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Active: 832 users

Why Lockdown can fix TvT & TvP - Page 3

Forum Index > StarCraft 2 HotS
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gingerali1
Profile Joined September 2012
United Kingdom9 Posts
Last Edited: 2012-09-16 20:20:21
September 16 2012 20:18 GMT
#41
I like the idea of having lockdown on the raven, i don't think this would ruin TvT as vikings are present most of the time anyways, and i think it help in TvP. Plus Protoss have ways to deal with it, feedback and there new dispell type ablitiy.

ArcticRaven
Profile Joined August 2011
France1406 Posts
September 16 2012 20:22 GMT
#42
On September 17 2012 04:50 p1cKLes wrote:
Show nested quote +
On September 16 2012 17:38 Zanno wrote:
this is actually a pretty interesting idea

remove auto turret from the game and give lockdown to the raven

there aren't very many good reasons to build ravens vs protoss outside of 1/1/1 all-in, and auto turret is mostly an "oh no, i don't have point defense drone ready yet" spell
I was thinking possibly in addition, but now that I think about it, I like your idea better.


I like this a lot too. There's just one thing that would make it more interesting and more raven-like : make it deploy a drone over an area. That makes it more positional, and have more risk/reward compared to just a missile animation. Leaving something that can be targeted makes it more counterable - but requires you to have anti-air. (making it armored would prevent thors owning everything). On the other hand, it would have splash that way (preferably a small one, so as to affect 2-3 tanks). That would force the opponent to spread out.

The problem I see with this is that it would make it less effective against protoss (looking at you colossus). So it would have to have more range than most raven spells . 8 deploy range and 1,5 splash radius should be more than enough to get to the colossi.

I'm not sure whether or not it should affect air, since that would make it pretty good (too good ?) against Sky Toss. Maybe it should make units slower instead of freezing them completely ? That would make it more micro intensive : you'd have to get out of the field as quick as possible to be able to shoot again.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
xPrimuSx
Profile Joined January 2012
92 Posts
September 16 2012 20:37 GMT
#43
Lockdown already exists in the game, it's called 250mm Strike Cannons and can effect any ground unit (and structure) in exchange for not targeting air. It also gains 500 damage over Lockdown's 0 damage. Now the stats of Strike Cannons can obviously be tweaked to better fit a desired role, but when an ability already exists that more or less does what you want, just try and suggest tweaks then just removing it and replacing it with something that does largely the same thing.
p1cKLes
Profile Joined November 2010
United States342 Posts
September 16 2012 20:44 GMT
#44
On September 17 2012 05:37 xPrimuSx wrote:
Lockdown already exists in the game, it's called 250mm Strike Cannons and can effect any ground unit (and structure) in exchange for not targeting air. It also gains 500 damage over Lockdown's 0 damage. Now the stats of Strike Cannons can obviously be tweaked to better fit a desired role, but when an ability already exists that more or less does what you want, just try and suggest tweaks then just removing it and replacing it with something that does largely the same thing.
True and I considered this, but I think most people can agree that the 250MM cannons and lockdown on the Thor are completely useless. Maybe it could be tweaked, and I did suggest that in my thread, but I personally think it would be better suited on the Raven and remove the 250MM cannons on the Thor all together. It's a good point, and it did cross my mind.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
September 16 2012 21:12 GMT
#45
If 250mm didnt take an eternity to startup it would be a useful spell and would make the thor cost effective vs ground. That and maybe a +1 buff on its casting range.
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 16 2012 21:25 GMT
#46
Another point just crossed my mind.

Lockdown/lockdown area drone gives an effective counter to immortals. That's exactly what mech needs in TvP.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
September 16 2012 21:33 GMT
#47
TvT doesnt need fixing, its a beautiful matchup

TvP needs though, its blows
RinconH
Profile Joined April 2010
United States512 Posts
September 16 2012 21:41 GMT
#48
I'd love to see lockdown regardless but agree with Avilo that TvT is already the best matchup by far and doesnt need fixes
architecture
Profile Blog Joined May 2008
United States643 Posts
September 16 2012 21:56 GMT
#49
On September 17 2012 05:37 xPrimuSx wrote:
Lockdown already exists in the game, it's called 250mm Strike Cannons and can effect any ground unit (and structure) in exchange for not targeting air. It also gains 500 damage over Lockdown's 0 damage. Now the stats of Strike Cannons can obviously be tweaked to better fit a desired role, but when an ability already exists that more or less does what you want, just try and suggest tweaks then just removing it and replacing it with something that does largely the same thing.


