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On August 23 2013 08:32 dabom88 wrote:+ Show Spoiler +On August 23 2013 07:59 awesomoecalypse wrote:Show nested quote +On August 23 2013 07:47 dabom88 wrote:On August 23 2013 07:38 Qikz wrote:On August 23 2013 07:32 dabom88 wrote:On August 23 2013 07:12 MorroW wrote:On August 23 2013 05:41 Salomonster wrote: As many allready pointed out, the transition to ultras are the hard part. Ultras without upgrades are bad, and its a big investment to get to +3+3 and ultras. Right now it feels like zerg need to get to upgraded ultras to not just simply die when the terran gets +3+3 while the only thing the terran player really need to do to adapt to the lategame is to add a few rax with techlabs for marauders. I think zerg needs a little stronger midgame army options to make the transition not such a gamble. I think that buffing hydra damage vs bio wouldn't be a bad thing to try. Not by a huge amount but a little. Right now a hydra has the same dps and almost the same hp as 2 marines. (2 food for a hydra and 2 food for 2 marines) where the marines benefit more from their upgrades and support units and also cost 25gas less / suply. Right now the same suply hydra vs marine is slighty in the marines favor wich i think is a little odd, when you think about the fact that hydras are a higher tier and more expensive unit that have the same role as the marine. I think it whould be interesting for the matchup to give hydras a small (not a blizzard style 100%) dps boost vs bio. (could be nested to the hydra range upgrade?) One of the benefits with this is that it would not change anything vs mech and hardly anything vs protoss. Zealots and templars would be the only units effected and I honestly dont think it would have to much of an impact. I would have liked this change over the spore buff for zvz too... you have to keep in mind marines are supposed to soft counter hydralisks because siege tanks do worse against hydras than they do against anything else and marauders are awful against hydralisks and widow mines get outranged by hydralisks if hydras went toe to toe or even swing-favor to hydralisk just a little bit over marines i think that would become a major problem there are a good amount of progamers out there that are doing roach hydralisk and its actually better than it sounds just replacing mutalisk with hydralisks in your mutalingbane composition makes a lot of sense because in the current meta you dont really have any room to mutalisk harass anyway since terran is constantly attacking you. ofcourse this army composition and playstyle is heavily underused and not even considered in most cases. but from my practice ive had i can tell you i have a lot more trouble dealing with hydra ling bane than muta ling bane Sup Morrow. Mutalisks are more than just for harassing, though. They're essentially the best way to deal with the dreaded Terran Drop Harass that Terran have always relied on. If you go Hydras, how to do you compensate for the reduced ability to deal with drops? Couldn't you technically just get 8-12 mutas like you would in Broodwar then switch into Hydras from there? I've never understood zergs in ZvT who go up to like 30 mutas, they die to marines anyway due to slower upgrades most of the time. SC2 doesn't have Lurkers, and Swarm Hosts are no substitute. The problem there is, again, everything that's Lair Tech Zerg still dies to 3/3 4m. So not only do you have to get a Spire, 8-12 Mutas, a Hydralisk Den, AND add a Hydra force to your composition to survive against Terran, but once they hit 3/3 then you also eventually have to go Hive tech and then 3/3 as well? As a Terran Player, even I think that's asking a bit too much from Zerg. Which is why I think 3/3 is best moved down one level to Infestation Pit tech instead of Hive Tech. Or, in addition to Pit unlocking Hive, just make Spire unlock Hive as well. Don't lump that idea with my post, I'm very much against it. First of all, no other tech tree allows for multiple routes like that. It goes against the fundamental tech tree mechanics of the game. Secondly, Spire also unlocking Hive Tech would make the transition to Hive a bit too easy. Hive unlocks a lot more than 3/3, but also Ultras, Vipers, Adrenal Glands, Greater Spire/Brood Lords, etc. Mutas are already considered to be the best Lair tech unit in ZvT and ZvZ (Swarm Hosts in ZvP). Getting to 3/3 for all races in SC2 should involve getting a building that's a bit out-of-the way from the standard composition. Terran Bio doesn't normally get an Armory except for 3/3. Protoss usually go Robo or Stargate for scouting purposes, or Roach defense (i.e. it's considered non-standard to go Twilight straight after Cyber Core, unless you're going for a Blink timing) Mutas are the standard and probably the most-used Lair Tech route in all 3 matchups. We saw the effects of making the transition too easy had on WoL. It was never NOT a good idea to get an Infestation Pit since Fungal Growth was OP in WoL. Zergs got Infestors every game that wasn't finished off early. So if you're going to get Infestors anyway, Hive was just way too easy to get. We can already see some of the effects of making the best ZvP Lair Tech unit, the Swarm Host, at Infestation Pit tech. Protoss have a tough time breaking defensive Swarm Hosts, and it serves as a good transition to Hive as a bonus. With Infestors in their nerfed state, it's good to require an Infestation Pit before Hive. The problem right now is that Zergs do need 3/3 Ground to compete with 3/3 4M. My suggestion ONLY changes the 3/3 timing for Zerg, and seems to be the smallest change one could do and it might be enough to let Zergs survive getting to Hive tech. Getting 3/3 would make it so that Zergs could remain more safe at Lair Tech and the transition to Hive Tech easier. Just by enough. Start with just changing the 3/3 timing, and then if that's not enough, THEN we can start considering options that go against the fundamental tech tree mechanics of the game, such as Spire also unlocking Hive in addition to Infestation Pit already unlocking it. It's the smallest possible change (dubious) to achieve the most effect in the current metagame.
