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There needs to be a easier to spot visual effect on infestors just like ghosts and DT and observers have, Serral was legit sharking around armies and Terrans had no clue whatsoever , you can easily argue single fungals pushed games in Serrals favor(Finals game nr 2). They are now even easier to get early because of the previous buffs. Fix this now I've made post about this many times before , it is just a matter of time before commentators start talking about it and it will get nerfed , should have been nerfed a long time ago.
Listening to PiG's voice trying to make it sound balanced while watching the most broken way to use a caster to win a tournament sine warp in storms back in early WOL.
Serral is one of the best to ever touch SC2 but with Zerg he is untouchable when he finds tactics like this infestor usage and it is not fun to watch.
It's like Magnus Carlsen vs Magnus Carlsen but one of them has 2 Queens.
NERF
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Clem had this genius idea against Serral at MC7 that you can actually build missile turrets along your PF / sensor tower / tank lines and guess what, the turrets detect burrowed units
and I totally agree with you, watching ghost cloak and pew pew (free hits just like a locust is a free units) is not fun to watch
probably cloak should be timed, like the reworked mothership, 20s cloak for 50 energy / 71s cooldown. or an other idea someone mentioned lately, no snipe while cloaked.
NERF!!11
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On February 13 2024 05:04 Drahkn wrote: There needs to be a easier to spot visual effect on infestors just like ghosts and DT and observers have, Serral was legit sharking around armies and Terrans had no clue whatsoever , you can easily argue single fungals pushed games in Serrals favor(Finals game nr 2). They are now even easier to get early because of the previous buffs. Fix this now I've made post about this many times before , it is just a matter of time before commentators start talking about it and it will get nerfed , should have been nerfed a long time ago.
Listening to PiG's voice trying to make it sound balanced while watching the most broken way to use a caster to win a tournament sine warp in storms back in early WOL.
Serral is one of the best to ever touch SC2 but with Zerg he is untouchable when he finds tactics like this infestor usage and it is not fun to watch.
It's like Magnus Carlsen vs Magnus Carlsen but one of them has 2 Queens.
NERF
There might be a legitimate discussion to be had on zerg nerfes, including this particular thing. However: you are suggesting to nerf chess because Magnus Carlson is dominant.
If you want to argue for a specific nerf, you need to argue that it's a generally imbalanced thing. Meaning that multiple people must be able to abuse it. Just arguing 'serral is very strong with it' is not a particular good argument. An argument like this requires proof that using this is (way) easier to countering it, that a whole range of zerg players can use this too effectively and that it generally causes a bad, imbalanced match up.
'Serral is strong with it' isn't enough, sorry.
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Cool name another Zerg that does this infestor plays as good as Serral or even 50% as good
High skill play gets high reward, unlike widow mines
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Here we go again. Serral plays like an absolute god, near perfectly, insane macro, micro, strategy, defense, multipronging, and outplays the shit out of his opponents. Even after the zerg nerfs patch. And people come out after watching Serral play like a god, and say "wah infestor needs to be nerfed". As if ANYONE under 6k mmr is even remotely able to make these plays reliably. As if the last infestor nerfs weren't enough, or that zerg spellcasters are the hardest to use because of no auto attack unlike ghosts and HTs.
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As an abandoned ground Protoss, I usually jump right on board with nerf zerg arguments... but Serral straight up deserved those wins against Dark and Maru. The fact that he had the foresight and eAPM to make pooperlords work like that in zvz makes me appreciate that yes, Zerg is the best, most flexibly designed race, but no one can do it like Serral.
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Northern Ireland22736 Posts
The hard part is having like multiple infestors sharking around while you’re still doing everything else, and to set up the traps in sync with an army that can punish it, it’s extremely difficult and we don’t see it too often for that reason. And exploratory scans always have a chance to catch them and you’re pissing away gas if enough get caught.
Zergs really don’t have the tools to break a Maru in lategame god mode without plays like this, I would be wary of over-nerfing.
I do agree there needs to be a slightly more visible effect for that burrowed Infestor movement though.
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Burrowed infestors only really played a part in 2 out of 4 final games and in the one where Serral had the biggest fungals (Radhuset), Maru still made it a close game at some points.
