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4 Posts
https://news.blizzard.com/en-us/starcraft2/24162754/starcraft-ii-5-0-14-patch-notes
Greetings from the StarCraft II Community Balance Council!
After several weeks of balance testing on the PTR server, we are pleased to release the final set of balance changes, including only a couple of small adjustments from the latest PTR package. We are very thankful for the entire community, who have been highly active in organizing tournaments, playing, and providing feedback on the new balance changes. We hope that the new patch will improve the state of the game and make it even more enjoyable for both players and viewers.
Early Game in Protoss versus Terran
Community Council Comment: We believe that the Energy Recharge ability has found its place in Protoss builds and has been very helpful in scouting and defending in various scenarios. With a couple of small adjustments below, we feel that the current set of Protoss and Terran changes is an overall improvement for Protoss gameplay stability in the early game compared to the previous patch.
Nexus
- Range for Shield Battery starting with full energy increased from 10 to 12 (maximum distance to the closest Nexus).
- Range for Energy Recharge ability is increased from 10 to 12 (maximum distance to the closest Nexus).
Community Council Comment: The increased range will allow Protoss players to be more flexible when placing Shield Batteries while defending their bases and expanding to new locations, without boosting the offensive capabilities of Shield Batteries.
Other changes
Mothership
- The model size reverted (increased) to Patch 5.0.11 values.
Ultralisk
- The model size reverted (increased) to Patch 5.0.10 values.
Community Council Comment: We would like to continue following community feedback on the identity of these powerful units. The Mothership is back to its original power level, and increasing its size back to 5.0.11 fits this change perfectly. This adjustment may also slightly help in focus firing the unit in the Zerg versus Protoss matchup, where Abduct is no longer a counter. For the Ultralisk, the original idea of reducing its size was to minimize cases where it got stuck behind other allied units, an issue now resolved with the push priority change included in this patch.
Removed changes
- Thor Explosive Payload weapon changes removed.
Community Council Comment: We received feedback from both Terran players and players from other races indicating that they did not feel positively about this change, as it did not unlock any new playstyles while negatively impacting existing ones. While we still see potential in adjusting the Thor, this unit will remain unchanged from 5.0.13 in the upcoming patch.
Lategame Concerns
Ghost Nerf
Community Council Comment: We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change. However, we also believe that proceeding with this change was desired by the community, so we would like to move forward with the Ghost supply nerf for 5.0.14 while continuing to carefully monitor its effects in both the Terran versus Zerg and Terran versus Protoss matchups.
Zerg versus Protoss
Community Council Comment: With the Mothership no longer being abductable and the overall late-game Protoss army being stronger after the Tempest change, we are concerned about the potential state of the Zerg versus Protoss late game across different levels of play. We received suggestions for some experimental changes to address this matchup, but they would require extensive testing, which would significantly delay the release of the patch. Therefore, we will not proceed with any experimental changes for now and will carefully monitor the state of this matchup going forward.
Full Updated Changelog
Protoss
Nexus
- Maximum range for Shield Battery starting with full energy increased from 10 to 12.
- Battery Overcharge removed.
- New ability: Energy Recharge (50 Energy / 60 second cooldown)
- Recharges 100 Energy to any unit or structure within 12 range of a Nexus.
Shield Battery
- Shields/HP increased from 150/150 to 200/200.
Stalker
- Train time from Gateway reduced from 30 to 27 seconds.
Colossus
- Shields/HP changed from 150/200 to 100/250.
Tempest
- Supply Cost reduced from 5 to 4.
- vs Air attack range reduced from 14 to 13.
Immortal
- Cost reduced from 275/100 to 250/100.
- Weapon cooldown increased from 1.04 to 1.14.
Disruptor
- Purification Nova radius increased from 1.375 to 1.5.
- Purification Nova damage reduced from 145 (200 vs shields) to 100 (200 vs shields).
Mothership
- Cost increased from 300/300 to 400/400.
- Supply cost increased from 6 to 8.
- Mothership now can no longer be targeted by Abduct.
- Damage increased from 6x6 to 6x4x4 (36 damage vs 1 target to 24 damage vs 4 targets each).
- The model size reverted (increased) to Patch 5.0.11 values.
Terran
Cyclone
- Reverted to patch 5.0.11 Cyclone.
Salvage
- Damage now cancels the Salvage process.
- Salvage timer is now visible to enemies.
Planetary Fortress
- Armor reduced from 3 to 2.
Sensor Tower
- Cost reduced from 125/100 to 100/50.
- Radar range reduced from 27 to 22.
- Can now be salvaged.
Orbital Command
- Calldown: Extra Supplies increases the target Supply Depot's current/max health to 500.
Ghost
- Supply cost increased from 2 to 3.
Zerg
Queen
- Cost increased from 150/0 to 175/0.
Hatchery
- Cost reduced from 300/0 to 275/0.
Spore Crawler
- Damage increased from 15 to 20.
- Health reduced from 400 to 300.
Hydralisk
- Muscular augments creep speed bonus reduced from 1.03 to 0.74.
- New research: Nanomuscular Swell (researches new Lunge ability)
- Cost: 100/100, 64 seconds. Requires Hive.
- Lunge ability (previously called Dash) increases move speed by 100% for 0.71 seconds.
Infestor
- Microbial Shroud now lasts for 3.6 seconds on units leaving the Shroud.
Ultralisk
- Increased allied push priority from 0 to 1 (now pushes allied units out of the way when moving).
- Anabolic Synthesis move speed bonus reduced from 0.82 to 0.57.
- The model size reverted (increased) to Patch 5.0.10 values.
Bug Fixes & Quality of Life Changes
- Orbital Command Scanner Sweep visual now uses team color.
- Command Center, Nexus and Hatchery now auto rally to mineral fields.
- Workers waiting for Refinery, Extractor or Assimilator to finish do not count as idle.
- SCV random delay between moving while building adjusted from 3.57- 7.14 to 4.64-6.07 (same average).
- Added icon to command card for Infestor, Hellion, Hellbat showing unupgraded passive upgrades.
- Siege Tank and Immortal tracking change from previous patch reverted due to causing unintentional retargeting.
- Fixed an issue where blinding cloud caused certain melee units attacks to be more easily canceled.
- Fixed an issue where blinding cloud could cause Planetaries to not be attack units at melee range in certain angles.
- Fixed an issue with issuing orders on certain types of rocks in fog.
- Fixed an issue with Changeling zealot move animation speed.
- Tweaked Hydralisk move animation speed to match it’s actual movement speed.
- Fixed an issue where Gravaton Beam could be cancelled within 0.04 seconds of casting by teleport/transport abilities.
- Fixed an issue where Lurker's attack could be cancelled when the target leaves range/dies and no other unit is in attack range.
- Fixed an issue with maximum Cyclone lockon range.
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I have no words. Marineking I love you bro
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We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change. even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 ❤️
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Now I'm really afraid for Starcraft. The future of the game has been entrusted not just to untalented people, but to untalented people who can't even agree among themselves. Untalented people who push their personal desires. And in the end, instead of solving problems, they look for some kind of compromises between each other. It's better to leave the game alone and not touch it at all, if there is no way to deal with it adequately and impartially. Blizzard, come to your senses.
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Wombat patch goes live. Let see how it does now
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I just placed a 16 hatch 2 seconds before the probe arrived. Feelsgoodman.
