Mech Viability - Worse than HOTS? - Page 4
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Bryan-tan
12 Posts
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Vanadiel
France961 Posts
On November 23 2015 22:30 cmdspinner1 wrote: Yes, mech has to turlte until maxed out and attack in a deathball because splitting is impossible. Even if maxed out, the army can get destroyed by Zerg and Protoss on the open field in a matter of seconds. This leads to mech players turling on 3 bases into air. Ledarsi is right, the games are just boring because factory units (the tank especially) are too weak in low numbers. TVT games involving mech are often very exciting because the opposing terran can't just kill the entire mech army by a moving. He has to position his army smartly, flank and make raids and drops and tank lots of small engagements. Let's put on LoTV on a side for a moment, because it is completely new and we have not seen one single high level tournament on it for now so it's still to see how it , and let's look at HoTS, mech in TvZ (post Swarmhost removal) and TvP (I'd agree that mech is non existent in TvP as it is very weak). The two constant complains we hear about mech from mech players, is that they lack good AA, and that the tank is too weak and it needs a direct buff. I disagree with both points, to me it does sound that mech player does not want to be pressured or harass at all, either from the sky or by ground army. As a matter of fact, I haven't seen a lot of mech player losing to air army, from time to times it did happened of course, like extra greedy 2 base spire before speedling or hidden remax on 50+ highly upgraded mutalisk, but it has never been broken at all, on the contrary it's rather weak if you are expect. As for the tank, while I do agree that a stronger tank could, in principle, allow more move out on the map, what else does it allow? Turtle play and of course that's most of what we would see if the tank is buffed as you seem to want, as it is the easiest way to play the game. Consider all the mech game we had through the end of HoTS in TvZ: the different build were more than able to defend against any fast muta opening, then turtle on tanks on three base that should not be broken by any army unless a mistake was made by the terran, then keep expanding with a strong ground support and slowly transition to unbreable sky-terran army. That kind of games would have been better with a stronger tank? Clearly, I do not think so, it would have been a much more easier strategy, thus a lot of players would have play like this, but the core concept would have stayed the same. In Hots and mostly in TvZ (but I believe the same would be true in TvT) Turtle play would have beneficit the most from a siege tank buff, because it would make the turtle and thus the transition to skyterran part much more easier. So, my point, only based on HoTS because honestly LoTV is absolutely not figured out: if you want the tank to be stronger when it's in a good position, you have to consider to nerf them when they are caught in a bad position, so as damage buff could, in my opinion, only be done if it's compensated by a big nerf on its HP, the time to siege/unsiege and/or the damage output of unsieged tank. On a side note, I find the reluctance to consider starport units part of the mech composition because "it does not comes from a factory" quite stupid, like do we see bio player cry because they have to build medivacs to support their bio units? | ||
OrangeGarage
Korea (South)319 Posts
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i_am_Nite
Russian Federation66 Posts
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Elentos
55454 Posts
On November 23 2015 23:49 i_am_Nite wrote: why ppl always think about mech and bio like they are different races? Play terrans men, not just part of arsenal. It's dumb didnt use other units and say "my race soo weak". Lol. Why? Because Blizzard enforces that they are different. Mech and bio have split ground upgrades for attack and armor, Zerg has split attack upgrades for range and melee, Protoss has upgrades that affect all ground units. Mech and bio are distinctly split from each other, but bio can't win without mech based support, and pure mech is bad right now. | ||
cmdspinner1
140 Posts
On November 23 2015 23:31 Vanadiel wrote: Let's put on LoTV on a side for a moment, because it is completely new and we have not seen one single high level tournament on it for now so it's still to see how it , and let's look at HoTS, mech in TvZ (post Swarmhost removal) and TvP (I'd agree that mech is non existent in TvP as it is very weak). The two constant complains we hear about mech from mech players, is that they lack good AA, and that the tank is too weak and it needs a direct buff. I disagree with both points, to me it does sound that mech player does not want to be pressured or harass at all, either from the sky or by ground army. As a matter of fact, I haven't seen a lot of mech player losing to air army, from time to times it did happened of course, like extra greedy 2 base spire before speedling or hidden remax on 50+ highly upgraded mutalisk, but it has never been broken at all, on the contrary it's rather weak if you are expect. As for the tank, while I do agree that a stronger tank could, in principle, allow more move out on the map, what else does it allow? Turtle play and of course that's most of what we would see if the tank is buffed as you seem to want, as it is the easiest way to play the game. Consider all the mech game we had through the end of HoTS in TvZ: the different build were more than able to defend against any fast muta opening, then turtle on tanks on three base that should not be broken by any army unless a mistake was made by the terran, then keep expanding with a strong ground support and slowly transition to unbreable sky-terran army. That kind of games would have been better with a stronger tank? Clearly, I do not think so, it would have been a much more easier strategy, thus a lot of players would have play like this, but the core concept would have stayed the same. In Hots and mostly in TvZ (but I believe the same would be true in TvT) Turtle play would have beneficit the most from a siege tank buff, because it would make the turtle and thus the transition to skyterran part much more easier. So, my point, only based on HoTS because honestly LoTV is absolutely not figured out: if you want the tank to be stronger when it's in a good position, you have to consider to nerf them when they are caught in a bad position, so as damage buff could, in my opinion, only be done if it's compensated by a big nerf on its HP, the time to siege/unsiege and/or the damage output of unsieged tank. On a side note, I find the reluctance to consider starport units part of the mech composition because "it does not comes from a factory" quite stupid, like do we see bio player cry because they have to build medivacs to support their bio units? Because mech is and always has been viable vs Terran, mech players did not turtle to air against Bio terrans. In fact, oftentimes the Bio player would slowly transition into air. Regarding Buffing the Siege Tank: You obviously have to be very careful when buffing the tank that mech doesn't become too strong. Maybe reduce splash lighty and buff single target damage while sieged. I don't know what would be the best way to do it. Since the terran air army doesn't seem to dominate Zerg air anymore since LotV (e.g. parasitic bomb, separated Air and Ground attack upgrades), turtling to an unbeatable air army isn't very desirable anymore. Although rushing to air armies might be a general problem of LotV. But you are right, LotV is not yet figured out. Maybe the Liberator and Cyclone will make for an interesting and viable new mech style. So I think you are right in that it is not easy to buff the tank to promote a fun to play and watch mech style. Adding a solid ground anti air unit will help making mech more viable and prevent the need to respond with air against air compositions. Changing the tank in the correct way is probably necessary to make interesting mech play viable. | ||
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