If you take away sharking infestors, the TOP Terrans (I speak absolute world class here, Maru and Clem, maybe Byun/Cure) with Ghost Liberator and some splash will trade insanely good if not unbeatably good against Zerg
Even now, for most zergs it's a game of cost efficiency against these guys already. If they're not mining significantly more, the terran always wins.
I can only second the other guys in here: No other Zerg would've been remotely close to be able to do what Serral did against Clem and/or Maru, but that doesn't mean that Zerg's broken. Serral in his best is just clearly above every other player.
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This post must be a joke/troll, right ?
What everybody here already has said; there is one person in the planet who can use this cost-efficiently, and by no means that is guaranteed in every game. Its insanely hard to keep track individual infestors, move them, synchronize their plays with your army and still not get sniped or killed before you get to cast anything. Infestors have gotten nerfed like 10 times already, they are by no means OP anymore. Making them immovable would make them even more useless than they already are for 90% of playerbase, if not even more. Please stop.
On February 13 2024 05:49 WombaT wrote: The hard part is having like multiple infestors sharking around while you’re still doing everything else, and to set up the traps in sync with an army that can punish it, it’s extremely difficult and we don’t see it too often for that reason. And exploratory scans always have a chance to catch them and you’re pissing away gas if enough get caught.
Zergs really don’t have the tools to break a Maru in lategame god mode without plays like this, I would be wary of over-nerfing.
I do agree there needs to be a slightly more visible effect for that burrowed Infestor movement though.
I have actually agreed with you almost every post considering Serral and all this *hit-talking and balance-whining in multiple threads, so good work .
But on this one, I must disagree. Why should infestor be "seen". They are terribly slow, clunky units with no abilities to attack or even protect themselves, but burrowing and movement. In addition they cost a lot. They are mostly useful in the endgame if even then. If you make them visible, what on earth prevents terran just kill them with infinite scans ? Like you said yourself; "it’s extremely difficult and we don’t see it too often". I at least havent seen that kind of infestor use never before. Also terran already has a very powerful lategame against zerg, why on earth should we make it even more stronger ? In addition, like you and many others have already said; TvZ seems to be in a pretty good spot and balanced right now. Of course there will always be things to adjust and map balance could be discussed more, but infestor is not the problem in the matchup.
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As someone said to me in one of these threads: "Why don't infestors just go head2head with Ghosts, Spellcaster vs. Spellcasters???" Combined with "just surprise the Terran?!"
Fun idea: A slow, low-ranged unit (atleast for Fungal) vs. a High-DPS Unit that can insta-kill the other unit. Which Fungal btw can't do, you still need an army in place to actually kill the Ghosts. But hey, Zerg can just use one of their other Ghost-counters, which are...uh...mhm. Y'know, just yoink them! Oh, sorry, Vipers are also OP so that can't be the solution :/
In reality, if you wanted to remove Burrow movement (and "making it much more obvious" is basically removing it), you would need to either nerf Ghosts heavily or buff Infestors. Like 10% more range and double the speed or splash of Fungal. Which I personally don't think are particularly good ideas, considering that Infestors aren't a problem in any hands but two.
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Northern Ireland22736 Posts
On February 13 2024 09:45 Starcloud wrote:This post must be a joke/troll, right ? What everybody here already has said; there is one person in the planet who can use this cost-efficiently, and by no means that is guaranteed in every game. Its insanely hard to keep track individual infestors, move them, synchronize their plays with your army and still not get sniped or killed before you get to cast anything. Infestors have gotten nerfed like 10 times already, they are by no means OP anymore. Making them immovable would make them even more useless than they already are for 90% of playerbase, if not even more. Please stop. Show nested quote +On February 13 2024 05:49 WombaT wrote: The hard part is having like multiple infestors sharking around while you’re still doing everything else, and to set up the traps in sync with an army that can punish it, it’s extremely difficult and we don’t see it too often for that reason. And exploratory scans always have a chance to catch them and you’re pissing away gas if enough get caught.
Zergs really don’t have the tools to break a Maru in lategame god mode without plays like this, I would be wary of over-nerfing.
