yeah sure Roach/Hydra is fine vs their protoss counter parts. Jeez )
Feb 10: Balance Test Map Coming - Page 38
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shin_toss
Philippines2589 Posts
yeah sure Roach/Hydra is fine vs their protoss counter parts. Jeez ) | ||
WombaT
Northern Ireland20731 Posts
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SC2Toastie
Netherlands5725 Posts
On February 11 2014 21:19 shin_toss wrote: Lol you realize that Hydra also attacks on ground, and Karpfen fail to comprehend, I'm not even saying to balance it on once particular level, my point is the word balance should apply to "all' skill level. If blink plays are easy, how much more roach/hyrdra plays that most of the time only involved attack-ground command. yeah sure Roach/Hydra is fine vs their protoss counter parts. Jeez ) Balance at pro level applies to all skill levels - because in the most perfect situation acchievable the game is balanced. If a gold toss loses vs a gold terran there's a thousand and one reasons that do not involve balance. | ||
SC2Toastie
Netherlands5725 Posts
On February 11 2014 21:19 Wombat_NI wrote: Incidentally has Collosus EVER been changed? I've played the entirety of SC2 except the beta and genuinely cant think of a time it has been. nop Except for a mechanical 'bug' that didn't allow you to target highground collosi like youtarget highground air units. | ||
Fus
Sweden1112 Posts
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Big J
Austria16289 Posts
good change, I'd have gone for 10 or 11, but I don't care too much. Don't think it is too important if the exact value is 9 or 11, just get rid of the 14range scout-all, super highground vision option. Blink: Imo a bit over the top. Probably a good change for TvP and PvP, not sure about ZvP. Don't mind if blinktimings get weaker, Protoss has too many timingoptions anyways, but it will make stalkers weaker in macro ZvPs which is unjustified. Widow Mine: No clue. Could range from still useless to totally broken imo. Mass mines blow up a lot of stuff very quickly, though one cool thing is that it adds overkill to the unit. Question: Does the 40vs shields scale like the normal damage (40/20/10) or is it really 40+40/20+40/10+40 with this patch? Tempest: Sounds fine, values have to be tested. Hydralisk: Uninspired change. Don't think it does a lot apart from statistically making hydras a bit stronger in the situations in which they are already used. | ||
InVerno
258 Posts
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TheDwf
France19747 Posts
On February 11 2014 21:38 Big J wrote: MsC: good change, I'd have gone for 10 or 11, but I don't care too much. Don't think it is too important if the exact value is 9 or 11, just get rid of the 14range scout-all, super highground vision option. I like 9 because it introduces choice between no extra investment and a basic 9 range vision, and resources conceded in robo + Observers resulting in less stalks but more vision (11) and some extra tech ready for the transition. Widow Mine: No clue. Could range from still useless to totally broken imo. Mass mines blow up a lot of stuff very quickly, though one cool thing is that it adds overkill to the unit. Question: Does the 40vs shields scale like the normal damage (40/20/10) or is it really 40+40/20+40/10+40 with this patch? Probably 40+40 | 20+20 | 10+10 from the way they formulated it. | ||
Grumbels
Netherlands7028 Posts
On February 11 2014 21:27 SC2Toastie wrote: nop Except for a mechanical 'bug' that didn't allow you to target highground collosi like youtarget highground air units. They had an attack speed buff and one or two damage nerfs. Colossi used to one-shot probes, if you can imagine how overpowered that was. | ||
NovaMB
Germany9534 Posts
On February 11 2014 22:02 Grumbels wrote: They had an attack speed buff and one or two damage nerfs. Colossi used to one-shot probes, if you can imagine how overpowered that was. To be honest I think Colossus should one shot probes. I still laugh at the fact that a Tank in siege mode doesnt 1-hit workers. (not talking about game balance, more about the colossus being a building tall unit which shoots lasers that dont even kill puny workers) | ||
Gamlet
Ukraine336 Posts
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Foxxan
Sweden3427 Posts
On February 11 2014 22:02 Grumbels wrote: They had an attack speed buff and one or two damage nerfs. Colossi used to one-shot probes, if you can imagine how overpowered that was. To put this into more of a perspective. I believe they made the colossous have the same dps but lower burst. They said something along "lings die to fast" or something | ||
Liquid`Jinro
Sweden33719 Posts
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paddyz
Ireland628 Posts
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Pirfiktshon
United States1072 Posts
Edit: the One thing I think that woudl be Bare Minimum change to make the game livable is the MSC Vision nerf and they should honestly leave blink alone as long as they apply the above paragraphs suggestion of 1 or 2 maps that encourage a strong style of play and then Counter that with map mechanics..... | ||
-Celestial-
United Kingdom3867 Posts
Blink change is probably too much. Honestly if you're just going to go that route, get rid of Stalkers and implement Dragoons. And its an incredibly lazy way to "fix" something that could be sorted out by map design. Got the uncomfortable feeling Widow Mines are going to turn out to be completely broken with this change. Tempest seems like just sticking a plaster on a huge wound. Its the wrong way to go about fixing the issue there. Much prefer this Hydralisk change to the cost one. Have to see how it plays out. On a side note: Proxy Tempest? Hillarious. X-D I need to try that out. | ||
juicyjames
United States3815 Posts
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BronzeKnee
United States5207 Posts
On February 11 2014 14:37 GTPGlitch wrote: ahahahaha you're funny because that's totally wrong Here's what actually happened: http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Anaheim Also known as three Terrans going a combined 19-2 against zergs So yeah, we got MMA in his prime versus Ret and Slush. Boxer vs Idra and Sheth, and MVP in his prime versus Machine and suddenly we conclude that TvZ is imbalanced? FYI, those 2 games you note, were DRG taking games these same Terrans. And at that time, Terran was imbalanced in general, but it wasn't BFH that were the main problem versus Zerg. Anyway, even Blizzard noted the problem with BFH in TvT and that was their reasoning for changing them. | ||
Pirfiktshon
United States1072 Posts
mages of changes: http://imgur.com/a/Wn9rN | ||
bhfberserk
Canada390 Posts
http://imgur.com/a/Wn9rN | ||
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