On April 22 2017 05:59 jpg06051992 wrote:
Really wish they would tone down Vipers vs mech, specifically by making Blinding Cloud worse vs. stationary objects and better vs mobile objects
Viper Balance Problem
1) Blinding Cloud nullifies stationary units by reducing range to melee, which in this game means it's pretty much only the Siege Tank that really get's screwed over, hard, by this ability. Everything else in the game can be moved out of the way, not the Siege Tank.
2. Blinding Cloud can be useful in small chokes and when you have 3 - 5 energy worth of BC, but generally speaking, if it's being used vs. enemy units that can be micro'd away from it, they will micro away from it and then it becomes merely a weak and temporary zoning tool.
If on a scale the number of "<" infer how effective something is against something, I would paint BC's power something like this..
Siege Tanks that can't move <<<<<<<<<<<<<<< Blinding Cloud <<< Units that can move
When it should be more like..
Siege Tanks that can't move <<< Blinding Cloud >>> Units that can move
Potential Solutions to Blinding Cloud
1) Change Blinding Cloud to reduce the range of all units by 5 that are stuck inside the cloud, and any units that are micro'd out of the radius will have their range reduced by 4 for 3.5 seconds (or whatever is balanced). This will enable the Siege Tanks to still get off a volley at a range of 8 in Siege Mode, almost cutting it's range in half which is still a size able margin, but this would allow tanks under a cloud to still get a shot or two off, which in major engagements is crucial. The sticking would enable the Viper to be a more "all around" unit because even when the units are moved away, they still need to be on the defensive as their range is reduced to 1 (most ranged units have a base range of 6)
2) Reduce the energy required to cast by 25, as it now would function more of a soft counter and less of an auto win vs. Siege Tanks so it will need to be used more often
Oh and to respond to the OP, literally, at least in my humble opinion, the last thing this game needs is for air units to be even more powerful then they currently are, so no I do not think that Vikings need a buff, especially vs. ground when Banshees and Liberators are already fantastic vs ground units.
edit for no double post
Really wish they would tone down Vipers vs mech, specifically by making Blinding Cloud worse vs. stationary objects and better vs mobile objects
Viper Balance Problem
1) Blinding Cloud nullifies stationary units by reducing range to melee, which in this game means it's pretty much only the Siege Tank that really get's screwed over, hard, by this ability. Everything else in the game can be moved out of the way, not the Siege Tank.
2. Blinding Cloud can be useful in small chokes and when you have 3 - 5 energy worth of BC, but generally speaking, if it's being used vs. enemy units that can be micro'd away from it, they will micro away from it and then it becomes merely a weak and temporary zoning tool.
If on a scale the number of "<" infer how effective something is against something, I would paint BC's power something like this..
Siege Tanks that can't move <<<<<<<<<<<<<<< Blinding Cloud <<< Units that can move
When it should be more like..
Siege Tanks that can't move <<< Blinding Cloud >>> Units that can move
Potential Solutions to Blinding Cloud
1) Change Blinding Cloud to reduce the range of all units by 5 that are stuck inside the cloud, and any units that are micro'd out of the radius will have their range reduced by 4 for 3.5 seconds (or whatever is balanced). This will enable the Siege Tanks to still get off a volley at a range of 8 in Siege Mode, almost cutting it's range in half which is still a size able margin, but this would allow tanks under a cloud to still get a shot or two off, which in major engagements is crucial. The sticking would enable the Viper to be a more "all around" unit because even when the units are moved away, they still need to be on the defensive as their range is reduced to 1 (most ranged units have a base range of 6)
2) Reduce the energy required to cast by 25, as it now would function more of a soft counter and less of an auto win vs. Siege Tanks so it will need to be used more often
Oh and to respond to the OP, literally, at least in my humble opinion, the last thing this game needs is for air units to be even more powerful then they currently are, so no I do not think that Vikings need a buff, especially vs. ground when Banshees and Liberators are already fantastic vs ground units.
edit for no double post
I think that's the reason blinding cloud is how it is - to specifically counter siege tanks, since they're so strong.
They wanted dark swarm from BW, but didn't want to make it dark swarm, so they decided to flip it (from affecting the attacked to affecting the attacker). As a result, you get weird things like siege tanks being worthless.
IMO it's a fine trade off - vipers are expensive units, and to use their energy on incap'ing siege tanks makes it a worthwhile investment. to counter, all of the siege tanks shouldn't be within just a few range of each other.