I do agree there needs to be a slightly more visible effect for that burrowed Infestor movement though. I have actually agreed with you almost every post considering Serral and all this *hit-talking and balance-whining in multiple threads, so good work . But on this one, I must disagree. Why should infestor be "seen". They are terribly slow, clunky units with no abilities to attack or even protect themselves, but burrowing and movement. In addition they cost a lot. They are mostly useful in the endgame if even then. If you make them visible, what on earth prevents terran just kill them with infinite scans ? Like you said yourself; "it’s extremely difficult and we don’t see it too often". I at least havent seen that kind of infestor use never before. Also terran already has a very powerful lategame against zerg, why on earth should we make it even more stronger ? In addition, like you and many others have already said; TvZ seems to be in a pretty good spot and balanced right now. Of course there will always be things to adjust and map balance could be discussed more, but infestor is not the problem in the matchup. Glad you agree, someone has to!
I don’t actually think the Infestor is, or indeed will be a huge problem moving forwards, but if it did work out that way I was just proposing for that hypothetical. After all Zergs need some counterplay to a player as good as Maru when they get into their setup with ghosts and sim cities etc. There’s some pretty easy minor tweaks.
It could remain basically invisible while stationary, and a little more visible while moving, probably somewhere between how it is now and an observer. So you can still set up traps and whatnot, just a little more easy for a vigilant Terran to spot, but if it’s as easy to see as an observer top Terrans will just consistently kill them.
Or a very slight delay on casting after a burrow. Whatever the sweet spot is where a Terran is still likely to eat that fungal and reward the Zerg for setting the trap, but maybe they can do a panic split and mitigate it little whatnot.
I don’t think it’s a major issue whatsoever, we’ll see though. Somebody suggested making ghosts not able to snipe while cloaked and tbh I think that’s a better proposed change for a unit that’s a more consistent factor in the matchup than this kind of Infestor plays
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Love these Terran Tears Threads (TTTs) poppin up everywhere when Maru loses a match. This is the second one. Can we get a third?
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If we're going to nerf Ghost, I would like to say that the auto attack or snipe should be nerfed, please do NOT nerf EMP. Nerfing EMP has the side effect of unnecessarily nerfing Mech, especially in TvP.
Please focus the nerfs or unit reworks in a way that target bio play firstmost, and mech last. Mech TvP especially does not deserve a single unnecessary nerf ever again.
I hate when changes are made that are mostly to address bio or standard play, but end up nerfing Mech, and there are easy ways to compensate for that without affecting bio or other MUs but unfortunately because no one left playing/watching cares enough about Mech, there's no one to vouch and implement it i guess...
On that note, I was just thinking again: Was the cost revert for Ghost from 200/100 back to 150/150 really necessary? I tend to hear from casters that Ghosts are expensive, but gas isn't really a limiting factor for Bio is it? It's minerals.
David Kim said that the reason Ghost was changed to 200/100 from 150/150 (way back in WoL) was to make it more costly for Bio to get, while making it easier for Mech to get (since Mech is much more gas heavy and doesn't mind sinking minerals).
I still don't fully understand why the newer balance team reverted this. Their reasoning IIRC was that it makes more expensive, but does it really? I agree with David Kim's reasoning more. We see games where most resources are mined out, and mineral patches are emptied first with mass OC/MULE, while Refineries still have lots of gas.
Raven rework into being more of a early game / bio spellcaster also hurt Mech. I really hate how much the AA missile debuff specifically helps bio's weapons way more than Mech weapons. Now both spellcasters benefit Mech less for the cost compared to how much more they became useful to Bio ;( (Though thankfully with the new Cyclone, AA missile is significantly more useful!) I would be happy if Ghost cost was changed even to 175/125 and snipe slightly nerfed further (maybe 1 sec longer delay before firing? that way the damage is less burst and less potent in battles), that gas is precious.
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Lol, am I the only one to think that the recent changes to the infestor were nerfs and not buffs? Like smaller range and less damage to have an infestor spawn with a fungal is a buff? I have never seen an infestor pop in a clutch moment to insta-fungal an army.
Either way, no one is able to sharkfestor like Serral. As everyone has said it looks extremely hard, and against clem in the last finals, if you get turrets, they are useless and zerg just can't trade effectively ever.