On November 26 2024 11:13 luxon wrote: even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 Terrans, perhaps, but not Clem. There was a recent translation of Oliveira's feedback on the patch according to which Clem was one of the few terrans who didn't mind the ghost nerf because he can still outplay zergs like no one else. Also, Clem deserves credit for being one of the few terrans admitting the ghost's op'ness.
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On November 26 2024 12:25 BlackEyed wrote: Now I'm really afraid for Starcraft. The future of the game has been entrusted not just to untalented people, but to untalented people who can't even agree among themselves. Untalented people who push their personal desires. And in the end, instead of solving problems, they look for some kind of compromises between each other. It's better to leave the game alone and not touch it at all, if there is no way to deal with it adequately and impartially. Blizzard, come to your senses.
Blizzard team 1 has been dissolved long time ago. Only non-sense left behind to an intern, or not even an intern anymore.
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On November 26 2024 13:57 Antithesis wrote:I just placed a 16 hatch 2 seconds before the probe arrived. Feelsgoodman. Show nested quote +On November 26 2024 11:13 luxon wrote: even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 Terrans, perhaps, but not Clem. There was a recent translation of Oliveira's feedback on the patch according to which Clem was one of the few terrans who didn't mind the ghost nerf because he can still outplay zergs like no one else. Also, Clem deserves credit for being one of the few terrans admitting the ghost's op'ness.
At this point, just let them duke it out who has better memory of the decision tree and who can hit the music beat faster. :D I've uninstalled the game again after 4 days of playing over 250 games. Not fun at all. I quickly remembered why this game has been uninstalled for over 10 years for me.
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Always nice to get new stuffs to play with. Happy to see Starcraft still patched and alive. From my little 4k4 master protoss perspective, i don't think it will change a lot, but i'm happy to see some terran's tool nerfed. glhf♥
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On November 26 2024 12:25 BlackEyed wrote: Now I'm really afraid for Starcraft. The future of the game has been entrusted not just to untalented people, but to untalented people who can't even agree among themselves. Untalented people who push their personal desires. And in the end, instead of solving problems, they look for some kind of compromises between each other. It's better to leave the game alone and not touch it at all, if there is no way to deal with it adequately and impartially. Blizzard, come to your senses.
This sounds like an accurate description of the German government xD
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On November 26 2024 11:13 luxon wrote:Show nested quote +We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change. even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 ❤️ Isn't the change more significant in TvZ? And Zerg really doesn't need further help winning tournamnets
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I think the patch is reasonable, especially seeing maxpax 3-0ing clem in some 200 Dollar finals. Watching some of the ptr-tournaments, i feel like toss and terrans winning both a lot. and when serral and reynor going beast-mode again, i think zerg will also have a shot
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there's a minor typo in the patch, the liberator command card advanced ballistics icon shows a funny string
2.ref="$UpgradeEffectArrayValue:LiberatorAGR...
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Canada8988 Posts
I'm just happy it's finaly out honestly.
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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.
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Edit: and now a zvz final on the new patch in a 1000 dollar tournament. balance cant be that bad  -> OlimoLeague/2024/November
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TRUE! After all I think zerg has dominated the most throughout SC2 history so this is probably the balance they were shooting for.
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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.
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Community Council Comment: We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change. However, we also believe that proceeding with this change was desired by the community, so we would like to move forward with the Ghost supply nerf for 5.0.14 while continuing to carefully monitor its effects in both the Terran versus Zerg and Terran versus Protoss matchups.
Translation: We've heard major concerns from multiple professional Terran players about the ghost nerf, so to address them we'll be carefully monitoring Zerg winrates to make sure they aren't too low. As a contingency, we've prepared a number of follow-up balance changes, among them buffs to underused Zerg units like the hydralisk.
Community Council Comment: With the Mothership no longer being abductable and the overall late-game Protoss army being stronger after the Tempest change, we are concerned about the potential state of the Zerg versus Protoss late game across different levels of play. We received suggestions for some experimental changes to address this matchup, but they would require extensive testing, which would significantly delay the release of the patch. Therefore, we will not proceed with any experimental changes for now and will carefully monitor the state of this matchup going forward.
Translation: We're concerned about the potential state of Zerg vs Protoss late game, specifically the potential for Protoss to win a game in the later stages of a tournament. Should the unthinkable occur, rest assured that we will step in immediately to rectify the imbalance,
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United States1804 Posts
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.
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As someone who mostly plays 2v2, this balance change and these new maps sure have completely changed the game...
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On November 27 2024 00:33 Mizenhauer wrote: It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it. The issue with the Cyclone is that it requires a freaking Tech Lab to build one-at-a-time, so why the hell should anyone build it instead of a Tank? And for Air-control? Viking is just superior in every single way as well.
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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.
Yeah, like one unit countering 20 units and can be easily massed is really fun and interesting concept....
I feel like this whole ghost vs. everybody- issue is being handled wrong all this time. The process of addressing the issue should be something like this imo;
1. What units does ghost counter ? What is the units role in the whole terran roster ?
2. Should it counter them ? Is it fair ? Does it reward active playstyle ? Is ghost too easily to mass end-game ? Is it exciting gameplay ? What areas of the game does this one unit cover ?
3. If it doesnt reward active gameplay or is not good and fair counter to some unit(s), what should be changed to address the issue ?
4. If we make the change to address the issue, what does it mean for terran ? Does terran need something in return to not change the balance too much ? What are the options to make it possible ?
5. Make adjustments to other terran units/values etc. if neccessary.
6. Test things out. If its not working, start from point one.
7. Repeat until we get the results wanted.
This whole process needs to have feedback from the pros, especially the suggestions for changes- part. The testing phase should be long enough (maybe 1 month+), unless its soon obvious that the changes dont work.
And whats the most important part; Although the pros are crucial in planning and testing the changes, we should have INDEPENDENT balance council team, that doesnt have any active players on it to make the final decicions. Every pro has his/her opinions biased towards own races agenda, so it would be very important to have people that dont have that issue to make the final decisions on the patches.
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Most of the Zerg changes going through unaltered does not invoke a Nanomuscular Swell in my pants, is it just me or is this patch already underwhelming for what it's worth? Seriously, who tf came up with this ability name...
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Fairly certain that protoss is the best race now, especially in combination with the new maps that are less terran favored. Maybe Maxpax wins the next ESL thingy, how about that.
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Northern Ireland24250 Posts
On November 26 2024 13:07 Blitzball04 wrote: Wombat patch goes live. Let see how it does now Fingers crossed, for obvious reasons!
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Northern Ireland24250 Posts
On November 27 2024 00:33 Mizenhauer wrote: It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it. I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning.
At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche
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On November 27 2024 03:58 WombaT wrote:Show nested quote +On November 27 2024 00:33 Mizenhauer wrote: It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it. I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning. At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche Cyclones are meant to generate value by picking stuff off for free and retreating back to the safety of your tank line. The intended synergy is obvious, it's just that cyclones make you way too fragile in the early game, and bio does the same job without introducing the same vulnerabilities.
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United States1804 Posts
On November 27 2024 03:58 WombaT wrote:Show nested quote +On November 27 2024 00:33 Mizenhauer wrote: It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it. I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning. At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche
Units that run away when fighting are awful and should not exist. You want units that force interactions, not ones that disincentive engaging in larger scale conflicts.
