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Link to Battle.net post
David Kim posted the below on the battle.net forums. Looks like the overseer speed change is going through and they will continue to explore more options for making mech viable. Thoughts?
Edit: Thanks to Existor for the banner!
Hello everyone,
We thought it would be good to give another update on balance.
We still believe TvZ late game is tough for Zerg right now, but we'd like to approach the fix/fixes in steps than going with big jumps that might potentially break other things.
Therefore, we'll be looking to push out the Overseer speed buff change, continue testing additional changes on the balance test map as needed, and we'll see how the Overseer speed buff change affects the game before making another call.
Another popular area you guys bring up these days and that we agree with is making mech more viable. We will continue testing the mech upgrades change, or other changes if needed, in order to really figure out what the best direction for mech is.
Thank you and please look forward to a balance patch soon with this change:
Overseer The Pneumatized Carapace upgrade now increases Overseer movement speed from 1.88 to 3.375 (previously 1.88 to 2.75.)
Other effects of the change:
On August 27 2013 04:54 Existor wrote:Show nested quote +On August 27 2013 04:46 TXRaunchy wrote:On August 27 2013 04:42 Existor wrote:On August 27 2013 04:39 FrostedMiniWheats wrote:On August 27 2013 04:35 TeeTS wrote: very stupid change. makes the overseer basically uncatchable with the upgrade, which will give zerg even easier scouting options, especially against protoss (against terran there is nothing to scout, since there is only one composition to go for). Why not give zerg free vision over the map? edit: This creates more issues than it solves.... well does it solve anything? oh stop exaggerating the thing is still slower than a muta WITH the upgrade. It's very catchable just a bit harder now. It will be 22% faster, so it's a good change. Also they will follow mutalisks a bit easier all these changes based on one unit, the widow mine. Here are the small list what also it can change: • Overseers now can escape Stalker following (old Overseer at 2.75 against 2.95 Stalker) • Overseers now can escape Viking following (Viking is still 2.75 speed) • Overseers now can follow Mutalisks 22% easier and faster • Overseers also can follow more normally Roaches / Lings on creep • Stimmarines can run at 3.375 speed, so it means that they will less shoot at escaping Overseer because there are small stop-pauses when Marine shoots
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I think its very good. Helps with scouting in other match ups as well.
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Poll: Good change?Good (778) 68% No (265) 23% Neutral (96) 8% 1139 total votes Your vote: Good change? (Vote): Good (Vote): No (Vote): Neutral
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As mc once said : Flying maphavk )
on the other hand, mutas is gonna be hard to spot for protoss TTT
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Not a bad change, I guess we'll see how it pans out. I hope they do not proceed with other changes, though. I dislike when they meddle with the game like this. Especially in response to "community feedback". Chill at your desk for 3 months, DK!
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This was expected I think.
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A change that doesnt hurt anybody but it wont fix tvz because the problem is not "late" game its the time were Zerg is trying to get hive and Terran bio fights with 3/3 vs muta/ling. That timing that Bomber used in every game at WCS is a problem.
Kind of surprised that there are neither the MSC or Tanks mentioned. The Upgrades are not the main problem of Mech its that the SiegTank sucks and you have an absolute imobile army that cant even win streight up fight against the right unit composition.
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Russian Federation40169 Posts
Fine change, though it would be hilarious if some terran would start trying to catch overseer, thinking it is slower than stimmed marines and ran right into 2 banelings :D.
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why do they want to change terran upgrades? making mech viable is possible with buffing tanks (something that makes them good im smaller bumbers but worse in bigger numbers, not the other way round like now) how does an oversser speedbuff help zergs lategame? never ever have i seen a zerg lose because the detection was too slow :/
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I agree with their approach of one step at a time. I like the idea of making mech viable, it is just a question of getting that done without breaking the entire game. They should focus on making the transition from hellions to battle hellions more viable without the use of a tech lab or armory. Anything to make that transition more natural in a standard build.
And for everyone who is going to say “just buff tanks”. I feel safe is saying that likely tried that and it just made marine/tank more viable, with mines for extra AOE awesome.
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Good...goood. Makes it a little easier to scout in the later stages and drop a contaminate here and there as well. Nothing substantial though.
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I don't mind the overseer buff. But its really nothing at all.
The mech buff they had in mind wasn't ideal, but it was something. Something that could possibly have terran players experiment with different builds besides MMM. But I guess making the game interesting isn't a priority, lets just make every terran player go through the exact same motions every game like they have for months now.
I loved watching terran games in WoL, even when they were getting raped by BL/infestor. I root against terran players in HOTS, every game is just MMM spam.
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Russian Federation40169 Posts
On August 27 2013 04:26 graNite wrote: why do they want to change terran upgrades? making mech viable is possible with buffing tanks (something that makes them good im smaller bumbers but worse in bigger numbers, not the other way round like now) how does an oversser speedbuff help zergs lategame? never ever have i seen a zerg lose because the detection was too slow :/
Actually overseer's were working as speedbump to whole zerg army (you do not want to run over random couple of mines, eh :D). Now the speedbump are banelings and that is more acceptable IMO. Plus overseers when mutas were flying away would be lagging behind and almost always get killed by chasing marines. Now that should not happen. Also, good luck thinking of buff that would make siege tanks good in small numbers but would not make 'em ridiculous in critical mass (that's how SC2 works, unfortunately).
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TLADT24919 Posts
odd change. As mentioned, this doesn't help at all for the biomine style that a lot of Zergs seem to be having trouble with.
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As a Zerg I'd love something to deal with 4M in a straight-up fight, but maybe this change will make it easier to harass more safely. I'm happy with it.
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On August 27 2013 04:26 graNite wrote: why do they want to change terran upgrades? making mech viable is possible with buffing tanks (something that makes them good im smaller bumbers but worse in bigger numbers, not the other way round like now) how does an oversser speedbuff help zergs lategame? never ever have i seen a zerg lose because the detection was too slow :/
It is not because it is to slow, in a sense that you need to wait for it. It is more the fact that after you are in a big fight you will have to 90% of the time have to make more. Costing the zerg more time and to make more overloards. It is a small step for ZvT but its a step forward.
Also it would be better for when they are with mutas, trying to get the widow mines.
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very stupid change. makes the overseer basically uncatchable with the upgrade, which will give zerg even easier scouting options, especially against protoss (against terran there is nothing to scout, since there is only one composition to go for). Why not give zerg free vision over the map? edit: This creates more issues than it solves.... well does it solve anything?
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Russian Federation40169 Posts
On August 27 2013 04:35 TeeTS wrote: very stupid change. makes the overseer basically uncatchable with the upgrade, which will give zerg even easier scouting options, especially against protoss (against terran there is nothing to scout, since there is only one composition to go for). Why not give zerg free vision over the map? It's not like zerg REALLY-REALLY needs scouting when he can get both overlord speed and lair. Also, overseers will stop dying to marines once they get speed.
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On August 27 2013 04:37 lolfail9001 wrote:Show nested quote +On August 27 2013 04:35 TeeTS wrote: very stupid change. makes the overseer basically uncatchable with the upgrade, which will give zerg even easier scouting options, especially against protoss (against terran there is nothing to scout, since there is only one composition to go for). Why not give zerg free vision over the map? It's not like zerg REALLY-REALLY needs scouting when he can get both overlord speed and lair.
Much like observer speed, I don’t think this is really a must have buff, but more of a thing that makes it easier to get the information you need during the late game.
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It looks like they want to push it before Season 3
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