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Battle Report 3 - Page 26

Forum Index > SC2 General
Post a Reply
Prev 1 24 25 26 27 28 37 Next All
kevin349
Profile Joined May 2009
United States68 Posts
June 20 2009 18:24 GMT
#501
I can't believe this has reached 500 posts already.

I find it funny how people cry imba when they haven't played. Wait for beta, then we'll see what's imba.
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
June 20 2009 18:36 GMT
#502
No, our germans are better than theirs
...
ShawnWilkesBooth
Profile Joined April 2009
United States13 Posts
June 20 2009 18:51 GMT
#503
I think it's unreasonable to call the people who have issues with the balance issues (even this early) "stupid" The nullifier's forcefield ability should've never been so early in the tech tree, even without testing it's an obvious imbalance - on paper alone. Any type of mind control where one can remained cloaked/burrowed is pretty ridiculous - though an energy increase or something could fix that (or make the infestor have to unburrow to parasite).

I didn't have any problem with blink, and don't see it needing an increase in cooldown or have an energy expenditure (not everything needs to use energy, folks, this isn't SC1.5, it's a new game). The stalkers aren't very strong or powerful units and the blink dancing is an interesting micro mechanic for both retreating and pursuit.

That being said, there have been a few people with unreasonable posts. Those saying that Blizzard won't be able to get the game balanced because of what we've seen thus far. The game's still probably six months away - that's plenty of time to get the game balanced enough. We probably won't see current SC balance for a while after release (but probably much sooner than with their previous games, you learn from your mistakes).

People have to keep in mind that a vast majority of the people playing the game will not be even close to D level players - the type of play the pros do is a completely different game than what they're used to (and what I was used to only a few months ago). The Battle Reports are more for them than for us (you just have to check a mainstream game site for comments on this most recent leak they all talk about how they'd be destroyed by either player and can't imagine a game being so fast and complex).
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2009-06-20 19:36:05
June 20 2009 19:19 GMT
#504
On June 21 2009 03:51 ShawnWilkesBooth wrote:
I think it's unreasonable to call the people who have issues with the balance issues (even this early) "stupid" The nullifier's forcefield ability should've never been so early in the tech tree, even without testing it's an obvious imbalance - on paper alone. Any type of mind control where one can remained cloaked/burrowed is pretty ridiculous - though an energy increase or something could fix that (or make the infestor have to unburrow to parasite).

I didn't have any problem with blink, and don't see it needing an increase in cooldown or have an energy expenditure (not everything needs to use energy, folks, this isn't SC1.5, it's a new game). The stalkers aren't very strong or powerful units and the blink dancing is an interesting micro mechanic for both retreating and pursuit.

That being said, there have been a few people with unreasonable posts. Those saying that Blizzard won't be able to get the game balanced because of what we've seen thus far. The game's still probably six months away - that's plenty of time to get the game balanced enough. We probably won't see current SC balance for a while after release (but probably much sooner than with their previous games, you learn from your mistakes).

People have to keep in mind that a vast majority of the people playing the game will not be even close to D level players - the type of play the pros do is a completely different game than what they're used to (and what I was used to only a few months ago). The Battle Reports are more for them than for us (you just have to check a mainstream game site for comments on this most recent leak they all talk about how they'd be destroyed by either player and can't imagine a game being so fast and complex).


.... Just /facepalm... Nothing like making completely outrageous conclusions on a game you've never played and have only seen these units in action once. Now have you ever though that zerg and protoss may actually need those abilities at the appropriate times instead of just coming to these stupid conclusions. And just to show you how bad this is I could make the same conclusion about spider mines, a single vulture worth of spider mines can take out 40 food supply instantly, now that's clearly overpowered....
ShawnWilkesBooth
Profile Joined April 2009
United States13 Posts
June 20 2009 19:33 GMT
#505
...I must have missed where I typed that the abilities should be removed from the game as opposed to changing energy cost or tech level.

Perhaps you could point out where I said that.
Darkhorse1
Profile Joined June 2009
United States11 Posts
June 20 2009 19:34 GMT
#506
imo, infestor's other ablities are also very powerful, so i don't think neural parasite is imbalanced.
I could look at this table of relative acid strengths all day....its just so cute - professor Norman
Medzo
Profile Blog Joined June 2009
United States627 Posts
June 20 2009 19:35 GMT
#507
On June 21 2009 03:51 ShawnWilkesBooth wrote:
The nullifier's forcefield ability should've never been so early in the tech tree, even without testing it's an obvious imbalance - on paper alone. Any type of mind control where one can remained cloaked/burrowed is pretty ridiculous - though an energy increase or something could fix that (or make the infestor have to unburrow to parasite).


