Better Game Balance mod (v4.271) updated changes

Tempest is made for bigger HP targets.

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The bc? Made 50 procent of then tj on center here you are wining

Adepts G2A attack isnt design to be an effective counter to mutas but rather a way to increase its utility on the field.
They go from : Muta hard counter adepts to muta dont want to engage adepts.
This means you can still continue your adepts play even if mutas are out, increasing their usability where as before you would simply cut out adepts production when mutas were out!

It gives more wiggle room for the adepts to be used, but the effective counter to shut down mutas is still going to be pheonix I guess…

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in general this would weaken 2 base push. there are a few types where 1-2 medi + hellbat + 2-4 bio are used. or drop play with fast transformation to hellbats (rarely or not seen at all).

PvT where I wonder how often P uses archons against mech.

I don’t know. again range bonus for terra, on a unit that is also very mobile?
alternative -1 range for hellion same effect ?

an additional all round unit?
example: zealot / immortal could be deffen with mutas, took time. with Archon mutas became harass units automatically.

in ZvP, mutas are degraded back to harass units just because there are adapts on the field. just like mutas when ter has marine. which really hurts when you pay 100/100 and then need at least 6 -12 for just “harass” (~1000/1000).
but i would also wish that the early adapt rush gets a nerf. by weakening shade.

Mutas arent fighting units L2P

why then so expensive?
possibly adepts are also not fighter units. Special ground harass. and also not mid but early game.

again L2P 20 characters

The progamers probably made them that expensive due to their godly micros.

Yeah, but then protoss will still need to make phoenixes to counter mutas.

And since adept G2A doesn’t serve a specific roll other than making them more “well-rounded” (especially when the air attack is exactly the same as their ground attack), they probably will still have limited utility past mid-game.

  • I mean there are suggestions to give colossi air attack to increase their utility too. It just feels off.

Yes and this is what the change is targeted to, making adepts well-rounded. Theres no need for another muta counter, no need for colossi G2A, pheonixes serve that purpose well!

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It’s the same cost as BW.

But not as much. Since now you have Adepts and Stalkers to help together.

Adepts shooting air gives Protoss an AA alternative to the Stalker against Light air units, something the Stalker preforms poorly against since Stalkers are vs Armored bonused.

banes and colossus deal bonus damage to light, not biological

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Because adept do bonus to light + have an attack speed upgrade. Muta is a light unit. Im not saying it would be the most amazing counter you have ever seen in your life. But it could help toss counter them without being forced into double stargate. I would need to see it in action. But I think they would be better at dealing with them than stalkers are.

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Thanks for correcting my mistake. I keep getting light and biological messed up.

Best help to Adepts is to give them +1 Range or/and implement the Fractional-Attack (a way to narrow the gap between paper-dps and real-dps).

Orb that has more damage than required to kill a unit will cause damage to the nearest unit (radius 1) with the remaining energy.
Example: Two Zerglings 40HP each and 1 Adept with 30 damage per Orb.
Adept hits once and the first zerglings goes 10 HP, second Orb kills the first Zergling and the remaining orb-damage (energy) 30-10=20 hits the second Zergling. Third Orb kills the Second Zergling.
With the actual way the Adepts work, 4 Hits are required to kill 2 Zerglings (2 hits per Zergling).
Same way can be used for fixing also the Tempest that has DPS/Supply less than a Drone and on top of that loses 5%-40% of that pathetic DPS to overkill.

Let’s compare stalker and muta:
Stalker | muta
HP:140 | 120
Dps: 9.7 | 8.26(2.75/0.92)
Range:6 | 3
Speed: 4.13 | 5.6
Armor: 1 | 0
Type: Ground/Air

1v1 Stalker wins. My calculations say that only when zerg/protoss have 10+ Muta/Stalkers respectively this interaction change and muta can fight stalkers and win.

Adept will not help vs Muta. For the exact reason, you go Phoenix rather than stalkers. With Stalkers, you are always behind with defense, due to terrain and stalker speed.

Adept speed is 3.5(5.95 shade) but you have to move using standard Pathing. So the speed difference is miningless.

Imagine moving your Adepts between main-nat-3th you understand.

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at least when it comes to pushing. the influence of GTA adapts will be noticeable.
but here we should check how often this happens.
I know best the situation with archon.

To add insult to injury shade takes 7 seconds to complete.

So even on maps like a golden wall where you can get to Nat faster with Adept than with Stalker you need to wait for shade to complete.

Example: Drone(3.94) take 7s to get to nat
Stalker will take 5-6.5s(blink)
Adept take 5-5.5 seconds but you need to wait for shade to complete.

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But then adepts have only 4 range and no blink. Even with against light, they perform as poorly as Stalkers against mutas. And a combination of the two only make them harder to control with no apparent advantage. Has anyone tested it yet though.

I still think in order for adept to counter mutas better, they need an air attack different from their ground attack.

Would it perhaps be a good idea to allow Mutalisks to mutate into Broodlords with a similar cost to Corruptors?

Also what about reintroducing some of the scrapped upgrades to Protoss Gateway units. Blizz was considering Sundering Impact and Amplified Shielding.

Given that most basic units have 2 upgrades, Marines: Stim and Combat, Marauders: Stim and Concussive