Blizzard does not revert changes they make, if you place the final upgrades at lair tech they are going to stay there and we will have to live with it for the rest of our days.
There have been long stretches of time where mutaling was the dominant zerg strategy in at least some of the match-ups. Your suggested change would have been seen as fundamentally unsound in that era, but now that zerg has slight issues with the transition seemingly all of the community is behind a drastic change like this. What is going to happen once the metagame changes?
There are many minor zerg buffs that Blizzard could make which could fix the problem without setting themselves up for problems further down the road. You could lower the cost of the infestation pit, allow players to also tech to hive from the spire, reduce the cost of the hive, buff contaminate, make terran upgrades slightly more expensive, make widow mines build slower, make chitinous plating default for ultralisks etc.
Furthermore it's just incredibly ugly to have the 3/3/ upgrades no longer tied to the 3/3 building.
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I think we need a simple and straight forward solution to the Lair-Hive transition problem. Why not just lower the cost for researching hive from 200/150 to 150/100 and lower the morph time from 100 seconds to like 80? Wouldn't that be the most direct way of easing the transition; by making it quicker and cheaper?
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If the lair-hive transition is smoothed out I would also love to see some ideas to help terran transition out of 4m
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On August 23 2013 09:58 TheRabidDeer wrote: If the lair-hive transition is smoothed out I would also love to see some ideas to help terran transition out of 4m I can't say that I object to this, it probably would be something reminiscent of in BW when terran lifted all there raxes and started putting down factories and transitioning to late game mech. The question is how to make it viable without getting steamrolled by zerg hive tech,
Edit: Maybe increasing the damage siege tanks receive through armory upgrades?
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have ghosts be viable as a transition
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Bosnia-Herzegovina261 Posts
On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition
Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers.
No one wants to see Brood Lord mass Snipe again.
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On August 23 2013 10:44 ysnake wrote:Show nested quote +On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. maybe we can make ghost snipe unuable to massive!!! :p
oh well, I rather want another unit from g acedemy in Lotv something like ghost for protoss, X for zerg. :D
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On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are great in the lategame for nukes, I already touched on this a bit. 2 nukes kills any tech structure a zerg has. Can also snipe queens and ruin production. They just arent good in large numbers.
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On August 23 2013 10:44 ysnake wrote:Show nested quote +On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. I think it would be nice for a reworked snipe to have an anti-massive utility. I had an earlier suggestion to give snipe a 0.5s stun effect, but nobody seemed to like that. *shrug*
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On August 23 2013 10:44 ysnake wrote:Show nested quote +On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again.
On the other hand, the snipe nerf makes the ability too useless against everything else. It should've been 45 normal damage and a penalty on massive.
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On August 23 2013 11:17 jkim91 wrote:Show nested quote +On August 23 2013 10:44 ysnake wrote:On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. On the other hand, the snipe nerf makes the ability too useless against everything else. It should've been 45 normal damage and a penalty on massive.
I agree, but Blizzard doesn't seem to like minuses. Maybe make it 25 + (20 versus Light and Psionic).
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On August 23 2013 11:58 Empirimancer wrote:Show nested quote +On August 23 2013 11:17 jkim91 wrote:On August 23 2013 10:44 ysnake wrote:On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. On the other hand, the snipe nerf makes the ability too useless against everything else. It should've been 45 normal damage and a penalty on massive. I agree, but Blizzard doesn't seem to like minuses. Maybe make it 25 + (20 versus Light and Psionic). 25 and +25 to non-Massive was QXC's suggestion.
