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Call to Action: Balance Testing (live custom map)

Forum Index > SC2 General
2110 CommentsPost a Reply
1 2 3 4 5 104 105 106 Next
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2012-05-06 12:45:39
May 02 2012 23:51 GMT
#1
NEW UPDATE (mod edited)
On May 04 2012 10:11 Luppy1 wrote:
Queen energy buff removed. Queen anti ground range increased from 3-5.
http://sea.battle.net/sc2/en/forum/topic/231323130#13


Brief note on the current state of TvP by a Blizzard rep:
http://us.battle.net/sc2/en/forum/topic/4838104108#1

=====

From the Starcraft 2 website (http://us.battle.net/sc2/en/blog/5308170/Call_to_Action_Balance_Testing-5_2_2012#blog)

(The map, Antiga Shipyard (1.4.3 Balance v2.0), is live!.)

=====


We’ve just published a new multiplayer map called "Antiga Shipyard (1.4.3 Balance v2.0)", in which we’re testing a few small balance changes to StarCraft II. Our hope is to bring the changes to the game in a week or so, without a full patch. Here’s the situation:

+ Globally, all matchups below pro-level are pretty balanced.
- We aren’t currently seeing any problems with non-pro-level matchups, but as always, we’re watching them very carefully on a weekly basis.
- We want changes we're making to balance at this time to be small, strategic adjustments that will only affect pro-level play.
+ Zerg at the pro-level are struggling a bit to scout effectively in the early game.
- This is tricky to balance, because we do not want to hinder sneaky strategies or tactical early play vs. zerg.
- Our goal here is to improve zerg scouting, but not to the point where other races feel like they can’t or shouldn’t make any strategic early moves vs. zerg.
+ Zerg at the pro-level are slightly too susceptible to all-in rushes.
- We want to make creep spread a little bit easier to counter hellions in ZvT.
- We want to make the general zerg defense slightly stronger in the early game.
+ Protoss at the pro-level are doing well, but not at the very top of the pro-level.
- At this time, we’re keeping a very close eye on this, and preparing to make any necessary adjustments.
+ We are closely watching TvP to see if the offensive capabilities of terran in the early/mid game becomes too much, or if late game strength of protoss becomes too much.
- We aren’t making a change to affect this now, but it’s very near the top of our list of things we’re watching.

Here’s what we’re testing:

Overlord movement speed increased to 0.586, up from 0.4687. Upgraded overlord movement speed unchanged.

This is to help pro players scout a little easier in the early game, and to help zerg on larger maps. We feel that this is the right way to encourage the best zerg players to scout in the early game, without giving them something that allows them to see everything most of the time. We will be watching the public testing very carefully.

Queen starting energy increased to 50, up from 25. (REVERTED, SEE ADDENDUM)

This change is to help zerg deal with early- and mid-game all-in rushes, and timing pushes. Each queen will have either one more chain of creep tumors, or slightly faster transfusions. During public testing, we’ll see whether zerg end up with too many creep tumors early on, or the general upgrade in defensive capabilities make it too difficult for other races to attempt any early pressure. Feedback in this area from players who have played the mod will be greatly appreciated.

Observer build time decreased to 30, down from 40.

Protoss players at the pro level currently have all the tools they need to counter various early- to mid-game threats. However, in order to see them utilize the correct tools in various scenarios, we’re decreasing the build time of observers. This will give protoss slightly earlier scouting, as well as less time spent tying up the Robotics Facility while building observers. we feel this small change will result in protoss players utilizing their other units a bit more efficiently.

Please play the map "Antiga Shipyard (1.4.3 Balance v2.0)", and join our feedback thread in our StarCraft II discussion forum to give us any feedback you have on these changes.

ADDENDUM (5/3)

After initial testing and feedback, we have removed the Queen starting energy increase and we have decided to modify:

Queen anti-ground weapon attack range increased from 3 to 5.

Please note: The look of the queen’s ground attack animation is affected by this adjustment, and will be changed when we expand the balance changes beyond this map and to the rest of the game.

===

(Credit to Debian for this video)



===

(Thanks to SarcasmMonster for making these polls.)

Poll: Overlord change?

Agree (3535)
 
81%

Disagree (806)
 
19%

4341 total votes

Your vote: Overlord change?

(Vote): Agree
(Vote): Disagree


Poll: Queen change

Disagree (2667)
 
60%

Agree (1755)
 
40%

4422 total votes

Your vote: Queen change

(Vote): Agree
(Vote): Disagree


Poll: Observer change

Disagree (2301)
 
53%

Agree (2072)
 
47%

4373 total votes

Your vote: Observer change

(Vote): Agree
(Vote): Disagree


Poll: Queen range change? (5/3)

Agree (827)
 
52%

Disagree (754)
 
48%

1581 total votes

Your vote: Queen range change? (5/3)

(Vote): Disagree
(Vote): Agree

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Diamond
Profile Blog Joined May 2009
United States10796 Posts
May 02 2012 23:52 GMT
#2
Interesting idea with the live map test, cool stuff!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
IPA
Profile Joined August 2010
United States3206 Posts
May 02 2012 23:53 GMT
#3
As a Z player, this makes me VERY happy. Not sure how much it was needed, but I'll take it.
Time held me green and dying though I sang in my chains like the sea.
Silentenigma
Profile Joined July 2009
Turkey2037 Posts
May 02 2012 23:54 GMT
#4
This changes are good for game!Looking forward to test it.
日本語が上手ですね
FairForever
Profile Joined February 2011
Canada2392 Posts
May 02 2012 23:54 GMT
#5
As a zerg, all of them seem fair. The queen having 50 starting energy seems quite a bit too strong though.

