roachs but i was surprised against marauders+marines because of the bonus against armored units doesn t count anymore.

So one of the best and wiser solution here was probably to tweak damage in consequence from 10 + 10 against armored to 12 + 6 against armored + 4 against shield. But even with this tweak, stalkers looks a little bit stronger but overall it seems balanced. (i.e it could be a very small nerf against bio ball)

Finally, i fight against zerglings and i feel like "hit and run" is far better now with a small stalkers !!! I was really happy to get a close fight at the first time, without only one zergling left.


---------------------------------------------------------------------------------------------------------------------------------------

Here the summary of changes :


Stalkers
+ light armor instead armored
+ hit points from 80 to 75, shield from 80 to 55
+ attack speed increase from 1.34 to 1.00
+ model size decreased from 1.25 to 1.00

Marauders
+ damage from 10 + 10 against armored to 12 + 6 against armored + 4 against shield


PS : A test with 65 point in shield and 65 hit points could give same result.


bela.mervado
Profile Joined December 2008
Hungary373 Posts
September 06 2023 18:43 GMT
#2
very good.
now test light stalkers against banelings.
Kyadytim
Profile Joined March 2009
United States886 Posts
September 06 2023 18:45 GMT
#3
On September 07 2023 03:43 bela.mervado wrote:
very good.
now test light stalkers against banelings.

Mass Hellions was what came to mind for me as an immediate issue.
yubo56
Profile Joined May 2014
686 Posts
September 07 2023 03:17 GMT
#4
On September 07 2023 03:45 Kyadytim wrote:
Show nested quote +
On September 07 2023 03:43 bela.mervado wrote:
very good.
now test light stalkers against banelings.

Mass Hellions was what came to mind for me as an immediate issue.

Does anybody remember dayshi vs grubby
hahahaha

protip: mass blue flame hellions already can beat stalker colossus, even the hots colossus
Jung Yoon Jong fighting, even after retirement! Feel better soon.
SamirDuran
Profile Joined May 2012
Philippines894 Posts
September 07 2023 06:19 GMT
#5
It's really good that we average sc2 joes are not in charge of balance because of ideas like this
Don't practice until you can get it right, practice until you can't get it wrong.
Slydie
Profile Joined August 2013
1913 Posts
September 07 2023 14:30 GMT
#6
On September 07 2023 15:19 SamirDuran wrote:
It's really good that we average sc2 joes are not in charge of balance because of ideas like this


Right. I think the mistake here was making a drastical change, but assuming you would still use the same compositions. I can mostly speak for TvP, but this change would completely turn the MU on its head. Siege Tanks and Marauders would be terrible vs. stalkers, but helions would be great...
Buff the siegetank
Survival
Profile Joined July 2015
Netherlands6 Posts
September 07 2023 14:59 GMT
#7
On September 07 2023 23:30 Slydie wrote:
Show nested quote +
On September 07 2023 15:19 SamirDuran wrote:
It's really good that we average sc2 joes are not in charge of balance because of ideas like this


Right. I think the mistake here was making a drastical change, but assuming you would still use the same compositions. I can mostly speak for TvP, but this change would completely turn the MU on its head. Siege Tanks and Marauders would be terrible vs. stalkers, but helions would be great...


Fighting Phoenix builds in PvP without having Phoenix off your own would also suddenly become a lot more difficult as they can start trading with Stalkers more efficiently if need be.
Vision_
Profile Joined September 2018
851 Posts
Last Edited: 2023-10-01 09:37:34
October 01 2023 09:17 GMT
#8
As i m convinced that stalkers end game is one of the actual problem in Protoss army, i suggest a new tweak :


Stalkers New upgrade :
damage done by bonus against armored decreased by 50%

(eventually, stalkers bonus against armored (+1) can be removed)

PS : reduce their gas cost always in mind.
Example : with the new upgrade marauders does now 10 + 5 instead of 10 + 10

The goal is to help stalkers to be like marine or hydralisk, a more all-around-unit
dph114
Profile Joined May 2022
30 Posts
October 01 2023 11:53 GMT
#9
On October 01 2023 18:17 Vision_ wrote:
As i m convinced that stalkers end game is one of the actual problem in Protoss army, i suggest a new tweak :


Stalkers New upgrade :
damage done by bonus against armored decreased by 50%

(eventually, stalkers bonus against armored (+1) can be removed)

PS : reduce their gas cost always in mind.
Example : with the new upgrade marauders does now 10 + 5 instead of 10 + 10

The goal is to help stalkers to be like marine or hydralisk, a more all-around-unit

nobody is massing marine and hydralisk at "endgame" in fact in all the mu's both unit gets erazed by multiple aoes and are stopped to be produced.
Vision_
Profile Joined September 2018
851 Posts
Last Edited: 2023-10-01 12:40:37
October 01 2023 12:29 GMT
#10
On October 01 2023 20:53 dph114 wrote:
Show nested quote +
On October 01 2023 18:17 Vision_ wrote:
As i m convinced that stalkers end game is one of the actual problem in Protoss army, i suggest a new tweak :


Stalkers New upgrade :
damage done by bonus against armored decreased by 50%

(eventually, stalkers bonus against armored (+1) can be removed)

PS : reduce their gas cost always in mind.
Example : with the new upgrade marauders does now 10 + 5 instead of 10 + 10

The goal is to help stalkers to be like marine or hydralisk, a more all-around-unit

nobody is massing marine and hydralisk at "endgame" in fact in all the mu's both unit gets erazed by multiple aoes and are stopped to be produced.


Many players don t want to go to super end game and i promote them to go on with this mind set. Then it s only adress a tweak in TvP and PvP because so few units have a bonus against armored in the zerg race (as you can see below)


[image loading]



Then i dont agree at 100% that marines are useless in this super end game against protoss (and maybe the reason is due to the overpowered bonus of marauders so in a way it could help to see less marauders and more marines)

Then i think there s a little degree of balancing if you decrease the shield points while you are increasing hit points (with the same total of 160) just because stalkers couldn t recovery less shield points if you miss your micro and btw less snowball
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