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I agree with miz. Even in the best use case of cyclones in battle mech, the interaction was pretty trash. Lock on and run away use hellions to kill anything faster than the cyclone.
Cyclones can't be too tanky and they also can't do too much damage. So you're left with this busted unit that excels in certain situations but in others requires too much micro for the value you're getting. Goliaths still fit better than cyclones lol but I understand the overlap between goliaths and thors
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Northern Ireland24250 Posts
On November 27 2024 05:03 Moonerz wrote: I agree with miz. Even in the best use case of cyclones in battle mech, the interaction was pretty trash. Lock on and run away use hellions to kill anything faster than the cyclone.
Cyclones can't be too tanky and they also can't do too much damage. So you're left with this busted unit that excels in certain situations but in others requires too much micro for the value you're getting. Goliaths still fit better than cyclones lol but I understand the overlap between goliaths and thors My personal pet theory is Blizzard have long known that properly filling out the mech repertoire’s holes would make it completely broken and so have thus never done it fully. They’ll throw the odd bone because it’s a common demand, but deliberately have left some of those gaps.
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Northern Ireland24250 Posts
On November 27 2024 04:19 Mizenhauer wrote:Show nested quote +On November 27 2024 03:58 WombaT wrote:On November 27 2024 00:33 Mizenhauer wrote: It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it. I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning. At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche Units that run away when fighting are awful and should not exist. You want units that force interactions, not ones that disincentive engaging in larger scale conflicts. You leave my beloved Phoenix alone! Although even I hate any mass Phoenix meta
I don’t think it’s inherently broken, but this implementation sucks. I bloody hate the Cyclone as much as I love me Phoenix
I think part of what makes Phoenixes a fine skirmish and harass unit is having to manually cast graviton beam.
Whereas with Cyclones, you just get in range and the ability triggers. Perhaps it still would suck, I would have liked to have seen some experimentation in making it more potent but require lock on to be manually cast.
Even then it could still suck but it’s been the only idea suggestion I’ve had/or stolen (can’t remember) that I think might work
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No broodlord bug fix? Just leave the unit as trash? So lame. Hydras get a useless active while getting a big nerf to their passive movespeed. Ultra is interesting to see how it will play out.
Battery overcharge removal means Protoss is pigeonholed into stargate every single game vs zerg, boring loss of build diversity. It will also make holding 2 base all ins much harder for everyone who ain't a GM. Not a fan.
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Developer Comment: The Mag-Field Accelerator damage change attempts to make the unit slightly more well rounded, as many of Terran's Factory units are too specialized into certain roles. The Lock On prioritizing air units will help when engaging armies such as Mutalisks and Zerglings, preventing all the Lock Ons from being wasted on Zerglings and the mech army being overwhelmed in the air.
How do you translate ?
They added cyclone because they want to make the unit well rounded (their famous expression...)
It s all the contrary of how SC2 has been created, numerous and various units with extreme difference, with weakness and strength.
Cyclone 5.0.11 Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all. Lock On will now prioritize Air Units that threaten the Cyclone (Air units with an anti ground attack, spellcasters) Lock On Auto-Cast range increased from 7 to 7.5 (Similar to the change from Heart of the Swarm to Legacy of the Void with weapon 'Scan Range', the auto cast range is increased so attack-moved cyclones do not move below the actual Cast Range of Lock On before it acquires a target. The ability is still cast at 7 range)
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On November 26 2024 11:13 luxon wrote:Show nested quote +We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change. even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 ❤️
The ghost nerf doesn't even help Toss. It's a TvZ nerf that Zergs are using PvT to justify.
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Your honor,... uh .. .... so... uh.... Huston Mayday mayday, we got a problem Huston.
Cyclone is currently bugged it does 25% more dmg....................
So apparently all you gotta do is mass Cyclone and you win vs Zerg/Protoss with no brain and strategy A move for the win
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This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one.
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United States33154 Posts
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 
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On November 27 2024 10:59 JJH777 wrote:Show nested quote +On November 26 2024 11:13 luxon wrote:We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change. even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 ❤️ The ghost nerf doesn't even help Toss. It's a TvZ nerf that Zergs are using PvT to justify.
Yes community is reacting with a bit of delay but it s true.
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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 
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 States33154 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  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  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 Ireland24250 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  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 Ireland24250 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  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  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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On November 30 2024 02:45 PurE)Rabbit-SF wrote:Show nested quote +On November 29 2024 10:54 Pentarp wrote: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
You know, I almost get the feeling you don't particularly like this patch or this game. But I'm not entirely sure, you haven't been really clear about it.
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On November 30 2024 03:59 Balnazza wrote:Show nested quote +On November 30 2024 02:45 PurE)Rabbit-SF wrote:On November 29 2024 10:54 Pentarp wrote: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 You know, I almost get the feeling you don't particularly like this patch or this game. But I'm not entirely sure, you haven't been really clear about it.
I mean yeah, I am very clear I don't like this game, let alone the patch.
I tried to play for 4 days again after 10+ years I have not been playing this, the disgusting feeling sinks in really fast after 200+ games in 4 days. It sucks really bad.
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My biggest complain as a terran nerd. I am okay playing against zerg for the most part, if I don't win I can attribute to I played bad.
Vs protoss as an old player, I cannot see the mini map, I am right eye dominant , for anyone who play FPS, you know what that means, I need my minimap on the right. I am perfectly fine playing Dota2 ...... the mini map is not an issue, but SC2? HELL I am 36 years old, I am not a youngester who just sees everything ... like .... in the old days.
Protoss have way too many AOE I need to dodge many many time it relies on mini map....
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![[image loading]](https://i.gyazo.com/8871fd92ae8b249aa72601383569c93c.png)
It is clear, the godd*mn Protoss race has been made much too powerful with this patch. Only 4-5 Terrans currently making it out of the 3 Groups that have played so far, it is clear that Protoss needs some nerfs right away. I suggest we do the immortal nerf to them all, 10% slower attack speed on all units.
Sidenote: TvP was the problem, so the balance bojz made Protoss stronger against Zerg. It just makes sense, because Terran has just consistently been doing so poorly. MakeTerranGreatAgain!
User was warned for this post
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fits with the statements that there are some strong bias terran in the balance council. but to be fair, the group results could have been similar in other patches as well. especially places 1-3 in each group are very close..
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Northern Ireland24250 Posts
Hey I’m not a fan of all the changes but given the field is HSC really one to make judgements on?
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Just commentary on the very very unhappy Terrans, who have been signaling the Ghost and other changes making Terran weak. Then we get the first tourney and nothing has changed. I think the casters who have been commenting (PiG and Winter etc.) "get" it. If you want this game to survive, it won't be through seeing more TvT and TvZ only for wins in the tourneys. And tbh, Zerg needs a buff vs Protoss if anything, so this weird patch which helps Protoss clearly in PvZ, and not so much in PvT is just a headscratcher.
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It's literally one game of Showtime losing 2-1 to Spirit. You need to chill.
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not sure which matchup has interesting game at all... I really miss the like of Has, but he knows there's not fun to be had so he ain't playing anymore.
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On December 01 2024 13:28 PurE)Rabbit-SF wrote: not sure which matchup has interesting game at all... I really miss the like of Has, but he knows there's not fun to be had so he ain't playing anymore.
