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On November 27 2024 15:19 Waxangel wrote:Show nested quote +On November 27 2024 11:26 PurE)Rabbit-SF wrote: This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one. Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP). The good players will remain good, and Serral or Clem will prolly win HSC ![](/mirror/smilies/puh2.gif)
Are you saying patch are mainly done for pros ? because it could be a good timing for developping a community version. community version doesn t mean not revelant for pros, it just takes care about wishes of all kind of players
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United States33072 Posts
On November 27 2024 16:43 Vision_ wrote:Show nested quote +On November 27 2024 15:19 Waxangel wrote:On November 27 2024 11:26 PurE)Rabbit-SF wrote: This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one. Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP). The good players will remain good, and Serral or Clem will prolly win HSC ![](/mirror/smilies/puh2.gif) Are you saying patch are mainly done for pros ? because it could be a good timing for developping a community version. community version doesn t mean not revelant for pros, it just takes care about wishes of all kind of players
I mean, he was talking about HSC, so I was just addressing that particular point and saying the patch doesn't seem to break anything at the pro level (for 2-ish weeks of PTR play anyway).
It's pretty obvious from some of the past changes that they are considering non-pro players, but I couldn't tell you how they're weighting the needs of the various skill levels.
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On November 27 2024 17:12 Waxangel wrote:Show nested quote +On November 27 2024 16:43 Vision_ wrote:On November 27 2024 15:19 Waxangel wrote:On November 27 2024 11:26 PurE)Rabbit-SF wrote: This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one. Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP). The good players will remain good, and Serral or Clem will prolly win HSC ![](/mirror/smilies/puh2.gif) Are you saying patch are mainly done for pros ? because it could be a good timing for developping a community version. community version doesn t mean not revelant for pros, it just takes care about wishes of all kind of players I mean, he was talking about HSC, so I was just addressing that particular point and saying the patch doesn't seem to break anything at the pro level (for 2-ish weeks of PTR play anyway). It's pretty obvious from some of the past changes that they are considering non-pro players, but I couldn't tell you how they're weighting the needs of the various skill levels.
Considering community would be pretty happy if Infested terran could be back, (with some tweaks), it s a bit selfish but i count only three community wishes : IT, abduct massive half on distance, force field / biles interaction, (3 or 4 if you count also hydras T1 maybe). Some faithful readers of this forum since beta could enlight me if they have another idea (shared by most of members of TL)
Please could you list what you consider as consensus tweaks mainly adressed to casual or battle hardened players ? thks
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Northern Ireland23673 Posts
On November 27 2024 19:34 Vision_ wrote:Show nested quote +On November 27 2024 17:12 Waxangel wrote:On November 27 2024 16:43 Vision_ wrote:On November 27 2024 15:19 Waxangel wrote:On November 27 2024 11:26 PurE)Rabbit-SF wrote: This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one. Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP). The good players will remain good, and Serral or Clem will prolly win HSC ![](/mirror/smilies/puh2.gif) Are you saying patch are mainly done for pros ? because it could be a good timing for developping a community version. community version doesn t mean not revelant for pros, it just takes care about wishes of all kind of players I mean, he was talking about HSC, so I was just addressing that particular point and saying the patch doesn't seem to break anything at the pro level (for 2-ish weeks of PTR play anyway). It's pretty obvious from some of the past changes that they are considering non-pro players, but I couldn't tell you how they're weighting the needs of the various skill levels. Considering community would be pretty happy if Infested terran could be back, (with some tweaks), it s a bit selfish but i count only three community wishes : IT, abduct massive half on distance, force field / biles interaction, (3 or 4 if you count also hydras T1 maybe). Some faithful readers of this forum since beta could enlight me if they have another idea (shared by most of members of TL) Please could you list what you consider as consensus tweaks mainly adressed to casual or battle hardened players ? thks None of those are particularly consensus desires, I’d argue there are very, very few specific changes that the wider community generally agrees on.
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whatever... my english is in progress
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I love to see if infestor can get four spells: spawning infested terran, fungal, microbial shrouds and neural parasite.
Or change locusts to infested terrans instead.