The zerg player did some kind of 3 hatchery build and then attempted to rush in with 8 zerglings, even after waiting, on a map where he had to run 150% of the length to get to his opponent. Anyway, I think if he went with a 9 pool equivalent and made the zerglings to show up even 15 seconds earlier he would of gotten through.

Also the mind control time is mad short, you will notice that he had 4 infestors and used mind control 2 at a time so he could use it again right after it was done. Now this made it last for most of the battle, but these were also small army battles.
danieldrsa
Profile Joined June 2008
Brazil523 Posts
Last Edited: 2009-06-20 20:00:22
June 20 2009 19:57 GMT
#508
On June 21 2009 03:51 ShawnWilkesBooth wrote:
I think it's unreasonable to call the people who have issues with the balance issues (even this early) "stupid" The nullifier's forcefield ability should've never been so early in the tech tree, even without testing it's an obvious imbalance - on paper alone. Any type of mind control where one can remained cloaked/burrowed is pretty ridiculous - though an energy increase or something could fix that (or make the infestor have to unburrow to parasite).


You are terrible terrible wrong on that.
Seriously you dont know what you are talking about.

This "its obvious imbalance - on paper alone" is hilarious. Man, i refuse to accept you made this statement.
You dont know nothing about making an RTS, and think you know more than Blizz.
You must think EA is making the game.
-*-
ShawnWilkesBooth
Profile Joined April 2009
United States13 Posts
June 20 2009 20:01 GMT
#509
On June 21 2009 04:35 Medzo wrote:
Now this made it last for most of the battle, but these were also small army battles.


That's a good point, the parasite probably wouldn't be such a game changer in a mass battle unless the player was careless with high tier units.

On June 21 2009 04:57 danieldrsa wrote:


hahahah this is fantastic.
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
June 20 2009 20:14 GMT
#510
Anyone else noticed how the drones in the beginning turned really awkwardly, as if they slided a little bit? Looked pretty weird and just looked like a glitch.
Nobody beats the Beater
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 20 2009 20:15 GMT
#511
Will most people would have an observer too and kill the infestors I would imagine.
When I think of something else, something will go here
520
Profile Blog Joined April 2009
United States2822 Posts
June 20 2009 20:15 GMT
#512
While I disagree that Force Field is overpowered, I do think the energy cost should be raised slightly. When the Zerglings make it into the Probe line, a Nullifier is spawned and throws down a Force Field immediately after spawning. If the energy cost was increased to 75 and the duration increased, we wouldn't have to worry about that, but it'd still be useful.
Writer
jtype
Profile Blog Joined April 2009
England2167 Posts
June 20 2009 20:16 GMT
#513
I would agree that some of the abilities looked imbalanced, but for the fact that the play looked to be either so noobish, or completely contrived, or even a bit of both. In which case, it's hard to say with any kind of certainty what unit/ability is over or underpowered just from this video.
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
June 20 2009 20:18 GMT
#514
It would've been fun to see a fanbase like this react the first time they saw psi-storm in a demo.
Jaedong
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
June 20 2009 20:27 GMT
#515
I'm not sure about imbalance but as far as fun the force feild is not very fun at all. I mean its so frustrating when there is a stasis at a ramp which is some what rare but now they introduce this as a common tactic so early in the game omg ill lose it.
www.brainyweb.ca //web stuff!
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
June 20 2009 20:34 GMT
#516
On June 21 2009 05:18 Avidkeystamper wrote:
It would've been fun to see a fanbase like this react the first time they saw psi-storm in a demo.


They probably would not have considered them overpowered, since people did not know about Jangbi storms back then.
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
June 20 2009 20:35 GMT
#517
I don't think forcefield is imba because ramps need 4 zealots now, and zerg will be able to get 8 zerglings before that easily.
ShawnWilkesBooth
Profile Joined April 2009
United States13 Posts
June 20 2009 20:42 GMT
#518
On June 21 2009 05:34 Tom Phoenix wrote:
They probably would not have considered them overpowered, since people did not know about Jangbi storms back then.


Not to mention you need more than a core to not only build templars but also research psi storm and wait for energy and they can't attack and yada yada yada.
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
June 20 2009 20:50 GMT
#519
On June 21 2009 05:35 Nevuk wrote:
I don't think forcefield is imba because ramps need 4 zealots now, and zerg will be able to get 8 zerglings before that easily.

Isn't this going to depend on the ramp? -_-
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
June 20 2009 21:08 GMT
#520
On June 21 2009 05:50 Tsagacity wrote:
Show nested quote +
On June 21 2009 05:35 Nevuk wrote:
I don't think forcefield is imba because ramps need 4 zealots now, and zerg will be able to get 8 zerglings before that easily.

Isn't this going to depend on the ramp? -_-

Nope, they're balancing the game for ramps that take 4 zealots to block - so having an early forcefield is probably the requirement to stop even non all-in zerglings.
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