Has played his last official match two weeks ago, taking a map off of Showtime, so I assume he is still somewhat in practice. As a friendly advice, that I sometimes tend to need aswell: If the game is so not-fun and rage-inducing to you, maybe just don't engage in it, including this forum? Because I really don't get the impulse of "I hate all of this, so naturally I have to go to a place where people enjoy this and tell them I hate it - repeatedly."
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On December 01 2024 13:48 Balnazza wrote:Show nested quote +On December 01 2024 13:28 PurE)Rabbit-SF wrote: not sure which matchup has interesting game at all... I really miss the like of Has, but he knows there's not fun to be had so he ain't playing anymore. Has played his last official match two weeks ago, taking a map off of Showtime, so I assume he is still somewhat in practice. As a friendly advice, that I sometimes tend to need aswell: If the game is so not-fun and rage-inducing to you, maybe just don't engage in it, including this forum? Because I really don't get the impulse of "I hate all of this, so naturally I have to go to a place where people enjoy this and tell them I hate it - repeatedly."
I am only posting cause I played 4 ~ 5 days of SC2 in past 2 weeks. Normally I am not here.
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On December 01 2024 14:25 PurE)Rabbit-SF wrote:Show nested quote +On December 01 2024 13:48 Balnazza wrote:On December 01 2024 13:28 PurE)Rabbit-SF wrote: not sure which matchup has interesting game at all... I really miss the like of Has, but he knows there's not fun to be had so he ain't playing anymore. Has played his last official match two weeks ago, taking a map off of Showtime, so I assume he is still somewhat in practice. As a friendly advice, that I sometimes tend to need aswell: If the game is so not-fun and rage-inducing to you, maybe just don't engage in it, including this forum? Because I really don't get the impulse of "I hate all of this, so naturally I have to go to a place where people enjoy this and tell them I hate it - repeatedly." I am only posting cause I played 4 ~ 5 days of SC2 in past 2 weeks. Normally I am not here.
Whiiiich you clearly hated, bringing me back to my point...?
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On December 01 2024 15:18 Balnazza wrote:Show nested quote +On December 01 2024 14:25 PurE)Rabbit-SF wrote:On December 01 2024 13:48 Balnazza wrote:On December 01 2024 13:28 PurE)Rabbit-SF wrote: not sure which matchup has interesting game at all... I really miss the like of Has, but he knows there's not fun to be had so he ain't playing anymore. Has played his last official match two weeks ago, taking a map off of Showtime, so I assume he is still somewhat in practice. As a friendly advice, that I sometimes tend to need aswell: If the game is so not-fun and rage-inducing to you, maybe just don't engage in it, including this forum? Because I really don't get the impulse of "I hate all of this, so naturally I have to go to a place where people enjoy this and tell them I hate it - repeatedly." I am only posting cause I played 4 ~ 5 days of SC2 in past 2 weeks. Normally I am not here. Whiiiich you clearly hated, bringing me back to my point...?
I am done replying to you anyway, this is an open forum people can express their opinion about the game state and such. If you want to have an echo chamber that's not my problem.
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Speaking of late game, last night at HSC, Serral said that terran's late game is definitely weaker now.
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Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated
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one step too much with that cyclon. every terran plays cyclons nowadays. you need to out perform in order to beat lesser players. very frustrating. hope it will change
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On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated
No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal.
Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran.
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On December 02 2024 21:13 Creager wrote:Show nested quote +On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran.
The problem is Terran isn t designed for being played with versatile units while zerg are.
In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example.
I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone
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On December 03 2024 00:53 Vision_ wrote:Show nested quote +On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation between thor to cyclone
The problem with the Thor IMHO is that the core unit design for it goes way back to Wings of Liberty. During that era things were generally slower, Medivacs didn't have boost, Mutas were slower and needed to be magic boxed, Banshees did not have a speed upgrade etc..
Another aspect is that having trade-off's for units was a more common design goal back then than what can be said about the latest unit additions, so when the unit speed creep happened over the years, the Thor just kinda faded out of a role to fulfill over time, but hasn't been properly replaced by the Cyclone, either, as the Cyclone just too impactful all around, I think.
On a side note, I think the sentiment about Terran having a role-focussed philosophy mainly stems from mech, as we also have the Marine, which is the most versatile unit in the game that has no true counters if utilised correctly.
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To me the good solution is to force lock on to target only air units, then the dps on ground can be discussed, but yes the unit shouldn t have been an "all around" unit.
If you seek the missile course, then you would probably see missile going throught buildings while they are supposed to be higher in the sky
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Northern Ireland24250 Posts
On December 03 2024 00:53 Vision_ wrote:Show nested quote +On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game.
Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game
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On December 03 2024 04:11 WombaT wrote:Show nested quote +On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game
Probably the same survey he did that made it clear for him that "the community" wants the infested terran back?
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On December 03 2024 04:11 WombaT wrote:Show nested quote +On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game
Damned my traduction of versatile is wrong, ... forget about it.
On December 03 2024 06:17 Balnazza wrote:Show nested quote +On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Probably the same survey he did that made it clear for him that "the community" wants the infested terran back?
You right, i shouldn t have done a survey on infested terrans, it seems terrible how much people are disturbed about it many years ago. Can you manage to sleep at least, since i posted this thread ?
Then if u aren t able to understand that IT was fun to play and watch in a RTS game, i can consider that you are more playing for competition and violence and that s the reason and i don t care about your opinion on IT.
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On December 03 2024 06:40 Vision_ wrote:Show nested quote +On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Damned my traduction of versatile is wrong, ... forget about it. Show nested quote +On December 03 2024 06:17 Balnazza wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Probably the same survey he did that made it clear for him that "the community" wants the infested terran back? You right, i shouldn t have done a survey on infested terrans, it seems terrible how much people are disturbed about it many years ago. Can you manage to sleep at least, since i posted this thread ? Then if u aren t able to understand that IT was fun to play and watch in a RTS game, i can consider that you are more playing for competition and violence and that s the reason and i don t care about your opinion on IT.
My dude, it doesn't matter what I want. People back in the day disliked the Infested Terrans as they disliked the Swarm Host/Locust. Because free units in a game that is about economy is hard to balance out. And even as someone who personally never had much grievance with the unit, I can admit that it looked silly when they just popped up, destroyed entire armies and then the Zerglings rolled in. Free units in SC2 are not fun. And you will probably never really make them fun, because how much they stick out like a sore thumb.
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Northern Ireland24250 Posts
On December 03 2024 06:40 Vision_ wrote:Show nested quote +On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Damned my traduction of versatile is wrong, ... forget about it. Show nested quote +On December 03 2024 06:17 Balnazza wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Probably the same survey he did that made it clear for him that "the community" wants the infested terran back? You right, i shouldn t have done a survey on infested terrans, it seems terrible how much people are disturbed about it many years ago. Can you manage to sleep at least, since i posted this thread ? Then if u aren t able to understand that IT was fun to play and watch in a RTS game, i can consider that you are more playing for competition and violence and that s the reason and i don t care about your opinion on IT. Explain what was so fascinating and interesting about IT then for us?
Hey, nothing wrong with liking particular units or mechanics, the point you seem to be missing is people are disagreeing with you when you say ‘the community wants x’ on multiple occasions, not your personal views on the game.