Sharkfestors are a much needed tool available for only top top performers.
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On February 13 2024 22:46 Infested.rine wrote: Lol, am I the only one to think that the recent changes to the infestor were nerfs and not buffs? Like smaller range and less damage to have an infestor spawn with a fungal is a buff? I have never seen an infestor pop in a clutch moment to insta-fungal an army.
Either way, no one is able to sharkfestor like Serral. As everyone has said it looks extremely hard, and against clem in the last finals, if you get turrets, they are useless and zerg just can't trade effectively ever.
Sharkfestors are a much needed tool available for only top top performers.
No, you are not. Everyone with two braincells to rub together can see that it was an infestor nerf, especially in the late game. A pair of old infestors could blast a clumb of marines, and the damage was enough to chip away at Terran air units. The range nerf also makes them a lot more vulnerable to ghosts, HTs and tanks.
People are just very salty that Maru lost, and have figured out that if sharkfestors didn't exist, someone with Maru's control could have slowly pew-pew'd Serral away with no real counterplay.
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Northern Ireland22736 Posts
On February 13 2024 22:29 Yoshi Kirishima wrote: If we're going to nerf Ghost, I would like to say that the auto attack or snipe should be nerfed, please do NOT nerf EMP. Nerfing EMP has the side effect of unnecessarily nerfing Mech, especially in TvP.
Please focus the nerfs or unit reworks in a way that target bio play firstmost, and mech last. Mech TvP especially does not deserve a single unnecessary nerf ever again.
I hate when changes are made that are mostly to address bio or standard play, but end up nerfing Mech, and there are easy ways to compensate for that without affecting bio or other MUs but unfortunately because no one left playing/watching cares enough about Mech, there's no one to vouch and implement it i guess...
On that note, I was just thinking again: Was the cost revert for Ghost from 200/100 back to 150/150 really necessary? I tend to hear from casters that Ghosts are expensive, but gas isn't really a limiting factor for Bio is it? It's minerals.
David Kim said that the reason Ghost was changed to 200/100 from 150/150 (way back in WoL) was to make it more costly for Bio to get, while making it easier for Mech to get (since Mech is much more gas heavy and doesn't mind sinking minerals).
I still don't fully understand why the newer balance team reverted this. Their reasoning IIRC was that it makes more expensive, but does it really? I agree with David Kim's reasoning more. We see games where most resources are mined out, and mineral patches are emptied first with mass OC/MULE, while Refineries still have lots of gas.
Raven rework into being more of a early game / bio spellcaster also hurt Mech. I really hate how much the AA missile debuff specifically helps bio's weapons way more than Mech weapons. Now both spellcasters benefit Mech less for the cost compared to how much more they became useful to Bio ;( (Though thankfully with the new Cyclone, AA missile is significantly more useful!) I would be happy if Ghost cost was changed even to 175/125 and snipe slightly nerfed further (maybe 1 sec longer delay before firing? that way the damage is less burst and less potent in battles), that gas is precious. Good points, and as an avowed scumbag mecher at a decent level you have more insight than most of us as to what the actual pitfalls and difficulties of the style are.
Although ultimately I just think Legacy’s pace and how the eco works is really the core inhibitor. Everything else is an additional limiting factor. For mech to be viable you have to be able to say, turtle play defensively and gradually build your defensive position in say, 2 base versus 4, or 3 versus 5, shore up and trade. You can’t really do that because you mine out quite quickly on your initial bases, which forces you to have to keep vaguely equal pace on expanding out, which in turn stretches traditional tank-based mech way too thin. You’re the expert in this field, am I wrong?
The cyclone buff, as I predicted hasn’t really addressed this. At least at the top level, perhaps it’s different lower down. If you’re having success with battle mech on the edges of Zerg territory and dominating trades, the play is to just keep building battlemech and go kill, or at least cripple them. It isn’t to switch over to tank mech and take your hand off the throat. And if you’re not trading well or making a dent, well you have the same problem, only the time where you get swarmed by a very angry Zerg with their eco in full flow is going to be that little bit sooner.
Happy to be corrected of course, but that’s kinda my read on the state of mech, as it were.