The problem with that would be that they'd still be way too good against Corruptors. I don't think that they should do 50 to Corruptors. But then the damage specifications get too confusing if you lump Corruptors with the ones that don't take 50. And if they just made Corruptors massive, then we run into problems in ZvZ where Corruptors do massive damage to other Corruptors.
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On August 23 2013 09:14 Grumbels wrote:Show nested quote +On August 23 2013 08:32 dabom88 wrote:+ Show Spoiler +On August 23 2013 07:59 awesomoecalypse wrote:Show nested quote +On August 23 2013 07:47 dabom88 wrote:On August 23 2013 07:38 Qikz wrote:On August 23 2013 07:32 dabom88 wrote:On August 23 2013 07:12 MorroW wrote:On August 23 2013 05:41 Salomonster wrote: As many allready pointed out, the transition to ultras are the hard part. Ultras without upgrades are bad, and its a big investment to get to +3+3 and ultras. Right now it feels like zerg need to get to upgraded ultras to not just simply die when the terran gets +3+3 while the only thing the terran player really need to do to adapt to the lategame is to add a few rax with techlabs for marauders. I think zerg needs a little stronger midgame army options to make the transition not such a gamble. I think that buffing hydra damage vs bio wouldn't be a bad thing to try. Not by a huge amount but a little. Right now a hydra has the same dps and almost the same hp as 2 marines. (2 food for a hydra and 2 food for 2 marines) where the marines benefit more from their upgrades and support units and also cost 25gas less / suply. Right now the same suply hydra vs marine is slighty in the marines favor wich i think is a little odd, when you think about the fact that hydras are a higher tier and more expensive unit that have the same role as the marine. I think it whould be interesting for the matchup to give hydras a small (not a blizzard style 100%) dps boost vs bio. (could be nested to the hydra range upgrade?) One of the benefits with this is that it would not change anything vs mech and hardly anything vs protoss. Zealots and templars would be the only units effected and I honestly dont think it would have to much of an impact. I would have liked this change over the spore buff for zvz too... you have to keep in mind marines are supposed to soft counter hydralisks because siege tanks do worse against hydras than they do against anything else and marauders are awful against hydralisks and widow mines get outranged by hydralisks if hydras went toe to toe or even swing-favor to hydralisk just a little bit over marines i think that would become a major problem there are a good amount of progamers out there that are doing roach hydralisk and its actually better than it sounds just replacing mutalisk with hydralisks in your mutalingbane composition makes a lot of sense because in the current meta you dont really have any room to mutalisk harass anyway since terran is constantly attacking you. ofcourse this army composition and playstyle is heavily underused and not even considered in most cases. but from my practice ive had i can tell you i have a lot more trouble dealing with hydra ling bane than muta ling bane Sup Morrow. Mutalisks are more than just for harassing, though. They're essentially the best way to deal with the dreaded Terran Drop Harass that Terran have always relied on. If you go Hydras, how to do you compensate for the reduced ability to deal with drops? Couldn't you technically just get 8-12 mutas like you would in Broodwar then switch into Hydras from there? I've never understood zergs in ZvT who go up to like 30 mutas, they die to marines anyway due to slower upgrades most of the time. SC2 doesn't have Lurkers, and Swarm Hosts are no substitute. The problem there is, again, everything that's Lair Tech Zerg still dies to 3/3 4m. So not only do you have to get a Spire, 8-12 Mutas, a Hydralisk Den, AND add a Hydra force to your composition to survive against Terran, but once they hit 3/3 then you also eventually have to go Hive tech and then 3/3 as well? As a Terran Player, even I think that's asking a bit too much from Zerg. Which is why I think 3/3 is best moved down one level to Infestation Pit tech instead of Hive Tech. Or, in addition to Pit unlocking Hive, just make Spire unlock Hive as well. Don't lump that idea with my post, I'm very much against it. First of all, no other tech tree allows for multiple routes like that. It goes against the fundamental tech tree mechanics of the game. Secondly, Spire also unlocking Hive Tech would make the transition to Hive a bit too easy. Hive unlocks a lot more than 3/3, but also Ultras, Vipers, Adrenal Glands, Greater Spire/Brood Lords, etc. Mutas are already considered to be the best Lair tech unit in ZvT and ZvZ (Swarm Hosts in ZvP). Getting to 3/3 for all races in SC2 should involve getting a building that's a bit out-of-the way from the standard composition. Terran Bio doesn't normally get an Armory except for 3/3. Protoss usually go Robo or Stargate for scouting purposes, or Roach defense (i.e. it's considered non-standard to go Twilight straight after Cyber Core, unless you're going for a Blink timing) Mutas are the standard and probably the