many people play sc2 not just pros, there not many pros players so try again.
carriers are ez to counter unless they have storm, disutors
spilt units? still get kiled.
play like maru? dont talk because everyone has their own play style
many people play sc2 not just pros, there not many pros players so try again.
carriers are ez to counter unless they have storm, disutors
spilt units? still get kiled.
play like maru? dont talk because everyone has their own play style
There is actually an extension mod - Wardiii uses it for hosting his tournaments. I just donāt know what itās called
Edit: the current balance test mod at this point (December 26 2022) is called 5.0.11 BalanceTest, for anyone who doesnāt want to download the PTR.
Edit 2: Thereās actually some additional changes in the Balance test mod as well. See the patch notes for details.
I think you totally missed the message I responded to. I responded to āTerran prosā havenāt work on the patch, which is wrong.
Thatās useful to know - thanks. I tried looking at the Balance Test Mod yesterday, but it was last updated in 2020 and the fact that the Raven cost 100m 200g clued me to the fact that it was out of date!
I think the cyclone change is more of a nerf then a buff because they will still suck against unarmored swarm units even with with the +10 upgrade, meanwhile they will be weaker against just about everything else that people were already building against them. Weaker against warp prism, oracle, structures and just about every other staple protoss unit. Against zerg it looks like it will even easier to overrun with mass roaches.
To me it infers from when the mag field accelerator was actually used :
So in other words
So overall itās a nerf, unless we see more use of the cyclone as a lategame staple, which it isnāt designed to be.
HeRoMaRinE tests battle mech in ESL/ wardi with balance mod.
and you must not forget that hydra also became more interesting, through speed buff. cyclone are also stronger against hydra then
The thing about Battle-mech (all mech really) is that the Cyclones are backed up by Hellions/Hellbats, which are more than capable of fighting Hydralisks. The Hellions/Hellbats counter light ground and serve as a buffer for the heavier mech units, the Cyclones counter armored ground and air units. This change makes Cyclones worse against all armored units, which includes the majority of their use cases.
The change has the largest benefit against ground units with neither armored/light tags or against air units without an armor tag, but it is questionable whether those niche cases will be enough to compensate for the nerf.
Well against Zerg cyclone is huge buff because offensive micro against roach by have greater range.
Plus on defensive side siege tank line that melt roaches and once roaches turn ravagers itās major buff that can easily save sieg lines.
Before this mass mutas was best answer for mass cyclones but now which is roaches but roaches gets hit hard against siege tanks.
This change explicitly nerfs Cyclones against Roaches. There are other cases where the change buffs Cyclones, but fighting Roaches definitely isnāt one of them.
Cyclones and Siege Tanks do not work particularly well together. Cyclones rely on kiting, Siege Tanks rely on heavy ranged firepower and a particularly durable buffer to prevent the opponent from reaching them. Sometimes Cyclones can make use of a Hellbat buffer for lock-on, but in a pitched battle with Siege Tanks, it is nearly always better to have more Tanks, Vikings, or Thors
Even when a Terran player makes both units, the Cyclone is best used separately as a more mobile force for harassment or map control. It is very rarely useful to keep Cyclones near a slow Tank army.
In offensive attacks itās cyclone favor in defensive itās not.
Siege tanks would be used to aid cyclones in defense posture.
The real change was fact that they did poor against unit that they should been god against.
I guess they didnāt want Thor unit where they buff itās AA didnāt nerf itās high dps ground
So unfortunately I havenāt managed to successfully open it yet because it depends on Observer Plus v1.11, but the only version I can find is v1.10 and trying to open it in the editor leaves a lot of missing information. Iām missing a step somewhere.
Just as a minor note⦠Iāve noticed that there has been a recent update to it where Broodlings that spawn from dead Zerg buildings have their original timed life again, rather than the shortened life when launched from Brood Lords. Thought people might like that one.
according to this logic, bio tank would also be bad.
i have seen one game where HeRoMaRinE played battle mech and he also had tanks as follow. but heromarine was also favored in that game.
Yeah, unfortunately I canāt open 5.0.11 BalanceTest or make an extension mod that depends on it because it canāt find āObserverPlus_1_11.SC2Modā. I can only assume itās a version that hasnāt been published publicly yet, or is only available on the Korean server (which I donāt have an account for yet).
(For the developers of Observer Plus, EU is behind at 1.9, while NA has 1.10)
As an alternative I can make a regular mod to showcase my Raven suggestions, but will be built on the live patch rather than the balance test.
I should actually have specified that Cyclones & Tanks donāt work well together āin a single engagement/battleā as I will elaborate on lower down this response.
Sorry, this post is going to get fairly long.
Bio-Tank is bad in a lot of situations.
Specifically, Bio-Tank is bad when the opponent has units that can regularly get onto the Bio (forcing friendly-fire, which is particularly deadly to the bio units), and it hemorrhages Tanks whenever the opponent has an army that can force Bio to kite or retreat long distances.