How is this lockdown? Does it do anything against mass blink stalker backstabs?
tpfkan
p1cKLes
Profile Joined November 2010
United States342 Posts
Last Edited: 2012-09-16 22:00:39
September 16 2012 21:59 GMT
#50
On September 17 2012 06:25 ArcticRaven wrote:
Another point just crossed my mind.

Lockdown/lockdown area drone gives an effective counter to immortals. That's exactly what mech needs in TvP.

Yep! Also, it would be pretty interesting to see on blink stalkers right in the middle of a blink where a few get trapped while the others blink, splitting up the army giving mech a better chance. It would help combat the mobility of Protoss in respect to the very non-mobile mech army.
phfantunes
Profile Joined April 2010
Brazil170 Posts
September 17 2012 01:23 GMT
#51
How about tweaking 250mm Cannon Strike? It already works as a sort of lockdown. Here are my ideas:

1 - Give it a decent range, 7-8 or even 9.
2 - Make it cooldown based again. If it's too strong, just increase the research time or make it come out of factory with cooldown ticking. This is just to prevent HTs from obliterating Thors.
3 - Shorten the activation time to 1 sec or give the player the option to enter the Cannon Strike mode manually in preparation for using the ability.

Hitting 6-7 250mm in the correct units during a big battle is extremely difficult and would be amazing to see pro players pull something clutch off.

And just as I finished typing this I noticed that a lot of people suggested the same thing lol. Oh well.
BlueKatz
Profile Joined March 2012
68 Posts
September 17 2012 04:17 GMT
#52
Why not an AoE lockdown spell? It will break any deathball play
Quotes are useless
stard1n
Profile Joined September 2012
50 Posts
Last Edited: 2012-09-17 06:10:10
September 17 2012 06:05 GMT
#53
How about changing the widow mine from dealing damage to releasing an electrical charge that locks down a small area for a few seconds? That could allow tanks to unsiege and siege back up in TvP, and would be interesting to watch and micro intensive, as ghosts or vikings would need to snipe observers, while the protoss tries to snipe the mines.

Also it would not ruin TvZ i think, and would add interesting features to TvT.

Your thoughts?
Diabulus
Profile Joined February 2011
Bolivia105 Posts
September 17 2012 06:17 GMT
#54
SOrry but ur OP warhounds have been removed, the warhound had more reasons to be put in, but they made it way to powerful and cheap. A warhound is supposed to do good vs "mech protoss" ie: Immortals and Colosus... However, the warhound can also kill stalkers easily and zealots easily. Warhound is good vs immo and colo and costs 150/50 2 supply and massive, it breaks force fields, costs as much as a stalker and kills super expensive units like the immortal and colo. Blizz didnt have to remove it, just make the cost higher, maybe 250/100 and 4 supply like immortal.
" GO PROTOSS!!! "
Acritter
Profile Joined August 2010
Syria7637 Posts
September 17 2012 06:35 GMT
#55
On September 17 2012 10:23 phfantunes wrote:
How about tweaking 250mm Cannon Strike? It already works as a sort of lockdown. Here are my ideas:

1 - Give it a decent range, 7-8 or even 9.
2 - Make it cooldown based again. If it's too strong, just increase the research time or make it come out of factory with cooldown ticking. This is just to prevent HTs from obliterating Thors.
3 - Shorten the activation time to 1 sec or give the player the option to enter the Cannon Strike mode manually in preparation for using the ability.

Hitting 6-7 250mm in the correct units during a big battle is extremely difficult and would be amazing to see pro players pull something clutch off.