most-used Lair Tech route in all 3 matchups. We saw the effects of making the transition too easy had on WoL. It was never NOT a good idea to get an Infestation Pit since Fungal Growth was OP in WoL. Zergs got Infestors every game that wasn't finished off early. So if you're going to get Infestors anyway, Hive was just way too easy to get. We can already see some of the effects of making the best ZvP Lair Tech unit, the Swarm Host, at Infestation Pit tech. Protoss have a tough time breaking defensive Swarm Hosts, and it serves as a good transition to Hive as a bonus. With Infestors in their nerfed state, it's good to require an Infestation Pit before Hive. The problem right now is that Zergs do need 3/3 Ground to compete with 3/3 4M. My suggestion ONLY changes the 3/3 timing for Zerg, and seems to be the smallest change one could do and it might be enough to let Zergs survive getting to Hive tech. Getting 3/3 would make it so that Zergs could remain more safe at Lair Tech and the transition to Hive Tech easier. Just by enough. Start with just changing the 3/3 timing, and then if that's not enough, THEN we can start considering options that go against the fundamental tech tree mechanics of the game, such as Spire also unlocking Hive in addition to Infestation Pit already unlocking it. It's the smallest possible change (dubious) to achieve the most effect in the current metagame. Blizzard does not revert changes they make, if you place the final upgrades at lair tech they are going to stay there and we will have to live with it for the rest of our days. There have been long stretches of time where mutaling was the dominant zerg strategy in at least some of the match-ups. Your suggested change would have been seen as fundamentally unsound in that era, but now that zerg has slight issues with the transition seemingly all of the community is behind a drastic change like this. What is going to happen once the metagame changes? There are many minor zerg buffs that Blizzard could make which could fix the problem without setting themselves up for problems further down the road. You could lower the cost of the infestation pit, allow players to also tech to hive from the spire, reduce the cost of the hive, buff contaminate, make terran upgrades slightly more expensive, make widow mines build slower, make chitinous plating default for ultralisks etc. Furthermore it's just incredibly ugly to have the 3/3/ upgrades no longer tied to the 3/3 building.
bio with medivac support already shreds hydras (like in its not even close so a small buff wont change that) + while hydras outrange mines, if you go ling bane hydra you either have to keep hydras up front and fight bio = you lose the fight or you send in small groups of ling bane like right now with ling bane muta...but if you do that going muta for harrass, defending drops and killing medivacs is way better.
another thing you guys dont seem to see: you would need tripple evo which would make getting 3 3 3 even more impossible.
--> without a buff to hydras, ling bane hydra is definetly not a viable strat (except maybe on very small maps but roach hydra is way better there: meat shield roaches for hydras + only 2 evos needed).
btw tanks 3 shot hydras like roaches, with +3 they 2 shot them no matter hydras upgrades.
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On August 23 2013 06:40 Grumbels wrote:How about the following: Chitinous Plating upgrade removed. Ultralisks start with an additional +2 armor baseline.You pretty much need the upgrade anyway, it just adds time to the transition window before ultralisks can be useful. I consider this less drastic than the +50hp buff.
+50 HP or CP have a similar impact on a single Ultra. IF CP was removed you would have one more Ultra out most of the time and the transition would be a little bit smother. 550 HP Ultras will be considerably stronger after the upgrades finally finish.
500 HP +3AU: 22 +3WU Marauder rockets for kill 500 HP +5AU: 24 500 HP +6AU: 26 550 HP +3AU: 24 550 HP +5AU: 27 550 HP +6AU: 28
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Bosnia-Herzegovina261 Posts
On August 23 2013 16:16 submarine wrote:Show nested quote +On August 23 2013 06:40 Grumbels wrote:How about the following: Chitinous Plating upgrade removed. Ultralisks start with an additional +2 armor baseline.You pretty much need the upgrade anyway, it just adds time to the transition window before ultralisks can be useful. I consider this less drastic than the +50hp buff. +50 HP or CP have a similar impact on a single Ultra. IF CP was removed you would have one more Ultra out most of the time and the transition would be a little bit smother. 550 HP Ultras will be considerably stronger after the upgrades finally finish. 500 HP +3AU: 22 +3WU Marauder rockets for kill 500 HP +5AU: 24 500 HP +6AU: 26 550 HP +3AU: 24 550 HP +5AU: 27 550 HP +6AU: 28
In all honesty, when I do get Ultras out, they do not "overwhelm" the Terran, who is constantly attacking/dropping anyhow. And, honestly, 7 out of 10 times, they see Ultras coming, be it Hive being morphed, or Ultra cavern being constructed, and even after that, it takes 55 in-game seconds (if I am not mistaken) for Ultras to pop out. That's a lot of time for Terran to prepare.
