Updated Balance Test Map - Page 8
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Dvriel
607 Posts
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Cloak
United States816 Posts
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Nyvis
France284 Posts
On September 26 2013 04:03 KrazyTrumpet wrote: I mean, trying to buff Revelation is nice and all, but I can't really imagine a situation in which I would rather use Revelation instead of having better Observer placement. idk, perhaps I'm underestimating things. My dream would be to have Stargate tech be so viable that you can skip out on Robo tech entirely if you choose to Revelation is to be used when you don't have access to observers, pretty much. | ||
YyapSsap
New Zealand1511 Posts
Something like .. an Air to Air AOE burst attack thats energy based (like units within 2 range radius of the oracle are affected). Might give protoss an incentive to atleast keep early game oracles til mid game for muta switches instead... Some sort of interaction with air units would be good. | ||
ZAiNs
United Kingdom6525 Posts
On September 26 2013 09:07 Nyvis wrote: Revelation is to be used when you don't have access to observers, pretty much. No, Revelation is to be used when you have an Oracle left-over from the early/mid game. It can be really useful because Observers die to scans and Protoss/Zerg armies will usually have mobile detection to deny Observers. The problem is it's very easy to lose your Oracle by barely flying past Vikings or something, the speed/Revelation change is good for making the Oracle a much more useful unit that a good player can utilise all game instead of not bothering because it's too easy to lose it. | ||
Darkhorse
United States23455 Posts
I like the tank change as I prefer using them to widow mines in general. The mine nerf is fairly substantial which is disappointing as a terran player but I think it might be justified. Of course I love the mech changes. Burrow roach change is ok imo because rarely do people actually get tunneling claws, and this could make for some cool new strats. Oracles are a little iffy. They are incredibly annoying harassment tools in the early game but are very fragile. With increased movement/acceleration, it will be so difficult to defend against them with marines. I don't know we'll see how it works out. | ||
S1eth
Austria221 Posts
Lumi is correct. Spreading workers doesn't help against oracles. You spread workers to mitigate splash damage. A fast flying single target attacker that kills 30 workers per minute does not care. In general, you want to evacuate your workers to your closest source of anti-air as fast as possible. You don't spread them out and have them be picked off one after the other. You shouldn't waste your APM on such a futile task. Hellions are entirely different. Their single target dps is very low. If your units are not clumped up, even 4 hellions take about 4-5 seconds per worker kill. Not to mention that more units can attack hellions then oracles, hellions can't fight back efficiently, and as the hellions die, the dps decreases significantly. They also can't retreat as easily. ..and proxy oracle hits much earlier than a 4 hellion medivac drop. | ||
Blacklizard
United States1194 Posts
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PineapplePizza
United States749 Posts
Why are you worrying about oracles, anyways? They're trashy units that, like the Reaper, should be removed from the game in LotV. There's no way they can't be. | ||
beesinyoface
2450 Posts
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althaz
Australia1001 Posts
On September 26 2013 07:22 Lumi wrote: Which cost 500/100, 10 supply, the mineral and gas cost of more tech infrastructure, and involves ground units. I think I'm actually becoming a fan of these absurd comparisons. Hellions and medivacs are permenantly useful to virtually any army and the tech cost for them is zero (most hellion drops involve a starport and factory at normal times). Building an Oracle is 300/300 with possibly no further utility for either the stargate or the oracle. An Oracle is also much more fragile and easier to stop. Stopping an Oracle requires warping in a stalker, sending a handful of marines or moving a queen over. There is usually no real lost mining time with Oracle harass, Oracles die fast enough for it to not really be an issue. | ||
Advantageous
China1350 Posts
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Survivor61316
United States470 Posts
I think maybe decreasing the amount of time it takes to siege the tank, perhaps from like 4 to 2.75, would be a better way to go. | ||
FreedomSC2
Canada224 Posts
Props to blizzard though for considering community feedback. Please look at future dt speed implement and maybe look at giving the window mine a bit more attention. Proud of the ideas though; great step forward. | ||
FlyingSheeP
China45 Posts
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Dingobloo
Australia1903 Posts
On September 26 2013 09:24 PineapplePizza wrote: Am I the only person here who thinks the upgrade-merger is a terrible idea that will do virtually nothing for non-mirrors, and remove what little is left of the bio vs mech dynamic in TvT? Does Blizzard really not know why they made the upgrades separate to begin with? Why are you worrying about oracles, anyways? They're trashy units that, like the Reaper, should be removed from the game in LotV. There's no way they can't be. I disagree that it will do virtually nothing for the non-mirrors, but I think there are definitely problems with combining them. I think Blizzard just wants to increased the synergy despite the problems, allowing hellbat transitions for bio and easier air transitions for mech, I think the techlab based upgrades is where they really want people to have to specialize, not the + upgrades and they're willing to balance accordingly if this goes through. | ||
IcED Bk
Canada245 Posts
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mikumegurine
Canada3145 Posts
might make mech more viable vs P | ||
14pool
Canada7 Posts
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rd
United States2586 Posts
On September 26 2013 09:40 mikumegurine wrote: try making tanks do extra +damage to shields or something? lol might make mech more viable vs P They avoid doing changes where units have unintuitive special cases and don't function as described. | ||
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