On August 20 2013 16:55 GGDeMoN wrote:
might aswell buff marines whilst your at it too blizz...
might aswell buff marines whilst your at it too blizz...
I guess they will once TvZ winrates will flip
Forum Index > SC2 General |
lolfail9001
Russian Federation40172 Posts
On August 20 2013 16:55 GGDeMoN wrote: might aswell buff marines whilst your at it too blizz... I guess they will once TvZ winrates will flip | ||
Keeemy
Finland7855 Posts
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Pandemona
Charlie Sheens House51354 Posts
Looking forward to seeing the armory changes implemented and hope it helps players go mech more | ||
ShroudeD
Greece1333 Posts
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contv
35 Posts
On August 20 2013 16:48 FueledUpAndReadyToGo wrote: Show nested quote + On August 20 2013 16:39 contv wrote: There isn't even a tradeoff for Terran - there is no such thing as too many mines, nor do mines become less worthwhile past a certain point in the game, nor do they become less worthwhile based on zerg's unit comp. They always retain their insane cost effectiveness and are not difficult to get quickly (reactored fact), low on the tech tree and cheap as dirt. Mines are supply heavy. There is definitely a thing as too many mines as your real army value can drop too low to win fights. Please - a roach is supply heavy. When zerg has 40-50 more supply and they get crushed in the fight regardless because they had more than a few roaches in their army - then you can call that supply heavy. Widow mine (75/25, 2 supply) versus an alternative 2 marines (100/0, 2 supply) when the widow mine is just as if not more cost effective than 2 marines can be and offers more than just damage (space control). That is not supply heavy. Anyone can imagine a 1-unit army composition getting crushed by some other (more balanced) unit composition. Let's not start calling that 'supply heavy' - especially when you see players like Innovation making upwards of 15-20 mines as part of his standard army without negative repercussions. | ||
Naphal
Germany2099 Posts
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lolfail9001
Russian Federation40172 Posts
On August 20 2013 16:57 Keeemy wrote: Wow Blizz doesn't even know what the problem with ZvT is... Or do not know how to solve it without flipping match-up in completely opposite side. | ||
ETisME
12085 Posts
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weepingsnow
4 Posts
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Nibbler89
884 Posts
Also has anyone noticed blizzards obsession with the number 50 / rather big nerfs / buffs? Do they do this for other races too? Hellbat damage 50% nerf Blue flame upgrade damage 50% nerf. Emp Radius 50% nerf Snipe damage 50% nerf Cloak cost reduced by 50% Ultralisk health increase by 50. Viper energy to 100% Queen patch increase range to 5 zerg win rate by 50%(joke) Is this just a perfect number for balancing? cutting everything in half? why not 25% then 50% | ||
Big J
Austria16289 Posts
The sad part is that this is going through, because there is very little difference gameplaywise that would make for a reasonable argument between a 500 and a 550 ultralisk. Just that the second one is unnecessarily stronger. | ||
shin_toss
Philippines2589 Posts
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Nimix
France1809 Posts
The ultra buff is kind of a joke, zergs have trouble getting to late game but late game seems pretty okay, ultra/infestors is strong. Whatever for the supersonic overseers, won't matter. Easier scouting if anything. | ||
TheRabidDeer
United States3806 Posts
On August 20 2013 16:45 TheKhyira wrote: Show nested quote + On August 20 2013 16:34 lolfail9001 wrote: On August 20 2013 16:29 TheKhyira wrote: Ultralisk buff, are you serious? Oo Zerg struggles transitioning from ling bling muta into hive in TvZ but as soon as ultras are on the field if the game is remotely even zerg is literally invincible on creep unless you fight on a single ramp. They're insanely strong and require the absolute minimal amount of micro possible to use. Nothing is more fun than being run over by 14 ultras on 1a. 14 ultras? Uhem, 14x300/200=4200/2800 in army. I am not sure if the game was even, if you can afford that many resources to spare and stay alive against terran for those 55 seconds. You go up to 6, then you sit, then you sit some more and ta-da! maxed out ultras. I dont agree with the ultra buff, but if they have 14 ultras you just drop every expansion and can win a base race no problem. | ||