And just as I finished typing this I noticed that a lot of people suggested the same thing lol. Oh well.

Strike Cannon is an inherently broken ability, because it allows a unit that has been balanced for combat to instantly kill a unit of its choice. This means that it can defeat its "counter" in straight combat. The choice is essentially between making Strike Cannon viable, at which point it's nearly impossible for Protoss to deal with anything approaching large Thor counts, or making it nonviable, which we have now. Lockdown in BW was balanced (hell, even a little underpowered) because it was stuck on a terrible combat unit. Irradiate and EMP were similarly balanced because they were stuck on non-combat units. You simply can't put powerful spells like this onto serious combat units, or those combat units then become ridiculously hard to stop. If you want another example, look at the SC2 Ghost. It's a legit combat unit, and has had two of its three spells nerfed horribly because if it had those spells along with its autoattack, it would be a unit you mass without ever thinking about it. So no, the Thor is NOT the answer to this.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Acritter
Profile Joined August 2010
Syria7637 Posts
September 17 2012 06:39 GMT
#56
On September 17 2012 13:17 BlueKatz wrote:
Why not an AoE lockdown spell? It will break any deathball play

Look at Maelstrom. It's AOE lockdown against biological units. It's balanced because it was stuck onto a nigh-unusable unit and put at a very high energy cost. So either you would have to consign AOE lockdown to the same fate, or else watch it take over the game like nothing else.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
iKill
Profile Blog Joined May 2011
Denmark861 Posts
September 17 2012 06:47 GMT
#57
On September 16 2012 06:45 avilo wrote:
No. TvT doesn't need a "fix" because it's the best match-up in the game already. Why does blizzard hate the tank so much? Why does there have to be 50 counters to the siege tank?

There does not need to be another counter to the siege tank!!! Stop it people!!! TvT is fine!

TvP can work if they use the stuff at their disposal and make it good! The widow mine! No supply! The battle hellion! Accessible to mech!

Stop asking for more counters to the siege tank! Everything already counters it! There is no "siege tank problem" or TvT problem. It's the most dynamic and best skilled match-up already!!!!


Multiple exclamation marks... a sure sign of a diseased mind.

That said I don't think having a castable ability requiring micro would ruin tank wars. The warhound ruined tank wars because it turned TvT into an a-move-fest, instead of being a limited-potential unit that required micro.
thepuppyassassin: "My god... the deathball's grown wings!"
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
September 17 2012 06:51 GMT
#58
On September 16 2012 09:25 MasterCynical wrote:
Lockdown will even further encouge your opponent to go a deathball play, splitting your army would make valuable units very vulnerable to being picked off by lock down.

Also, wouldn't phase shield just counter lockdown if it makes it to release?


Lockdown works because it plays a niche role, isn't on a unit that is absurdly good in every situation, and costs a good amount of Energy. Fungal and FF are the complete opposite of all of these points.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
iKill
Profile Blog Joined May 2011
Denmark861 Posts
September 17 2012 07:01 GMT
#59
On September 17 2012 15:51 Stratos_speAr wrote:
Show nested quote +
On September 16 2012 09:25 MasterCynical wrote:
Lockdown will even further encouge your opponent to go a deathball play, splitting your army would make valuable units very vulnerable to being picked off by lock down.

Also, wouldn't phase shield just counter lockdown if it makes it to release?


Lockdown works because it plays a niche role, isn't on a unit that is absurdly good in every situation, and costs a good amount of Energy. Fungal and FF are the complete opposite of all of these points.


Forcefields are not broken in lategame, really. Make more than 6 sentries and they'll be too vulnerable to AoE.

Sentries are expensive as fuck.
thepuppyassassin: "My god... the deathball's grown wings!"
Falling
Profile Blog Joined June 2009
Canada11349 Posts
September 17 2012 07:12 GMT
#60
The problem with lockdown... is smart casting.
I wouldn't mind a niche, mechanically difficult spell like lockdown sans smart-casting. But with smart casting, I feel were just going to get another ff or fg that get's spammed and prevents people from microing.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
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