If I said ‘I think it would be cool if Taylor Swift did a jazz album’, hey that’s an opinion one can take as they want, if I said ‘Swifties really want Taylor Swift to make a jazz album’ I’d be talking nonsense
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Northern Ireland24250 Posts
On December 03 2024 06:58 Balnazza wrote:Show nested quote +On December 03 2024 06:40 Vision_ wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Damned my traduction of versatile is wrong, ... forget about it. On December 03 2024 06:17 Balnazza wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Probably the same survey he did that made it clear for him that "the community" wants the infested terran back? You right, i shouldn t have done a survey on infested terrans, it seems terrible how much people are disturbed about it many years ago. Can you manage to sleep at least, since i posted this thread ? Then if u aren t able to understand that IT was fun to play and watch in a RTS game, i can consider that you are more playing for competition and violence and that s the reason and i don t care about your opinion on IT. My dude, it doesn't matter what I want. People back in the day disliked the Infested Terrans as they disliked the Swarm Host/Locust. Because free units in a game that is about economy is hard to balance out. And even as someone who personally never had much grievance with the unit, I can admit that it looked silly when they just popped up, destroyed entire armies and then the Zerglings rolled in. Free units in SC2 are not fun. And you will probably never really make them fun, because how much they stick out like a sore thumb. I could see some kind of IT unit being cool, but not in the previous form we saw it prevalent, and especially not in metas where you had high infestor counts.
Potentially cool interactions I can think of would be triggering mines, tanking tank volleys, triggering stasis traps and stuff. But even then, lings are so cheap, speedy and numerous that they do those kind of things well already
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On December 03 2024 07:57 WombaT wrote:Show nested quote +On December 03 2024 06:58 Balnazza wrote:On December 03 2024 06:40 Vision_ wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Damned my traduction of versatile is wrong, ... forget about it. On December 03 2024 06:17 Balnazza wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Probably the same survey he did that made it clear for him that "the community" wants the infested terran back? You right, i shouldn t have done a survey on infested terrans, it seems terrible how much people are disturbed about it many years ago. Can you manage to sleep at least, since i posted this thread ? Then if u aren t able to understand that IT was fun to play and watch in a RTS game, i can consider that you are more playing for competition and violence and that s the reason and i don t care about your opinion on IT. My dude, it doesn't matter what I want. People back in the day disliked the Infested Terrans as they disliked the Swarm Host/Locust. Because free units in a game that is about economy is hard to balance out. And even as someone who personally never had much grievance with the unit, I can admit that it looked silly when they just popped up, destroyed entire armies and then the Zerglings rolled in. Free units in SC2 are not fun. And you will probably never really make them fun, because how much they stick out like a sore thumb. I could see some kind of IT unit being cool, but not in the previous form we saw it prevalent, and especially not in metas where you had high infestor counts. Potentially cool interactions I can think of would be triggering mines, tanking tank volleys, triggering stasis traps and stuff. But even then, lings are so cheap, speedy and numerous that they do those kind of things well already
There are a few takes you can take on free units in SC2, but it is so hard to hit the sweetspot. When they are game-defining, like Locust and ITs used to be, they suck. But if they are too situational, they are basically a gimmick no one needs. I think the most important part is always to think about counter-play. There needs to be a good counterplay that makes it fun for the opponent aswell. Remember when Colossi "countered" Locusts, but every engagement the Locusts took out 2 Colossi? That is not fun, that is not a counter. In return, the counter can't be too strong, otherwise the unit becomes a gimmick again. I refer for that to WC3 and Summon Skeletons: For most of WC3s runtime, it was a gimmick, because each race had so easy counters for a stragety that took too much ressources to setup. But other Summons, especially the hero summons, always had great usages. At the start of the game especially, they don't have a direct counterplay, but that doesn't matter because they give Exp, which acts like a counter.
But without the Exp-factor I have yet to find a sweetspot for ITs. Swarm Hosts are fine now, because they are expensive, slow and have no other use except the Locust, so the Zerg can either use them as a comeback-mechanic that is hit or miss or use them to strengthen their already won map control. But ITs? Infestors are too good in a Zerg army to have that tool aswell. So if you wanted ITs back, you would probably need to put them on an entirely new unit...but then why would you give Zerg two units that do the same thing?
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Northern Ireland24250 Posts
On December 03 2024 08:25 Balnazza wrote:Show nested quote +On December 03 2024 07:57 WombaT wrote:On December 03 2024 06:58 Balnazza wrote:On December 03 2024 06:40 Vision_ wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Damned my traduction of versatile is wrong, ... forget about it. On December 03 2024 06:17 Balnazza wrote:On December 03 2024 04:11 WombaT wrote:On December 03 2024 00:53 Vision_ wrote:On December 02 2024 21:13 Creager wrote:On December 01 2024 23:15 Vision_ wrote: Cyclones is really fast while he can do a ton of damage. His speed is actually the same than marines or marauders when they stimed, which is good. Unfortunetly, a lot of units can be denied too easily in the start of the game even if TvT can looks good. A small tweak should be done to reduce his speed while lock on is activated No thanks, I'd rather see the Cyclone removed entirely as it does way more than simply being a role unit as it initially was supposed to be. If they can tweak it so you can get 1-2 for very specific purposes like repelling Oracle harass in TvP without straight-up nullifying it altogether, that'd be somewhat fine, I guess, but repeated changes/tweaks have shown that it's apparently very hard to make the unit fit just right into Terran's arsenal. Watching Cyclones dominating the battlefield regardless of matchup was simply dumb to watch, and I say this as a mech Terran. The problem is Terran isn t designed for being played with versatile units while zerg are. In that regards and it s my opinion, if you want to keep the mind of terran, units must fit a role, that s how terran unit works with a really good synergy while zerg could assume to push with two different types of units only, for example. I haven t been accurate on the amount of speed reduction but i think your comments is pretty accurate since cyclone looks to please a majority of players even if i dislike the fact that thors looks less interesting, i would have prefered a mix between thors and cyclone. Then if a 3D professionnal is free at this moment i would be happy if he can design the transformation from thor to cyclone Marines/marauders combined with medivacs gives you one of the most versatile and potent basic unit comps on the whole game. Where are you getting the idea the cyclone pleases the majority of players? It’s one of the most disliked units in the game Probably the same survey he did that made it clear for him that "the community" wants the infested terran back? You right, i shouldn t have done a survey on infested terrans, it seems terrible how much people are disturbed about it many years ago. Can you manage to sleep at least, since i posted this thread ? Then if u aren t able to understand that IT was fun to play and watch in a RTS game, i can consider that you are more playing for competition and violence and that s the reason and i don t care about your opinion on IT. My dude, it doesn't matter what I want. People back in the day disliked the Infested Terrans as they disliked the Swarm Host/Locust. Because free units in a game that is about economy is hard to balance out. And even as someone who personally never had much grievance with the unit, I can admit that it looked silly when they just popped up, destroyed entire armies and then the Zerglings rolled in. Free units in SC2 are not fun. And you will probably never really make them fun, because how much they stick out like a sore thumb. I could see some kind of IT unit being cool, but not in the previous form we saw it prevalent, and especially not in metas where you had high infestor counts. Potentially cool interactions I can think of would be triggering mines, tanking tank volleys, triggering stasis traps and stuff. But even then, lings are so cheap, speedy and numerous that they do those kind of things well already There are a few takes you can take on free units in SC2, but it is so hard to hit the sweetspot. When they are game-defining, like Locust and ITs used to be, they suck. But if they are too situational, they are basically a gimmick no one needs. I think the most important part is always to think about counter-play. There needs to be a good counterplay that makes it fun for the opponent aswell. Remember when Colossi "countered" Locusts, but every engagement the Locusts took out 2 Colossi? That is not fun, that is not a counter. In return, the counter can't be too strong, otherwise the unit becomes a gimmick again. I refer for that to WC3 and Summon Skeletons: For most of WC3s runtime, it was a gimmick, because each race had so easy counters for a stragety that took too much ressources to setup. But other Summons, especially the hero summons, always had great usages. At the start of the game especially, they don't have a direct counterplay, but that doesn't matter because they give Exp, which acts like a counter. But without the Exp-factor I have yet to find a sweetspot for ITs. Swarm Hosts are fine now, because they are expensive, slow and have no other use except the Locust, so the Zerg can either use them as a comeback-mechanic that is hit or miss or use them to strengthen their already won map control. But ITs? Infestors are too good in a Zerg army to have that tool aswell. So if you wanted ITs back, you would probably need to put them on an entirely new unit...but then why would you give Zerg two units that do the same thing? Yeah can’t disagree with that, plus I think with just the general game flow of WC3, mana also is so precious a resource that summons aren’t ‘free’ in the same way.