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Serral is the Flash of SC2, deal with it. If he can make a unit that has been nerfed that many times still be good at the top level it's just a testament to how much of the GOAT he really is.
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This isn't (or shouldn't be) about Serral, he earned his victory in a million different ways. But I think there is a legitimate discussion to be had about whether burrowed infestor is OP in ZvTs. I don't really like any unit that can single-handedly end the game with one click. The number of ZvTs I've seen where it's literally fungal, bane hit, then immediate GGs is kind of insane. It's honestly just kind of dumb to watch otherwise really good games instantly end with a single burrowed infestor fungal. The only other unit I can think of with a similar problem is the disruptor, which the balance team has been trying to deal with for years. At least in theory you can split, back away from, or snipe disruptor before they land game-ending damage. Imagine though if the disruptor could cloak, basically you'd have burrowed infestor lol!
You can blow up 40 lings with a widow mine shots or take out an entire mineral line of workers with banes and do a ton of damage, but still won't be GG. But the bigger point is that those things feel like they can be countered with good play (ling splits/drags and timely worker pulls). That game 2 with Maru building turrets and scanning everywhere, sniping 10+ infestor, and still taking fungal bane to the face a million times was almost comical. I guess you could argue that Terrans need to be better at scanning or building and rebuilding a million turrets to counter the burrowed infestor, but you gotta wonder at what point the cost of that insurance policy is too high for it to be a viable winning strategy. We're getting to the point where building a raven or two to follow the armies for detection is no longer a "guy in the chat" meme as the commentators tried to analyze what could even be done to counter this silly secret worm green poop tactic.
The bottom line is that there's really not another unit interaction in this game in which the game basically instantly ends without a super obvious mistake by the losing player. I want to be clear that this doesn't take anything away from Serral's dominant performance and he deserves every bit of credit for his amazing play. This is honestly just how I've felt in general watching ZvT for the last couple of years. The number of times I've been like "man, this is an awesome, strategic, tactical, back-and-forth game!" to then have a single fungal end the game...
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On February 13 2024 23:01 WombaT wrote:Show nested quote +On February 13 2024 22:29 Yoshi Kirishima wrote: If we're going to nerf Ghost, I would like to say that the auto attack or snipe should be nerfed, please do NOT nerf EMP. Nerfing EMP has the side effect of unnecessarily nerfing Mech, especially in TvP.
Please focus the nerfs or unit reworks in a way that target bio play firstmost, and mech last. Mech TvP especially does not deserve a single unnecessary nerf ever again.
I hate when changes are made that are mostly to address bio or standard play, but end up nerfing Mech, and there are easy ways to compensate for that without affecting bio or other MUs but unfortunately because no one left playing/watching cares enough about Mech, there's no one to vouch and implement it i guess...
On that note, I was just thinking again: Was the cost revert for Ghost from 200/100 back to 150/150 really necessary? I tend to hear from casters that Ghosts are expensive, but gas isn't really a limiting factor for Bio is it? It's minerals.
David Kim said that the reason Ghost was changed to 200/100 from 150/150 (way back in WoL) was to make it more costly for Bio to get, while making it easier for Mech to get (since Mech is much more gas heavy and doesn't mind sinking minerals).
I still don't fully understand why the newer balance team reverted this. Their reasoning IIRC was that it makes more expensive, but does it really? I agree with David Kim's reasoning more. We see games where most resources are mined out, and mineral patches are emptied first with mass OC/MULE, while Refineries still have lots of gas.