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Northern Ireland23673 Posts
On November 28 2024 03:37 Vision_ wrote: whatever... my english is in progress It’s nothing to do with language, you’re making some claims that don’t largely mesh with my experience in various SC communities. Unless I picked you up wrong
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I don't know, if you guys tried yourself mass Cyclone vs Z/P this patch is stupidly OP. just try it. I would laugh so hard I don't even wanna tune into HSC if they just play mass cyclone, it would just be a clown show.
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On November 27 2024 16:43 Vision_ wrote:Show nested quote +On November 27 2024 15:19 Waxangel wrote:On November 27 2024 11:26 PurE)Rabbit-SF wrote: This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one. Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP). The good players will remain good, and Serral or Clem will prolly win HSC ![](/mirror/smilies/puh2.gif) Are you saying patch are mainly done for pros ? because it could be a good timing for developping a community version. community version doesn t mean not revelant for pros, it just takes care about wishes of all kind of players
Unless it's a blanket QoL improvement change then it's fine. Unit balance/stats should never be altered due to lower levels of play. If it really is an issue then custom maps are there to scratch that itch. The game is too far along for segmented and diluted matchmaking.
There are still a ton of features that can and should be implemented to bridge the barrier to entry. Some of these for example: I'm still against the general notion of the select all army hotkey, but when it was added there should have been an option to set control groups to be omitted.
A streamlined and obvious way to convey and assign rapid fire spells and units.
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There's a lot of problems and weaknesses with mass Cyclone comps, and I'm glad this bug / accidental buff made it in so that we can explore what would happen if Cyclone had a real buff instead of that "let's change +20 vs Armor to +10 vs all because so that it's weaker vs the things it was good against".
Maybe there would be some strong timings and pushes, but it won't be OP. You can flank them, overwhelm them, cancel the Lock-on, outscale them past the early-mid game. The Cyclone pokes and is annoying if you let it zone for free, but if you're committed and interact and make actual plays and moves, then you can get a surround or flank or good engagement.
As someone mentioned, Cyclone in macro games will only fulfill a niche role, because usually you'd just rather get a Tank or a Thor if you need some heavy duty AA. That said, there ARE quite a few good situations to build Cyclones in when playing Mech (other than just battle mech comp ofc). If you're going traditional tank based mech and traded in a fight, it's a good option to pump out some Cyclones instead of tanks because Cyclones do well in smaller numbers and you then switch to a tempo based pressure game to try to gain some value, and then get time to rebuild your tank count behind it.
However, in TvP while the Mag-Field change to +10 vs All helps it deal even better vs Chargelots (since after a trade, they're going to be mostly warping in gateway units before more tech heavy stuff rebuilds), it was already good enough before with Hellion support. So personally i would have preferred the +20 Armor vs most core units like Stalker/Immortal and most air units.
Ofc, +20 Armor also made it more useful vs Corruptors (to defend your BCs after a BC opening), super early roach rushes (or roach into ravager rushes since they'd morph them at your front), and Fact+TL openings where you pressure Protoss's natural while they're trying to get up their 1st Immortal or whatever. And +20 Armor also made it better at sniping static defense and expansions.
The change to +10 vs All was intended to be a buff, but it really isn't clearly a buff if at all, many mech players prefer +20 vs Armor. Let's change it to something like +10 (+10 vs Armor), or heck as I've been advocating to just be super fair and conservative +10 (+5 vs Armor) or +5 (+10 vs Armor). The main thing +10 vs All helped with is using it in TvZ, where Mech has already been decently viable throughout LotV or fringe viable at worst. It feels like an overall nerf in TvP where Mech needed help, and maybe even TvT as again you already have Tanks+Hellions to deal with marines, whereas about every other core unit (Marauder, Tank, support units like vikings, libs, BCs, etc.) are all Armored.
As Vision said, Mech was designed and finds strength in specialized units, same as Protoss. The balance team saying that it's Mech's weakness, and making it do overall less damage vs most units just feels so disappointing.
Perhaps without Battery Overcharge, Cyclone first openings can actually be a decently viable build vs Protoss. The window to put pressure before Protoss got a 2nd Immortal up or blink was really short. Without the 10 sec buffer Battery Overcharge gave, it might actually make a significant difference.
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lol , just A move cyclone you win right now, is stupid.