I think moving it to 35 might make it more fair - if you want an earlier tumor you can get it at a smaller cost to your larva count (but not at no cost).
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
May 02 2012 23:54 GMT
#6
Looks like some good changes, cool to see Blizzard has not given up on balancing WOL and just saying " HOTS will fix it "
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
May 02 2012 23:55 GMT
#7
Great idea with the test map. I'll definitely play on it.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
canikizu
Profile Joined September 2010
4860 Posts
May 02 2012 23:55 GMT
#8
Blizzard is working hard!!

Mommy, hold me, I'm scared.
JazzJackrabbit
Profile Joined March 2012
Canada1272 Posts
May 02 2012 23:55 GMT
#9
Queen energy change will be very interesting to see. I've thought for a while that increasing Overlord speed might solve some of the issues for Zerg scouting and I don't think the Observer build time change will make that much of a difference.
pdd
Profile Blog Joined November 2010
Australia9933 Posts
May 02 2012 23:56 GMT
#10
Queen starting energy to 50 might be a little too imbalanced. I wonder what Seal can do with that shit. There's going to be so much creep tumors I think. I like the idea though. As someone else said, reducing it to 35 might be a good idea, so there's the opportunity for an earlier creep tumor, but it delays your 2nd inject a little bit.

And thank god they mentioned TvP balance this time around.
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
S2Lunar
Profile Joined June 2011
1051 Posts
May 02 2012 23:57 GMT
#11
Pretty sad that they arent in touch with terrans current place.. I feel like they just took those complaints straight from the Battle.net forums.. 50 energy starting queen isn't taking into account late game creep spread which will be godlike and all queens will have a massive useless pileup of energy that will be spent mostly on pure creep tumors, which in return will have everyones creeps pread looking like seals..
mikejer
Profile Joined April 2010
United States34 Posts
May 02 2012 23:57 GMT
#12
All of these feel like small, smart, surgical, and reasonable improvements. I like that they're looking at the various ups and downs in the PvT matchup too. As a Protoss I'd gladly sacrifice a little late game strength for more mid-game survive-ability, so we'll see how that pans out. Good stuff, from my humble perspective.
Remember, always be yourself. Unless you suck.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
May 02 2012 23:58 GMT
#13
wow, that beginning creep tumor is going to be incredibly helpful. i like that change.
holy_war
Profile Blog Joined July 2007
United States3590 Posts
May 02 2012 23:58 GMT
#14
On May 03 2012 08:57 Toppp wrote:
Pretty sad that they arent in touch with terrans current place.. I feel like they just took those complaints straight from the Battle.net forums.. 50 energy starting queen isn't taking into account late game creep spread which will be godlike and all queens will have a massive useless pileup of energy that will be spent mostly on pure creep tumors, which in return will have everyones creeps pread looking like seals..


That's why they are testing these changes on a live custom map before implementing the changes.
S_SienZ
Profile Joined September 2011
1878 Posts
Last Edited: 2012-05-03 00:00:17
May 02 2012 23:59 GMT
#15
Yay another possible Protoss buff.

Is it even worth sacrificing 100 free minerals / 270 quicker minerals for an observer kill anymore? (Situations like observer blink stalker all-in aside)

EDIT: It's also very stupid that they acknowledge this is meant for pro level yet the test sample will be mostly non-pros.
UmiNotsuki
Profile Blog Joined April 2011
United States633 Posts
May 02 2012 23:59 GMT
#16
Hoooly shit, that queen energy increase? That's gonna REALLY jump start creep spread in the early game, especially against Terran where a fast second queen is common. Three creep tumors instead of one...
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
dNa
Profile Blog Joined December 2010
Germany591 Posts
May 03 2012 00:00 GMT
#17
am i the only one who doesn't see what they changed on the new version of the map?
is it specific spawns or something?

User was warned for this post
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Jumbled
Profile Joined September 2010
1543 Posts
May 03 2012 00:01 GMT
#18
On May 03 2012 08:57 Toppp wrote:
Pretty sad that they arent in touch with terrans current place.. I feel like they just took those complaints straight from the Battle.net forums.. 50 energy starting queen isn't taking into account late game creep spread which will be godlike and all queens will have a massive useless pileup of energy that will be spent mostly on pure creep tumors, which in return will have everyones creeps pread looking like seals..

In most games, creep spread actually tends to peak around the late midgame. Beyond that, P and T have enough detection and damage wandering around that it becomes hard for Zergs to push the creep out further unless they're really dominating.
UmiNotsuki
Profile Blog Joined April 2011
United States633 Posts
May 03 2012 00:01 GMT
#19
On May 03 2012 08:59 S_SienZ wrote:
Yay another possible Protoss buff.

Is it even worth sacrificing 100 free minerals / 270 quicker minerals for an observer kill anymore? (Situations like observer blink stalker all-in aside)

EDIT: It's also very stupid that they acknowledge this is meant for pro level yet the test sample will be mostly non-pros.


I'm pretty sure it's still worth it... Observers are more than money sinks and killing them really gimps Protoss' ability to make tactical decisions.
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
ssg
Profile Joined July 2011
United States1773 Posts
May 03 2012 00:01 GMT
#20
"Queen starting energy increased to 50, up from 25."


Ugh. Way, WAY WAY too drastic
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