Raven rework into being more of a early game / bio spellcaster also hurt Mech. I really hate how much the AA missile debuff specifically helps bio's weapons way more than Mech weapons. Now both spellcasters benefit Mech less for the cost compared to how much more they became useful to Bio ;( (Though thankfully with the new Cyclone, AA missile is significantly more useful!) I would be happy if Ghost cost was changed even to 175/125 and snipe slightly nerfed further (maybe 1 sec longer delay before firing? that way the damage is less burst and less potent in battles), that gas is precious. Good points, and as an avowed scumbag mecher at a decent level you have more insight than most of us as to what the actual pitfalls and difficulties of the style are. Although ultimately I just think Legacy’s pace and how the eco works is really the core inhibitor. Everything else is an additional limiting factor. For mech to be viable you have to be able to say, [s]turtle[\s] play defensively and gradually build your defensive position in say, 2 base versus 4, or 3 versus 5, shore up and trade. You can’t really do that because you mine out quite quickly on your initial bases, which forces you to have to keep vaguely equal pace on expanding out, which in turn stretches traditional tank-based mech way too thin. You’re the expert in this field, am I wrong? The cyclone buff, as I predicted hasn’t really addressed this. At least at the top level, perhaps it’s different lower down. If you’re having success with battle mech on the edges of Zerg territory and dominating trades, the play is to just keep building battlemech and go kill, or at least cripple them. It isn’t to switch over to tank mech and take your hand off the throat. And if you’re not trading well or making a dent, well you have the same problem, only the time where you get swarmed by a very angry Zerg with their eco in full flow is going to be that little bit sooner. Happy to be corrected of course, but that’s kinda my read on the state of mech, as it were.
Haha you know the real reason why i like mech
But yes, i totally agree with your assessment. LotV has not been kind to traditional defensive mech play. The way the economy starts and scales means that economy will ramp up exponentially more than Mech can get its tech and production up, because teching is more linear (especially the time it takes to go from your reaper to your factory and starport and first tanks). This has created a much larger early window of vulnerability for Tank based mech than in HotS. When you are trying to hold your 3rd the Protoss can already be 5 Nexus if they're going mass gateway and just throw so many chargelots at you that your Hellbats which are supposed to hardcounter chargelots can't even hold against.
Mech TvP in HotS was actually perfectly viable, because the timings lined up such that if you open reactor hellion you are actually fully safe and can get 8-16 hellions to sit in front of the Protoss's natural and contain them on 2 base until they slowly get 1-2 Colossus to push out, and by then you have tanks defending your third. And if you hold your 3rd vs any kind of push they try, those hellions remain useful as they become hellbats and you have a strong timing where you can attack their 3rd with ~15-20 Hellbats, ~4-5 Tanks, 2 Medivacs, and any Raven/Banshee leftover from your opening. But now you can't do that because Protoss will be able to reach a mass of Blink stalkers early enough that you don't have enough tanks to take your third, let alone be able to have that early buildup of hellions to gain map control and scout and harass.
The new Cyclones thankfully have allowed "Mech" (as in Factory-based comps) to be more interactive and move out more and be less vulnerable early on, especially in TvZ and TvT, but it has only helped a little in TvP. I agree with your assessment with the Cyclone too, it's really too bad how many players saw all the issues with the unit and how much it failed to address, yet it still pushed through. Like you said, Cyclone is more of a tempo based unit so if you fail to outpace the opponent and start getting out swarmed, you have the same problem where tank based defensive play is still weak and realistically you're not going to climb back with that when behind. And if you are outpacing them with your Cyclones, then the way the unit is designed to snowball often incentivizes players to just build even more Cyclone.
There is thankfully one middleground where if your Cyclones in early and mid game do well but isn't enough to end the game, you slowly add in Tanks 1-2 at a time which is enough to support your Cyclones and keep scaling along with their increasing numbers of Roach/Ravager/Hydras or whatever they build. So in that scenario, which isn't too uncommon actually, Cyclone did manage to help cover Mech vulnerability early on and allow it to slowly add in tanks, and slowly slowly it does become more worth it to reproportion your supply to having more Tanks, Libs, Ghosts, and Thors than Cyclones, all of which are more of that traditional positional mech unit comp.
This does still apply a little to TvP, it just really sucks that the main goal of the Cyclone was to help Mech be viable vs TvP, and the main main issue there that LotV introduced is that it's too hard to get your 3rd safely vs blink stalkers, and if you can't get your 3rd quickly and safely then you are always behind from there on and can't get new bases fast enough. It's really really dumb that the Cyclone's new lock on is still specifically countered by Blink back micro, because even though lock-on has 0 cd it also has a shorter range so Blink still counters it lol. And the design team really didn't do anything to try to design a unit that specifically is strong vs Blink stalker early on and gets weaker later on so that you're incentivized to swap to more traditional tank based play. David Kim's torpedo Cyclone idea was much better at negating Blink as much as possible, where it was focused on having a very strong ground rapid fire attack (so Blink is harder to dodge projectiles and even if it does it's just like 4 damage you dodged, and you also don't cancel Lock On), though i know the unit was a bit dumb/busted in its own ways.
