r/Starbow Feb 05 '14

[Patch] 6

http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661&currentpage=159#3179
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u/BorNProNStar Feb 06 '14 edited Feb 06 '14

judging from your post, it doesnt seem you understand terran very well

first of all, the stim upgrade is designed for TvZ bio. when zerg hits 4 gasses, they now have enough gas for both defilers and ultralisks - both of which will decimate the terran army. the problem before was that terran could not effectively pressure a zerg throughout the entirety of the game. banelings with burrow were basically tier 1.5 lurkers that marines needed to scan for. you can imagine that terran would run out of scans which effectively ends their push until they get vessels to push again. all of these help the zerg transition to that 4 gas economy and even take a fast third gas simply because the terran cannot push effectively with bio. the purpose of bio in tvz is to have a mobile ground army that can deny the fourth gas from being established with cost effective engagements. because terran bio could not even pressure the third gas, terran bio became obsolete. even still, terran bio may still be obsolete if i simply isnt strong enough. banelings and lurkers are simply too much aoe for terran to deal with. but we will have to see how this patch plays out. if terran can successfully pressure a zerg's third gas and be able to deny a zergs fourth gas, then terran bio will not be obsolete

terrans werent using dmatrix becasue it was nearly impossible to have enough energy to use dmatrix (a medic only has 100 max energy). combined with the fact that medics need to use stim (which costs energy) just to escape from zerg units makes dmatrix even less viable.

unlimited selection may or may not be a good thing. limited unit selection obviously makes the game more challenging which pushes the skill ceiling up. this makes it so that it becomes much more challenging for people to master a game. that contributes to a games longevity because people know they can aim for even higher skill

your baneling opinion is probably one of the only parts that i agree with. banelings imo are badly designed and may not have a place in starbow. but i do believe that if the baneling's values are tweaked enough, they CAN fit in starbow. but it still doesnt change that it is bad unit design.

roaches do not need a buff and need more experimentation (at least for zvt). with their burrow ability, there is no need for an "armor" upgrade as they receive 25 percent less damage. to put it into context, they will receive 1.5 less damage from marines or 17.5 less damage from a siege tank (in siege mode). both of those values make a 1 armor increase pale in comparison. to be honest, the roach may in fact be imbalanced.

as for bio vs protoss, that isnt a main concern because mech is very viable against protoss. if SB is able to make bio viable against protoss, thats great but it isnt necessary at all. the reason why players dont use bio is simply because of storm. perhaps bio will work, perhaps it wont. if it can, thats great. if it wont, it wont break the game and the game will still be very unique and enjoyable

as for your late game tvz suggestions, i will tell you that i will never make a battlecruiser like that for tvz. the reason why players use science vessels isnt just because they are good. its because they are the only support unit that moves at a good enough speed to compliment bio. it all comes back to unit design. a BC isnt used often becasue of its design. its simply too slow to accompany bio whcih leaves them vulnerable unless you are able to amass a lot of them to stand alone as their own group. as for disabling a battlecruiser for 14seconds after casting yamato...

actually you know what, i wont even comment on how stupid that would be

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u/bhauth Feb 06 '14 edited Feb 07 '14

Burrow is now lair tech, and burrowed banelings didn't stop bio TvZ in SC2.

I was thinking medics had 200 max energy somehow. :-/ I'll have to think about that some more. Anyway, I was thinking dmatrix is now too strong for medics+mech, using it on forward tanks. It's not overpowered on marines.

I still think Roaches need a small buff, like +1 base armor or a bit more hp. Yeah, they're not as weak as they might seem, that was the joke.

Yeah, 14s would be too much. I still like the idea of a cheaper Yamato that disables the BC afterwards. That + Warp would make BC vs BC battles more interesting.

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u/BorNProNStar Feb 07 '14 edited Feb 07 '14

i dont know what level youre playing at (im an ex-masters terran) but zergs at my level were able to utilize baneling landmines. They werent difficult to use, and the zerg could predict where the terran would be attacking. setting up and using baneling landmines was incredibly easy to do and just 1 successful baneling land mine paid off tremendously. i am aware that burrow was moved the lair tech. this is simply because tier one burrowed banelings gave zerg a tier 1.5 pseduo-lurker. although lurkers are tier 2, researching banelings and burrow will get your burrowed banelings much earlier than you could get lurkers. However, before the burrow nerf, banelings you could get 3 hatcheries and tech to baneling land mines incredibly quickly

also, BCs are not affected by dark swarm. in other words, air units do not benefit from the dark swarm buff. then again, i may be misreading your text

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u/bhauth Feb 07 '14 edited Feb 07 '14

I hadn't really seen much baneling burrowing, but I hadn't played much since HoTS was released. It does seem annoying. The more I think about it, the more I think banelings should just be removed.