While technically the same limitation existed for Infestors and their infested Terrans, in actuality it often wasn’t because IT spam would often occur in semi-stalemate games where one big engagement would settle the game, and both sides would sit posturing and pooling energy for ages
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Free units aren't fundamentally intractable, it just so happened that their implementation in SC2 has always sucked: * With Broodlords (the worst offender) the problem is that they spawn right on top of your army, so if you don't have the dps to clear them fast enough, they body-block your army and cause your units to spazz out, which is cancerous to play against and lame to watch. * With Swarmhosts the problem was the huge range and the fact that locusts had no downtime. * With infested terrans the problem was that the infestors were good enough already, and ITs just tipped the balance. The fact that ITs were free units was immaterial. If ITs had been replaced by a spell with similar damage output it wouldn't have been any better
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Northern Ireland24250 Posts
On December 03 2024 11:17 Athenau wrote: Free units aren't fundamentally intractable, it just so happened that their implementation in SC2 has always sucked: * With Broodlords (the worst offender) the problem is that they spawn right on top of your army, so if you don't have the dps to clear them fast enough, they body-block your army and cause your units to spazz out, which is cancerous to play against and lame to watch. * With Swarmhosts the problem was the huge range and the fact that locusts had no downtime. * With infested terrans the problem was that the infestors were good enough already, and ITs just tipped the balance. The fact that ITs were free units was immaterial. If ITs had been replaced by a spell with similar damage output it wouldn't have been any better Agreed on all of those points
In the bad old WoL days I remember losing a maxed army encounter where I ate some fungals, BLs moved in and I legitimately lost an entire army to basically nothing in response. I did a suciide blink and killed like two brood lords but my entire army largely got wiped without much response.
This was the time I just decided to either +2 blink or Soul TrainTM every game, where previously I’d tried to go toe to toe and play a macro game. I did much better, but I didn’t really enjoy it
Everything that could potentially shoot up just got blocked by broodings, it was silly. Insta fungal from like 8+ Infestors made a clever angling for a good engagement prohibitively difficult and if you got nailed you just died.
In those days the only time I beat my Zerg practice partners (who were usually better than me at the matchup, (I’ve sucked at PvZ forever, but have forever been good at PvT) was hiding a mothership so they didn’t know I had one and having it flank in and doing an Archon toilet.
If they knew that was in play they usually played cautiously enough to not get caught, or have a corrupter hitsquad to zone it.
Awful fucking meta, I think we’ve come a long way all told
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fking fix cyclone ffs. the game is unplayable
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On December 03 2024 11:17 Athenau wrote: Free units aren't fundamentally intractable, it just so happened that their implementation in SC2 has always sucked: * With Broodlords (the worst offender) the problem is that they spawn right on top of your army, so if you don't have the dps to clear them fast enough, they body-block your army and cause your units to spazz out, which is cancerous to play against and lame to watch. * With Swarmhosts the problem was the huge range and the fact that locusts had no downtime. * With infested terrans the problem was that the infestors were good enough already, and ITs just tipped the balance. The fact that ITs were free units was immaterial. If ITs had been replaced by a spell with similar damage output it wouldn't have been any better
infested terran were awesome, the final version that got it deleted from the game also had a 16 damage rocket launcher vs air units and could deal 11 damage at +3 completely unaffected by armor. A revert would have been nice but at the time Zerg AA was considered a huge issue. game is definitely less interesting without them
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fking fix cyclone ffs. the game is unplayable
Harstem made an entire video talking about how unacceptable it was for a negligible range bug for the colossus that resulted in no difference.
Now theres an insane damage bug resulting in an unprecedented playoff race composition in any HSC or any premier tournament in recent memory and of course, crickets.
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Now I really fear for Starcraft. The future of the game has been entrusted not only to people without talent!
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On December 04 2024 14:54 luxon wrote:Harstem made an entire video talking about how unacceptable it was for a negligible range bug for the colossus that resulted in no difference. Now theres an insane damage bug resulting in an unprecedented playoff race composition in any HSC or any premier tournament in recent memory and of course, crickets.
HSC was played on a mod that had Cyclone damage and some other bugs fixed. Same mod has been used in weekly tournament. You would have had knowledge of that if you would have watched HSC on final day.
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On December 04 2024 16:54 Reevou wrote:Show nested quote +On December 04 2024 14:54 luxon wrote:fking fix cyclone ffs. the game is unplayable
Harstem made an entire video talking about how unacceptable it was for a negligible range bug for the colossus that resulted in no difference. Now theres an insane damage bug resulting in an unprecedented playoff race composition in any HSC or any premier tournament in recent memory and of course, crickets. HSC was played on a mod that had Cyclone damage and some other bugs fixed. Same mod has been used in weekly tournament. You would have had knowledge of that if you would have watched HSC on final day.
This gets really weird really fast, we are off to an era that is similar to brood war was at, like in order to play competitive we might have to have our own community maintained ladder in custom lobbies now.... or something like that.
Realistically speaking with Blizzard/Microsoft have Starcraft 2 as a abandon ware which will not get extra investment of resources. From a business stand point of view that is how things generally are done. Some of these bugs can take ages to fix, or the turn around time.
Even if these bug fixes or maintenance work is outsourced to a third party. It will still require Blizzard/Microsoft to go through internal review. Which still means it needs engineering resource to look at this, and also business resource to sign off on the release....... Which at this point , this project is super low priority. Sad
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All of the headaches surrounding this patch including all of the bugs it has caused are all reasons why we need to rethink how we do game balance in this game.
We shouldn't be trying to solve everything with balance patches. First of all because we are NEVER going to fix what is wrong with Protoss with a balance patch, I've ranted about this dozens of times so I won't bring up the same old points.
But secondly, because every single time we patch the game we have the potential to cause more problems than we solve.
SC2 should learn from Brood War's example and embrace game balance via the map pool. I'm not saying we should NEVER patch the game ever again, if for no other reason we should patch it to revert the badly thought out changes of the balance council. But we should make patching the game a much more uncommon thing and we should make updating the map pool more common.
We just saw how much impact a map pool that favors Terran has on the game at the pro level. Why can't we make a concerted effort to give Protoss a more favorable map pool?