Mehukannu
Finland421 Posts
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ETisME
12085 Posts
On August 20 2013 17:31 Nimix wrote: I think they should just make widow mines get destroyed after they fire. Like real mines. It would affect terran's mid game a lot, as when you win engagements you'll still lose the supply and units, while when you loose engagements it won't change a lot as widow mines are rarely able to retreat in those situations. It may need tweaks but I believe it's the way to go as they won't change the fundamentals of the game (mules injects etc) that cause problems in the first place (see WCG soulkey vs innovation, soulkey died cause innovation was on 5 bases and scvs kills didn't matter anymore). The ultra buff is kind of a joke, zergs have trouble getting to late game but late game seems pretty okay, ultra/infestors is strong. Whatever for the supersonic overseers, won't matter. Easier scouting if anything. I thought Mines should get some sort of change: Limited firing time but faster burrow speed and then receive a late game upgrade buff. Honestly the biggest problem is snowballing with mine count is not that hard. It's hard to clear every mine because of multi prone attacks will need overseer in each of the location to spot and kill them. With a limited firing count, then there will be some pressure for the terran to not just keep protecting the mines and rallying units and split when the time asks for it | ||
Big J
Austria16289 Posts
roach tunneling claws, long time no see swarm hosts, long time no see in ZvT hydralisks, long time no see in ZvT drops, long time no see viper, long time no see in ZvT (just don't give it a random 200energy thing...) nydus, long time no see neural parasite, long time no see corruptor, long time no see in ZvT | ||
lolfail9001
Russian Federation40172 Posts
On August 20 2013 17:24 Nibbler89 wrote: Revert hellbat nerf or make it a 25% reduction of original value, reduce widow mine AOE radius. Seriously as others have said wtf with the ultra/ viper change what are they thinking. It doesn't address the issue of midgame tvz if that is the problem and seriously fuck the WoL era of "terran always on a clock" which the ultra buff would contribute to. Also has anyone noticed blizzards obsession with the number 50 / rather big nerfs / buffs? Do they do this for other races too? Hellbat damage 50% nerf Blue flame upgrade damage 50% nerf. Emp Radius 50% nerf Snipe damage 50% nerf Cloak cost reduced by 50% Ultralisk health increase by 50. Viper energy to 100% Queen patch increase range to 5 zerg win rate by 50%(joke) Is this just a perfect number for balancing? cutting everything in half? why not 25% then 50% Hellbat damage was removal of +12 light bonus, not 50% Blue flame 50%, but it is 5, number blizzard actually uses. Emp Radius was from 2 to 1.5, 0.5, not 50% (well 50% is 0.5, but it is usually used as in 50% of original radius). Ghost cost from 150/150 to 200/100, not 50%. Also, hellbat damage was nerfed to make sure they would be 3 hit shotting all workers. So either 18 +1 that makes no sense, either only 18. | ||
lolfail9001
Russian Federation40172 Posts
On August 20 2013 17:35 Big J wrote: why don't they stick to what they say and change SOMETHING THAT IS UNDERUSED instead of just buffing the ultralisk everyone is playing? roach tunneling claws, long time no see swarm hosts, long time no see in ZvT hydralisks, long time no see in ZvT drops, long time no see viper, long time no see in ZvT (just don't give it a random 200energy thing...) nydus, long time no see neural parasite, long time no see corruptor, long time no see in ZvT Suggest buff to any of this, that makes sense. Good luck. | ||
lolfail9001
Russian Federation40172 Posts
On August 20 2013 17:33 Mehukannu wrote: Blizzard still thinks combining mech/air upgrades are going to somehow magically help mech? It can't be that hard to nerf immortals so they aren't overperforming against mech and buffing siege tanks damage a little so that they could actually scare something. That change is not for mech play. It is for easier incorporation of hellbats in late game (since you usually have attack upgrades for vikings). | ||
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