In TvZ, that basically puts Bio-Tank on a timer until Hive tech:
In TvP the main friendly-fire threat is Chargelots, but Protoss will often need a lot of chargelots and maybe splash support to make that work.
In TvT, the Siege Tank is decent against all ground units, and it can be particularly difficult to make friendly-fire a significant issue for the opponent.
Pure mech/sky (a Hellbat line buffering for Tanks, Thors, Vikings, etc) doesnāt have quite the same problems that plague Bio-Tank. Hellbats have the durability to absorb a lot of damage (with no +armor bonus), and they have a fairly powerful burst to kill anything that tries to get on top of them or the units they are defending. Both attributes make Hellbats significantly less susceptible to friendly-fire than Bio units. The extra durability also buys Siege Tanks and other heavy mech/sky units more time to shoot and dish out damage; whereas Bio would normally be forced to retreat or take heavy losses. Mech is basically stronger than Bio in direct engagements.
To loop this back to Cyclones:
Cyclones are designed around kiting, and often have the same need/urge to retreat as Bio. They also need time to refresh their lock-on, and if they fight with their auto-attack they are likely to be near enough to the enemy that some enemy ranged units can directly target them over Hellions/Hellbats, bringing down the Terran playerās firepower at a faster rate. The Terran player would have better performance in a direct battle if most of their army could kite or if they had more Siege Tanks, Thors, Vikings, Liberators, etc which donāt share the Cycloneās downtime.
Keep in mind that Battle-mech and mech can easily swap and reuse the Hellions/Hellbats, the vehicle upgrades, and the production between them. It isnāt particularly difficult to swap between one or the other, or to use them as separate forces.
Cyclones and Tanks donāt fit particularly well together in a single battle/engagement, but there is nothing stopping a player from using Cyclones for harassment, Tanks (along with Vikings, Liberators, Thors, and/or Battlecruisers) for defense & main-army, and moving the Hellions/Hellbats around as needed. That is actually how I usually play, with a harassment force of about 3-6 Cyclones along with some of the Hellions.
I got it to work! I ended up just copying the raw XML data into my own extension mod and going from there.
https://us.forums.blizzard.com/en/sc2/t/suggestion-ptr-extension-mod-raven-rework/
Special thanks to Ketroc to drawing my attention to some recent changes. They can be found here:
http(colon)(slash)(slash)rentry(dot)co(slash)uz75f
Notably, this is how the PTR currently stands:
Worker Units
ZERG
Creep Tumor
Hatchery, Lair, Hive
Viper
Ultralisk
Hydralisk
Brood Lord
Ravager
PROTOSS
Shield Battery
Observer
Archon
High Templar
Disruptor
Carrier
Sentry
Forge
TERRAN
Viking (Fighter Mode)
Liberator
Ghost
Banshee
Cyclone
Sensor Tower
Raven
MISC BUG FIXES / QOL CHANGES
All Units
Banshee
Dark Templar
Factory
Widow Mine
Cyclone
Shield Battery
Adept
Queen
Lurker
Hydralisk
Stasis Ward
Raven
Swarm Host
Hatchery, Lair, Hive
General
really? then terranās 111 all-in at 4:00 will be very powerful ( the first liberator could arrive at the front of protossā base earlier)
i love this strategy so please make this change realised !
Thatās what the notes say.
Thanks for informing us about the current PTR state, Crane.
The main changes compared to what was announced seems to be :
For my part, I agree with most Z/P changes, with the exception of the Ultraliskās leeway and the Observerās speed.
However, Iād like to mention, that there isnāt a single unit in the game that has been nerfed more violently than the Raven :
The unit has been unchanged since November 2019, and with the exception of TvT mech players (where ravens are a powerful anti prolonged siege stalemates), I havenāt seen any complaints about it from Zerg players (who complained mainly about the snipe), nor more than occasional from Protoss players (who complained mostly about the EMP shockwaves upgrade).
It has a" free" immobile spawn spell, which is balanced out by Zerg having mainly two free mobile spawned units (locusts, broodlings ± changelings), and protoss having one extremely cheap mobile spawned unit (the interceptor).
Its splash spell does nothing on its own, and so is a tier below compared to assist AoE such as the Fungle, the Parasitic bomb ; not to mention first tier AoE (storm, disruption).
So if itās not a problematic unit in TvP nor TvZ, why nerf it ? If the aim is to nerf it in TvT, then even there it doesnāt makes sense to buff its cost and nerf its abilities, as that will buff its use in raven marine tank allins (where the attacking player gets 2-3 ravens to matrix all opponentās tanks), and discourage its other spells use (AAM in particular), which found more use later in the game.
Long story short, I usually understand most proposed changes regarding all races, but there I still donāt get why the raven would need to get nerfed (again).