I just know that our current approach isn't working. The state of the game isn't getting any better, and the balance whining is getting MUCH worse because the community now knows that the game balancers are willing to make changes just to appease the masses on reddit even if they aren't good for the game in the long run.
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Northern Ireland24250 Posts
On December 05 2024 04:20 Vindicare605 wrote: All of the headaches surrounding this patch including all of the bugs it has caused are all reasons why we need to rethink how we do game balance in this game.
We shouldn't be trying to solve everything with balance patches. First of all because we are NEVER going to fix what is wrong with Protoss with a balance patch, I've ranted about this dozens of times so I won't bring up the same old points.
But secondly, because every single time we patch the game we have the potential to cause more problems than we solve.
SC2 should learn from Brood War's example and embrace game balance via the map pool. I'm not saying we should NEVER patch the game ever again, if for no other reason we should patch it to revert the badly thought out changes of the balance council. But we should make patching the game a much more uncommon thing and we should make updating the map pool more common.
We just saw how much impact a map pool that favors Terran has on the game at the pro level. Why can't we make a concerted effort to give Protoss a more favorable map pool?
I just know that our current approach isn't working. The state of the game isn't getting any better, and the balance whining is getting MUCH worse because the community now knows that the game balancers are willing to make changes just to appease the masses on reddit even if they aren't good for the game in the long run. The state of the game isn’t really getting any worse either.
The community needs to take a long hard look at itself too,
Many complain about maps being samey and veto anything different from standard every single pool.
But how many who advocate BW’s approach really even play much Brood War? Watching is one thing, having to learn radically different, at times crazy maps is another.
I’ve said it for the guts of a decade now, I’m fine using maps to balance, but it can’t be done under the current system. Which is basically a bunch of XvX ‘standard’ maps that skew different ways slightly in different matchups, and one or two non-standard maps that just get mass vetoes.
We need dedicated matchup maps and a general bigger map pool. Throw in a PvZ, PvT and TvZ map that’s only queued in those matchups
So long as you don’t do something like that, you can’t balance all that well by maps. It’s very hard to make a good say, PvZ map (somewhat chokey in places) that doesn’t become a good TvP map (Toss units funnelling through chokes is rather good for tank pushes and bio in general)
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On December 05 2024 08:20 WombaT wrote:Show nested quote +On December 05 2024 04:20 Vindicare605 wrote: All of the headaches surrounding this patch including all of the bugs it has caused are all reasons why we need to rethink how we do game balance in this game.
We shouldn't be trying to solve everything with balance patches. First of all because we are NEVER going to fix what is wrong with Protoss with a balance patch, I've ranted about this dozens of times so I won't bring up the same old points.
But secondly, because every single time we patch the game we have the potential to cause more problems than we solve.
SC2 should learn from Brood War's example and embrace game balance via the map pool. I'm not saying we should NEVER patch the game ever again, if for no other reason we should patch it to revert the badly thought out changes of the balance council. But we should make patching the game a much more uncommon thing and we should make updating the map pool more common.
We just saw how much impact a map pool that favors Terran has on the game at the pro level. Why can't we make a concerted effort to give Protoss a more favorable map pool?
I just know that our current approach isn't working. The state of the game isn't getting any better, and the balance whining is getting MUCH worse because the community now knows that the game balancers are willing to make changes just to appease the masses on reddit even if they aren't good for the game in the long run. I’ve said it for the guts of a decade now, I’m fine using maps to balance, but it can’t be done under the current system. Which is basically a bunch of XvX ‘standard’ maps that skew different ways slightly in different matchups, and one or two non-standard maps that just get mass vetoes.
On this we agree. I don't see how it's somehow better to force everyone to play with adjusted units than it is to completely change a map pool to non-standard maps in order to shake up the meta. The intent is the same, the only difference is the ease at which you can adjust map pools vs changing the game vs unit changes.
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On December 05 2024 04:20 Vindicare605 wrote: All of the headaches surrounding this patch including all of the bugs it has caused are all reasons why we need to rethink how we do game balance in this game.
We shouldn't be trying to solve everything with balance patches. First of all because we are NEVER going to fix what is wrong with Protoss with a balance patch, I've ranted about this dozens of times so I won't bring up the same old points.
But secondly, because every single time we patch the game we have the potential to cause more problems than we solve.
SC2 should learn from Brood War's example and embrace game balance via the map pool. I'm not saying we should NEVER patch the game ever again, if for no other reason we should patch it to revert the badly thought out changes of the balance council. But we should make patching the game a much more uncommon thing and we should make updating the map pool more common.
We just saw how much impact a map pool that favors Terran has on the game at the pro level. Why can't we make a concerted effort to give Protoss a more favorable map pool?
I just know that our current approach isn't working. The state of the game isn't getting any better, and the balance whining is getting MUCH worse because the community now knows that the game balancers are willing to make changes just to appease the masses on reddit even if they aren't good for the game in the long run.
While I am in favor of doing as little balance changes as possible to the game I'm actually not certain that this approach is possible for SC2 without a drastic change in philosophy (I think over the lifespan of this game we've tried to make every unit usable across matchups as much as possible, which might be desirable on paper, but with an asymmetrical race design is just not really applicable in reality.
The map pool balancing approach seems promising for pro level play, but what do you do with normal ladder play? I personally prefer having congruent map pools for both ladder and tournament play, but I could imagine that this would lead to problems in ladder play, as balance dynamics are different due to the environment (e.g. Protoss performing better in Bo1 format), with the worst case being people sitting out entire seasons if the map pool is too unfavorable for their race, potentially further hurting the the player base.
On a more positive note I think it's good that we finally talk about these things and that apparently it's not just my imagination that I think over the last 10 years SC2 developed into a direction that we should take a hard look at and decide wether that's good or not (mind the survivor's bias towards the current iteration). A lot of these things ended up kinda driving me away from the game, but seeing more drastic options brought up and discussed by community figures like Artosis and PiG to kind-of "revert" the game to a better and more fun state, which in my mind it definitely has been in the past (yeah I'm bathing in nostalgia a lot for Wings and HotS minus a couple of things ofc.), is definitely sparking my interest.
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I know we're all arguing here about unrelated things, but are these the bugs that are currently live in the game?
* Cyclone attacks 20% too fast * Cyclone attacks immediately after lock-on instead of after 1 second * Mothership "shoots" but doesn't do damage at max range
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Infested terran were way cooler than cloud of anti carrier. Free units in my belief always were a problem because of the economy of sc2. you get to a point where it doesn't make sense to add more workers, either it would require expoing more, or a miniscule army, and so the next best thing is to do the dance of efficiency, which in the way of free units means conjuring up free stuff. It isn't much more interesting without the free units, 2 ghosts running forward to get a snipe on a roach and a ling.
If it were the free units themselves, we would see complaining about auto turrets, changelings and hallucinations as well.
As for the cyclone, I think it's only a heated debate now because of the bug and the fact that ppl are now trying it out. after that it will become a one unit to get, or even none at all. But the fact that it exists limits star gate options. And so we can ask ourselves, does it make sense to have a unit in the game, which only purpose is to limit options, leading to less dynamic play?
As for the map discussion, this sparked an idea in my head. Mb it's time for the tournament organizers to randomize the maps for each game, no map can be repeated, and if one turns out to be too imbalanced in a matchup, screwing up tournament play, they simply ban it. I don't know, seems kind of fun. Then it would also be possible to announce the map list the day prior, if you're going into another tournament day, and players could then plan accordingly, giving tournaments more of a proleague feeling.