Ok i ranted too long, i just like talking about mech too much xD. I bow down to David Kim who looked out for my mech brethren and loathe the newer balance teams. I really respect game devs when they consider other less common playstyles when balancing the game and avoid unintentionally nerfing them via side effects
My 2 cents is please when the Ghost will inevitably be patched again in the future, is to keep in mind us Mech players too
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Northern Ireland22736 Posts
On February 13 2024 23:48 Yoshi Kirishima wrote:Show nested quote +On February 13 2024 23:01 WombaT wrote:On February 13 2024 22:29 Yoshi Kirishima wrote: If we're going to nerf Ghost, I would like to say that the auto attack or snipe should be nerfed, please do NOT nerf EMP. Nerfing EMP has the side effect of unnecessarily nerfing Mech, especially in TvP.
Please focus the nerfs or unit reworks in a way that target bio play firstmost, and mech last. Mech TvP especially does not deserve a single unnecessary nerf ever again.
I hate when changes are made that are mostly to address bio or standard play, but end up nerfing Mech, and there are easy ways to compensate for that without affecting bio or other MUs but unfortunately because no one left playing/watching cares enough about Mech, there's no one to vouch and implement it i guess...
On that note, I was just thinking again: Was the cost revert for Ghost from 200/100 back to 150/150 really necessary? I tend to hear from casters that Ghosts are expensive, but gas isn't really a limiting factor for Bio is it? It's minerals.
David Kim said that the reason Ghost was changed to 200/100 from 150/150 (way back in WoL) was to make it more costly for Bio to get, while making it easier for Mech to get (since Mech is much more gas heavy and doesn't mind sinking minerals).
I still don't fully understand why the newer balance team reverted this. Their reasoning IIRC was that it makes more expensive, but does it really? I agree with David Kim's reasoning more. We see games where most resources are mined out, and mineral patches are emptied first with mass OC/MULE, while Refineries still have lots of gas.
Raven rework into being more of a early game / bio spellcaster also hurt Mech. I really hate how much the AA missile debuff specifically helps bio's weapons way more than Mech weapons. Now both spellcasters benefit Mech less for the cost compared to how much more they became useful to Bio ;( (Though thankfully with the new Cyclone, AA missile is significantly more useful!) I would be happy if Ghost cost was changed even to 175/125 and snipe slightly nerfed further (maybe 1 sec longer delay before firing? that way the damage is less burst and less potent in battles), that gas is precious. Good points, and as an avowed scumbag mecher at a decent level you have more insight than most of us as to what the actual pitfalls and difficulties of the style are. Although ultimately I just think Legacy’s pace and how the eco works is really the core inhibitor. Everything else is an additional limiting factor. For mech to be viable you have to be able to say, [s]turtle[\s] play defensively and gradually build your defensive position in say, 2 base versus 4, or 3 versus 5, shore up and trade. You can’t really do that because you mine out quite quickly on your initial bases, which forces you to have to keep vaguely equal pace on expanding out, which in turn stretches traditional tank-based mech way too thin. You’re the expert in this field, am I wrong? The cyclone buff, as I predicted hasn’t really addressed this. At least at the top level, perhaps it’s different lower down. If you’re having success with battle mech on the edges of Zerg territory and dominating trades, the play is to just keep building battlemech and go kill, or at least cripple them. It isn’t to switch over to tank mech and take your hand off the throat. And if you’re not trading well or making a dent, well you have the same problem, only the time where you get swarmed by a very angry Zerg with their eco in full flow is going to be that little bit sooner. Happy to be corrected of course, but that’s kinda my read on the state of mech, as it were. Haha you know the real reason why i like mech But yes, i totally agree with your assessment. LotV has not been kind to traditional defensive mech play. The way the economy starts and scales means that economy will ramp up exponentially more than Mech can get its tech and production up, because teching is more linear (especially the time it takes to go from your reaper to your factory and starport and first tanks). This has created a much larger early window of vulnerability for Tank based mech than in HotS. When you are trying to hold your 3rd the Protoss can already be 5 Nexus if they're going mass gateway and just throw so many chargelots at you that your Hellbats which are