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Why would the bug do anything, if your unit takes 400 dmg it's dead, what difference is 600 to 750? It should only make a difference vs. buildings but without the +20 vs. armoured it's not gonna be the same hatch sniper, anyways.
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Can't believe there's a mech player in here unironically arguing that a +25% damage buff to the cyclone is good for the game
On November 28 2024 21:13 ejozl wrote: Why would the bug do anything, if your unit takes 400 dmg it's dead, what difference is 600 to 750? It should only make a difference vs. buildings but without the +20 vs. armoured it's not gonna be the same hatch sniper, anyways.
It shoots faster. It's not just doing more damage, its doing its damage faster.
So instead of 28DPS, it's doing 35DPS.
For a real world perspective, a cyclone will kill a roach 2 seconds faster
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On November 28 2024 21:16 InfCereal wrote:Can't believe there's a mech player in here unironically arguing that a +25% damage buff to the cyclone is good for the game Show nested quote +On November 28 2024 21:13 ejozl wrote: Why would the bug do anything, if your unit takes 400 dmg it's dead, what difference is 600 to 750? It should only make a difference vs. buildings but without the +20 vs. armoured it's not gonna be the same hatch sniper, anyways. It shoots faster. It's not just doing more damage, its doing its damage faster. So instead of 28DPS, it's doing 35DPS. For a real world perspective, a cyclone will kill a roach 2 seconds faster
I literally did not say that. But if you didn't read my wall of text I can understand.
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this is the worst patch that i can remember
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On November 28 2024 06:25 Agh wrote:Show nested quote +On November 27 2024 16:43 Vision_ wrote:On November 27 2024 15:19 Waxangel wrote:On November 27 2024 11:26 PurE)Rabbit-SF wrote: This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one. Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP). The good players will remain good, and Serral or Clem will prolly win HSC ![](/mirror/smilies/puh2.gif) Are you saying patch are mainly done for pros ? because it could be a good timing for developping a community version. community version doesn t mean not revelant for pros, it just takes care about wishes of all kind of players Unless it's a blanket QoL improvement change then it's fine. Unit balance/stats should never be altered due to lower levels of play. If it really is an issue then custom maps are there to scratch that itch. The game is too far along for segmented and diluted matchmaking. There are still a ton of features that can and should be implemented to bridge the barrier to entry. Some of these for example: I'm still against the general notion of the select all army hotkey, but when it was added there should have been an option to set control groups to be omitted. A streamlined and obvious way to convey and assign rapid fire spells and units.
Yes i agree, , i have no interest in modify the stats of the game, it s more QoL or some good ideas about economy. In that regards, the economy of SC2 is really linear so i have good ideas to increase replayability of the game.
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On November 26 2024 23:24 Cactus66 wrote:Show nested quote +On November 26 2024 22:40 Moonerz wrote: Would have liked a more targeted TvP ghost nerf. Like emps can't effect the same unit twice within a certain period or whatever.
Zergs crying about their t3 units getting countered by ghost. Sorry it's not a free win when you get your t3 units.
What else in the t army matches up well against late game zerg units? It's just a consequence of making that one unit so critical to terran. Siege tanks/libs owned by vipers. You're not alone, but this is such a terrible Zerg v ghost take. It counters every zerg t3 unit. No zerg unit counters it. There is not another example of this in the game. It wasn't balanced AND it's terrible game design.
Zerg is doing fine right-now. Stop whining.
Look at all the highlight games. Most of them are Terran games. This indicates good game design since Terran games are found to be engaging and exciting by the community.
There are imperfections, of course. But you cannot overcorrect them by killing the only viable strategy that Terrans have in late-game TvZ. Might as well go back to Broodlord/Infestor era then. Enjoy watching those games.
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On November 28 2024 08:27 Yoshi Kirishima wrote: There's a lot of problems and weaknesses with mass Cyclone comps, and I'm glad this bug / accidental buff made it in so that we can explore what would happen if Cyclone had a real buff instead of that "let's change +20 vs Armor to +10 vs all because so that it's weaker vs the things it was good against".