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Ohye and marines do have a counter, they're just busted statwise, have the marauder to complement and dkim chose to make this THE way to play terran by introducing medivac boost. Because most sc2 excitement comes from killing workers, apparently, so make this comp OP and then balance the game around that.
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I also think the best thing from these horrendous patches has been the discussion around it. Casters will often trick themselves into thinking the game is perfectly balanced and that it is always the most exciting time right now, because their job is to be excited and non-biased. If a caster thinks something is wrong with the game, it would convince some ppl that mb it's not the greatest thing ever, which would, I guess "harm" the game?
It's always funny to hear casters talking about how shit previous metas were, while when they were in it, they didn't say anything against it at all. It's not to trash them, but not speaking out has consequences, and tricking yourself is even worse. Though, to blindly listen to casters is the even bigger mistake.
The serral vs. maru era was an exciting time and we were happy to see sc2 finally get bonjwa level of players, but this was honestly only possible because protoss in the same year got gimped. If you only have to practice 2x matchups for real, it makes it waaay easier to stay consistent. And sadly it's been the same since, barring on the void ray patch, and the one after it.
We tricked ourselves into thinking that maru and serral were so much ahead of the curve that the game should be balanced with serral and maru winning as part of it. With it followed a slew of other Terran and zerg champions, because guess what, they aren't so ahead of the curve as we thought.
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As for the map discussion, this sparked an idea in my head. Mb it's time for the tournament organizers to randomize the maps for each game, no map can be repeated, and if one turns out to be too imbalanced in a matchup, screwing up tournament play, they simply ban it. I don't know, seems kind of fun. Then it would also be possible to announce the map list the day prior, if you're going into another tournament day, and players could then plan accordingly, giving tournaments more of a proleague feeling.
Maybe I'm just old-fashioned, but that sounds like a terrible idea. Map-Vetoes are part of the process and the "strategy". I just think it is a bit harder to balance out maps for three races and still keep them interesting compared to for example WC3 with 4. And "takin the map out" doesn't really help a player who just lost a tournament to the new mappool.
It's always funny to hear casters talking about how shit previous metas were, while when they were in it, they didn't say anything against it at all. It's not to trash them, but not speaking out has consequences, and tricking yourself is even worse. Though, to blindly listen to casters is the even bigger mistake.
When I started my casting-career back in the day, I remember that I did a replaycast for a game and it was horrible. One player basically just towered from his base to his opponents base. It was an awful game to cast and I didn't spare my criticsm on it, I was full on "this is prime bs"-mode. A fellow caster later on told me how exhausting it was to listen to this, so I looked into it again and he was right - my cast made the already bad game significantly worse. And that is why casters don't do that in shoutcasts and why they always seem hyped about the game and the meta, atleast during a broadcast. Because it is their job to entertain us and it isn't entertaining to hear someone whine about the meta...especially if they do that all day.
We tricked ourselves into thinking that maru and serral were so much ahead of the curve that the game should be balanced with serral and maru winning as part of it. With it followed a slew of other Terran and zerg champions, because guess what, they aren't so ahead of the curve as we thought.
I think it is more than fair and save to say that Serral and Maru were completly ahead of the curve. And yes, if they are, the game should be balanced so that it is a part of it. Because if you balance the game only so that the one or two best player(s) don't dominate, you essentially kill any competitive thought behind it.
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Northern Ireland24250 Posts
On December 06 2024 17:23 ejozl wrote: I also think the best thing from these horrendous patches has been the discussion around it. Casters will often trick themselves into thinking the game is perfectly balanced and that it is always the most exciting time right now, because their job is to be excited and non-biased. If a caster thinks something is wrong with the game, it would convince some ppl that mb it's not the greatest thing ever, which would, I guess "harm" the game?
It's always funny to hear casters talking about how shit previous metas were, while when they were in it, they didn't say anything against it at all. It's not to trash them, but not speaking out has consequences, and tricking yourself is even worse. Though, to blindly listen to casters is the even bigger mistake.
The serral vs. maru era was an exciting time and we were happy to see sc2 finally get bonjwa level of players, but this was honestly only possible because protoss in the same year got gimped. If you only have to practice 2x matchups for real, it makes it waaay easier to stay consistent. And sadly it's been the same since, barring on the void ray patch, and the one after it.
We tricked ourselves into thinking that maru and serral were so much ahead of the curve that the game should be balanced with serral and maru winning as part of it. With it followed a slew of other Terran and zerg champions, because guess what, they aren't so ahead of the curve as we thought. Those two are/have been ahead of the curve for long periods compared to some of their racial peers to be fair.
As per usual I think you’re being hyperbolic and unrealistic about Toss prospects.
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On December 03 2024 22:28 DeeJae_ wrote: fking fix cyclone ffs. the game is unplayable
I've been out of the loop, what's up with the cyclones? When I get protoss all I know is, I am usually able to stop double fac cyclone but past few games, I just could not stop them...
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On December 07 2024 03:34 allmotor1 wrote:Show nested quote +On December 03 2024 22:28 DeeJae_ wrote: fking fix cyclone ffs. the game is unplayable I've been out of the loop, what's up with the cyclones? When I get protoss all I know is, I am usually able to stop double fac cyclone but past few games, I just could not stop them...
Simply put they are bugged and dealing a lot more damage than they should be right now.
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Northern Ireland24250 Posts
On December 07 2024 06:16 Vindicare605 wrote:Show nested quote +On December 07 2024 03:34 allmotor1 wrote:On December 03 2024 22:28 DeeJae_ wrote: fking fix cyclone ffs. the game is unplayable I've been out of the loop, what's up with the cyclones? When I get protoss all I know is, I am usually able to stop double fac cyclone but past few games, I just could not stop them... Simply put they are bugged and dealing a lot more damage than they should be right now. It’s fixed now though isn’t it? Least what I read
Also @allmotor they changed the Cyclone back to the old version, the one that required a tech lab. So that older iteration has returned.
Whatever happened in swapping back to that they introduced a bug so it was the old Cyclone but on steroids and its DPS was noticeably higher than intended.
So a brief period of misery for many, a bunch of Terran cyclone abusers who’ve pushed their MMR into realms it has no business being. But from what I’m reading it’s fixed now, and those Terrans will be stomped back to where they should be, so all is right with the world
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They should be fixed, but we may have forgotten how strong they are, smth about them still feel off to me, but then I never truly adjusted to that unit, because of how ridiculously high dmg it puts out. Now with no battery buff, and weaker immo/disruptor, it can be felt, so the unit might have a role in the matchup offensively.
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On November 27 2024 03:22 Nebuchad wrote: Fairly certain that protoss is the best race now, especially in combination with the new maps that are less terran favored. Maybe Maxpax wins the next ESL thingy, how about that.
Did I nail this, I think I nailed this.
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Northern Ireland24250 Posts
On December 10 2024 23:16 Nebuchad wrote:Show nested quote +On November 27 2024 03:22 Nebuchad wrote: Fairly certain that protoss is the best race now, especially in combination with the new maps that are less terran favored. Maybe Maxpax wins the next ESL thingy, how about that. Did I nail this, I think I nailed this. Think it’s premature, Toss doing well in weeklies isn’t exactly unheard of.
I’m definitely interested to see how it goes when/if more regular larger tournies start up again
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