Community Feedback Update - June 17 - Page 10
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Zulu23
Germany132 Posts
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LSN
Germany696 Posts
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NicolasJohnson
30 Posts
On June 22 2016 06:33 [PkF] Wire wrote: I think we should consider those changes : 1) remove liberator range and AA splash to open up mutas again 2) buff queens AA range by 1 to help Z dealing with all kinds of early game harass (libs, tankivacs, phoenix, oracles, prisms) 3) heavily nerf adept cooldown so that bad adept micro can actually be punished I couldn't agree more, except for AA splash which I like as it now complements the Thor | ||
Athenau
555 Posts
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ecnahc
United States395 Posts
The entire problem Zerg faces right now is the sheer versatility starport tech gives terran. If you make us make some kind of tell (Armory, and tech lab) it would simultaneously slow down liberator production while allowing Zerg and Protoss to spot the transition to liberators. It's the same concept with the hell bat timing. If you see 4 or more hellion and scout the armory you can react. There is currently no tell for a Liberator outside of the warning on your minimap that you are roasting drones. | ||
MiCroLiFe
Norway264 Posts
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ecnahc
United States395 Posts
On June 22 2016 08:59 MiCroLiFe wrote: i dont get it. Ultralisk can just march into 10 liberators and crush all army,. Why is it only lib thats getting the nerf? ravagers kill it easy aswell Liberators are great against ultras and do die to ravagers true. However the issue is that Zerg is confined by the sheer number of options you have to cover to not lose through attrition. If this change happened and Terran was suddenly unable to deal with ultras at 11 minutes I would be very surprised. The entire crux of my proposed change is that both units remain powerful, they just have a gradient. Delaying boost makes terran early medics more punishable. Delaying double liberator production allows Zerg to get corruptor out if required while playing a RR style. It would also open up the ability to actually make Mutalisk which would be a great change for tvz. It would certainly make it more fun to play from the terran side imo. Units being powerful is important, however you should be forced to make some kind of commitment to gain that power, correct? Imagine how many builds could stem from putting boost behind an upgrade. Zerg plays greedy, you hide a tech lab port, research medic boost, build liberators from it and suddenly show up in a Zerg base trying for a spire transition completely unprepared. This kind of stuff is what makes starcraft fun. It's no good if everything you makes comes out at full power. Upgrades are fun, upgrades make timings and timings create tension. Keep in mind that if this happened you could easily change the other races to compensate, Lair tech ravagers, phase shift as a cybercore research. This also further increases choices and strategic diversity. | ||
washikie
United States752 Posts
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Elentos
55454 Posts
On June 22 2016 07:19 Zulu23 wrote: you can build a second starport A second starport is not nearly enough if liberators require tech labs. One liberator at a time is too slow considering its importance, especially against Protoss. But you can't afford making 4 extra starports to keep up the current rate of liberator production while affording everything else. And that's only late game and completely ignoring that liberators are a key unit against Protoss all-ins that happen much earlier. | ||
Pugfarmer
70 Posts
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MiCroLiFe
Norway264 Posts
On June 22 2016 09:06 ecnahc wrote: Liberators are great against ultras and do die to ravagers true. However the issue is that Zerg is confined by the sheer number of options you have to cover to not lose through attrition. If this change happened and Terran was suddenly unable to deal with ultras at 11 minutes I would be very surprised. The entire crux of my proposed change is that both units remain powerful, they just have a gradient. Delaying boost makes terran early medics more punishable. Delaying double liberator production allows Zerg to get corruptor out if required while playing a RR style. It would also open up the ability to actually make Mutalisk which would be a great change for tvz. It would certainly make it more fun to play from the terran side imo. Units being powerful is important, however you should be forced to make some kind of commitment to gain that power, correct? Imagine how many builds could stem from putting boost behind an upgrade. Zerg plays greedy, you hide a tech lab port, research medic boost, build liberators from it and suddenly show up in a Zerg base trying for a spire transition completely unprepared. This kind of stuff is what makes starcraft fun. It's no good if everything you makes comes out at full power. Upgrades are fun, upgrades make timings and timings create tension. Keep in mind that if this happened you could easily change the other races to compensate, Lair tech ravagers, phase shift as a cybercore research. This also further increases choices and strategic diversity. i am not able to deal whit ultra alredy. i have 20% winrate against zerg. mid master. liberators are pretty bad if you ask me atm.. you can always se the terra pushing on creep and taking some ravagers shots at them, corrupor, is really good. ultras just destroys everything. | ||
DeadByDawn
United Kingdom476 Posts
I cannot wait for Blizzard to shut down my ability to harass and stop the Zerg getting to late game. I had forgotten the joy of being ROFL'stomped by undying Ultras or my favourite - the late game Zerg army insta-remax on a completely different composition. Also, the fun of just quitting at the start against Protoss. Maybe I could build Ravens instead - Doh! | ||
MaxTa
61 Posts
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[F_]aths
Germany3947 Posts
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HallofPain4444
Japan71 Posts
T strong early game defensive options, linear growth rate, fast access to high tech units, useless T3 units Z early game defense is basically naked, exponetial growth rate, slow access to high tech units, OP T3 units I know Blizzard wants each race to be really unique but what about those Terran players who wants to play Late game Mech? or Zerg players who wants to go mid game agro? If Terran T3 units are shit because of how accessible they are, couldn't Blizzard just make them really costly(like adding a research to make Thors, a research to increase air attack range from 9 to 11, another research to make air attack range 11 to 15)to be effective instead of being pure garbage as of right now? Also I feel Blizzard's bandaid solution imo is creating alot of toxic side effects. The biggest bluder I think they made is the introduction of Parasitic Bomb. PB is created to counter mass Liberators, but is also destroys Vikings so fast that TvZ air battle is well... Can't they come up with something that only kills mass Liberators and nothing else? | ||
LuckyWin
1 Post
Slower mobility brings more strategy limitation for Terran. Terran still can do what ever that want to do but cannot do it quickly, the time gap will give zerg a chance to fight back. Just like buff Medivac by ignite afterburners. Another way is extend switch time of attack mode of Liberator, I think this is a stronger solution. Zerg always using the time to kill Liberator as much as possible. If you don't want to nerf Liberator, you can nerf tank. You can extend time between each attack, defend zerg is easy for terran in early game. Let terran put more troop on their base will solve everything. The method will also impact protoss vs terran. | ||
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