Maybe there would be some strong timings and pushes, but it won't be OP. You can flank them, overwhelm them, cancel the Lock-on, outscale them past the early-mid game. The Cyclone pokes and is annoying if you let it zone for free, but if you're committed and interact and make actual plays and moves, then you can get a surround or flank or good engagement.
As someone mentioned, Cyclone in macro games will only fulfill a niche role, because usually you'd just rather get a Tank or a Thor if you need some heavy duty AA. That said, there ARE quite a few good situations to build Cyclones in when playing Mech (other than just battle mech comp ofc). If you're going traditional tank based mech and traded in a fight, it's a good option to pump out some Cyclones instead of tanks because Cyclones do well in smaller numbers and you then switch to a tempo based pressure game to try to gain some value, and then get time to rebuild your tank count behind it.
However, in TvP while the Mag-Field change to +10 vs All helps it deal even better vs Chargelots (since after a trade, they're going to be mostly warping in gateway units before more tech heavy stuff rebuilds), it was already good enough before with Hellion support. So personally i would have preferred the +20 Armor vs most core units like Stalker/Immortal and most air units.
Ofc, +20 Armor also made it more useful vs Corruptors (to defend your BCs after a BC opening), super early roach rushes (or roach into ravager rushes since they'd morph them at your front), and Fact+TL openings where you pressure Protoss's natural while they're trying to get up their 1st Immortal or whatever. And +20 Armor also made it better at sniping static defense and expansions.
The change to +10 vs All was intended to be a buff, but it really isn't clearly a buff if at all, many mech players prefer +20 vs Armor. Let's change it to something like +10 (+10 vs Armor), or heck as I've been advocating to just be super fair and conservative +10 (+5 vs Armor) or +5 (+10 vs Armor). The main thing +10 vs All helped with is using it in TvZ, where Mech has already been decently viable throughout LotV or fringe viable at worst. It feels like an overall nerf in TvP where Mech needed help, and maybe even TvT as again you already have Tanks+Hellions to deal with marines, whereas about every other core unit (Marauder, Tank, support units like vikings, libs, BCs, etc.) are all Armored.
As Vision said, Mech was designed and finds strength in specialized units, same as Protoss. The balance team saying that it's Mech's weakness, and making it do overall less damage vs most units just feels so disappointing.
Perhaps without Battery Overcharge, Cyclone first openings can actually be a decently viable build vs Protoss. The window to put pressure before Protoss got a 2nd Immortal up or blink was really short. Without the 10 sec buffer Battery Overcharge gave, it might actually make a significant difference.
25% is way too strong though, even for an accidental test. Thors are also way too niche of an AA. Most mech players will prefer Vikings for that reason.. I think Cyclones can have a place as supplemental generalized AA for mech that cannot be massed - through model size and supply cost changes.
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On November 29 2024 10:54 Pentarp wrote:Show nested quote +On November 26 2024 23:24 Cactus66 wrote:On November 26 2024 22:40 Moonerz wrote: Would have liked a more targeted TvP ghost nerf. Like emps can't effect the same unit twice within a certain period or whatever.
Zergs crying about their t3 units getting countered by ghost. Sorry it's not a free win when you get your t3 units.
What else in the t army matches up well against late game zerg units? It's just a consequence of making that one unit so critical to terran. Siege tanks/libs owned by vipers. You're not alone, but this is such a terrible Zerg v ghost take. It counters every zerg t3 unit. No zerg unit counters it. There is not another example of this in the game. It wasn't balanced AND it's terrible game design. Zerg is doing fine right-now. Stop whining. Look at all the highlight games. Most of them are Terran games. This indicates good game design since Terran games are found to be engaging and exciting by the community. There are imperfections, of course. But you cannot overcorrect them by killing the only viable strategy that Terrans have in late-game TvZ. Might as well go back to Broodlord/Infestor era then. Enjoy watching those games.
Better to just uninstall the game and don't care anymore, cause you will free so much brain power and storage you will feel alive again
That's what those stupid things did to me anyway
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It's not the worst patch, it's not even the worst patch the cabal did. It probably lies in the middle of 5 patches that were all nerfs aimed at protoss, while terran gained buffs, zergs nerfs and then it went the opposite direction for the last 2 patches. In a way we're exactly where we were when they started, but having removed protoss from the game.
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