supposed to hardcounter chargelots can't even hold against. Mech TvP in HotS was actually perfectly viable, because the timings lined up such that if you open reactor hellion you are actually fully safe and can get 8-16 hellions to sit in front of the Protoss's natural and contain them on 2 base until they slowly get 1-2 Colossus to push out, and by then you have tanks defending your third. And if you hold your 3rd vs any kind of push they try, those hellions remain useful as they become hellbats and you have a strong timing where you can attack their 3rd with ~15-20 Hellbats, ~4-5 Tanks, 2 Medivacs, and any Raven/Banshee leftover from your opening. But now you can't do that because Protoss will be able to reach a mass of Blink stalkers early enough that you don't have enough tanks to take your third, let alone be able to have that early buildup of hellions to gain map control and scout and harass. The new Cyclones thankfully have allowed "Mech" (as in Factory-based comps) to be more interactive and move out more and be less vulnerable early on, especially in TvZ and TvT, but it has only helped a little in TvP. I agree with your assessment with the Cyclone too, it's really too bad how many players saw all the issues with the unit and how much it failed to address, yet it still pushed through. Like you said, Cyclone is more of a tempo based unit so if you fail to outpace the opponent and start getting out swarmed, you have the same problem where tank based defensive play is still weak and realistically you're not going to climb back with that when behind. And if you are outpacing them with your Cyclones, then the way the unit is designed to snowball often incentivizes players to just build even more Cyclone. There is thankfully one middleground where if your Cyclones in early and mid game do well but isn't enough to end the game, you slowly add in Tanks 1-2 at a time which is enough to support your Cyclones and keep scaling along with their increasing numbers of Roach/Ravager/Hydras or whatever they build. So in that scenario, which isn't too uncommon actually, Cyclone did manage to help cover Mech vulnerability early on and allow it to slowly add in tanks, and slowly slowly it does become more worth it to reproportion your supply to having more Tanks, Libs, Ghosts, and Thors than Cyclones, all of which are more of that traditional positional mech unit comp. This does still apply a little to TvP, it just really sucks that the main goal of the Cyclone was to help Mech be viable vs TvP, and the main main issue there that LotV introduced is that it's too hard to get your 3rd safely vs blink stalkers, and if you can't get your 3rd quickly and safely then you are always behind from there on and can't get new bases fast enough. It's really really dumb that the Cyclone's new lock on is still specifically countered by Blink back micro, because even though lock-on has 0 cd it also has a shorter range so Blink still counters it lol. And the design team really didn't do anything to try to design a unit that specifically is strong vs Blink stalker early on and gets weaker later on so that you're incentivized to swap to more traditional tank based play. David Kim's torpedo Cyclone idea was much better at negating Blink as much as possible, where it was focused on having a very strong ground rapid fire attack (so Blink is harder to dodge projectiles and even if it does it's just like 4 damage you dodged, and you also don't cancel Lock On), though i know the unit was a bit dumb/busted in its own ways. Ok i ranted too long, i just like talking about mech too much xD. I bow down to David Kim who looked out for my mech brethren and loathe the newer balance teams. I really respect game devs when they consider other less common playstyles when balancing the game and avoid unintentionally nerfing them via side effects My 2 cents is please when the Ghost will inevitably be patched again in the future, is to keep in mind us Mech players too Can’t disagree with much of that, although I do feel there’s a ‘we have to make mech viable’ thing at the dev’s end that just doesn’t exist for other factions.
I don’t disagree with trying to encourage divergent styles don’t get me wrong, but for some reason there’s this pursuit of making mech work that isn’t really extended elsewhere.
With Z and P it’s like, do they have the tools to be competitive? There’s less concern about what those tools are.
I’d argue that some pretty bad Zerg metas actually gave us gameplay that was very stylistically similar to mech, but as it’s Zerg doing it rather than Terran it needed nerfed, apparently.
Any time Protoss skytoss becomes strong, it tends to get nerfed too. It’s not perfectly analogous with mech as air circumvents terrain, and I’m not actually against it being nerfed, but it does play quite similarly too.
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