Point is not that they can scout that, it's the fact that if Terrans overdo Marines and I get 5-6 Ultras out at once, I will kill that army cost-efficiently, especially with a good engagement. However, once I do kill the army, Terran switches to Marauder production and we're back on the same footing again, it's just that Terran can no longer choose where the fights will occur. If scouted, I do not even get to kill his army before Marauders pop out, and so far, I was never maxed out with Ultras against a good Terran simply because they keep eating the gas away from constant engagements and drops, forcing either Hydras or Banelings.
It's probably my bad mechanics as well that make me feel somewhat "even" with Terran, or theirs as well. But, today, I've played 3 ZvTs and I never made it alive to Hive tech. It's just too darn hard for me, it seems.
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I'd honestly rather they looked at changing how mules work, from a 0 supply resource gatherer, to a buff for scvs mining rate or something. This would mean that harassing a terrans economy is actually a viable way to win, it would mean that terrans cannot just endlessly rally out units and not worry about losing entire mineral lines of scvs to like 5 banelings, and it would probably be a hell of a lot more interesting then giving ultralisks of all things a health buff.
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On August 23 2013 16:37 bo1b wrote: I'd honestly rather they looked at changing how mules work, from a 0 supply resource gatherer, to a buff for scvs mining rate or something. This would mean that harassing a terrans economy is actually a viable way to win, it would mean that terrans cannot just endlessly rally out units and not worry about losing entire mineral lines of scvs to like 5 banelings, and it would probably be a hell of a lot more interesting then giving ultralisks of all things a health buff.
I have read this argument a few times now: "Terran just drops mules to replace lost workers!" This is just not true. If the terran macros correctly he will use mules constantly to offset the slower worker building rate. Over all he will build less workers and make up the difference to other races with mules. If you kill off his workers he will have to replace them unless you caught him when he was trying to transition to orbital eco anyway. Typical mid-game harassment hurts the terran just as much as it hurts the other races. The huge advantages of mules are: No supply and the ability to concentrate mining in a short period of time and on one base. On top of that they are strong in low eco games after all ins.
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On August 23 2013 11:14 Grumbels wrote:Show nested quote +On August 23 2013 10:44 ysnake wrote:On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. I think it would be nice for a reworked snipe to have an anti-massive utility. I had an earlier suggestion to give snipe a 0.5s stun effect, but nobody seemed to like that. *shrug* dont buff snipe at all. it's fine as antispellcaster ability. the original snipe was even worse than WoL fungal in terms of balance and how the opponent couldnt do shit against it. I think the easiest way to buff the ghost vs zerg while keeping it untouched vs Protoss is to convert the +10 vs light into a +10 vs biological. it would still have a little less dps than marines or marauders vs armored, but ghosts vs spellcasters or as cloaked threat in a combat would be much more useful. They could fullfill their role(s) while not getting dominated as hard by the normal combat units.
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On August 23 2013 11:14 Grumbels wrote:Show nested quote +On August 23 2013 10:44 ysnake wrote:On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. I think it would be nice for a reworked snipe to have an anti-massive utility. I had an earlier suggestion to give snipe a 0.5s stun effect, but nobody seemed to like that. *shrug*
The problem with snipe in the first place was its ridiculous utility in countering zerg tier 3, aka massive units.
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On August 23 2013 19:20 BrassMonkey27 wrote:Show nested quote +On August 23 2013 11:14 Grumbels wrote:On August 23 2013 10:44 ysnake wrote:On August 23 2013 10:16 Grumbels wrote: have ghosts be viable as a transition Ghosts are anti-spell casters and Zerg doesn't use many spellcasters in lategame anymore, as they are no longer the core of the army. You can probably make a couple of Ghosts for those 4-5 Infestors, but that's about it. Or those 2-3 Vipers. No one wants to see Brood Lord mass Snipe again. I think it would be nice for a reworked snipe to have an anti-massive utility. I had an earlier suggestion to give snipe a 0.5s stun effect, but nobody seemed to like that. *shrug* The problem with snipe in the first place was its ridiculous utility in countering zerg tier 3, aka massive units. But it's okay for snipe to have some utility in countering zerg tier 3, isn't it? There clearly should be a middle ground between the current uselessness and the previous ridiculousness. And they can always slightly change the design of snipe so that it doesn't benefit from going pure ghost.
Keep in mind that qxc wrote a blog post about how snipe should not be set to 25 vs massive but rather to 35, just so it could keep some utility, and this idea was received very well. (link)
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