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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne
There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55 |
On August 26 2011 00:21 sleepingdog wrote:Show nested quote +On August 26 2011 00:19 harhar! wrote: btw. roach-hydra is imba in zvt. ppl just dont know it yet but its true. imba in that is loses against pretty much every conceivable combo of terran
no it does not. just wait and see, its going to be the standart in zvt, at least for a while.
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On August 26 2011 00:31 harhar! wrote:Show nested quote +On August 26 2011 00:21 sleepingdog wrote:On August 26 2011 00:19 harhar! wrote: btw. roach-hydra is imba in zvt. ppl just dont know it yet but its true. imba in that is loses against pretty much every conceivable combo of terran no it does not. just wait and see, its going to be the standart in zvt, at least for a while.
:S Based on what >?
Marine marauder crushes it ? Add in tanks it gets crushed more, add in medics even more.
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On August 26 2011 00:21 REDBLUEGREEN wrote: I like every single change. Only unsure about contaminate energy cost increase, 125 seems overkill and will kill the ability imo.
I think it's because they decreased the gas cost, they fear mass contamination strategys if you get 2 overseers for one.
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On August 26 2011 00:31 harhar! wrote:Show nested quote +On August 26 2011 00:21 sleepingdog wrote:On August 26 2011 00:19 harhar! wrote: btw. roach-hydra is imba in zvt. ppl just dont know it yet but its true. imba in that is loses against pretty much every conceivable combo of terran no it does not. just wait and see, its going to be the standart in zvt, at least for a while. Biomech roflstomps it. You know, the Terran standard style?
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Wow, do they seriously think people will pay 150/150 for a +5 damage vs light? If they nerf blue flame upgrade they should at least make it much cheaper.
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On August 26 2011 00:14 Heavenly wrote:Show nested quote +On August 25 2011 23:40 sanitzerG wrote: o Overseer
+ Morph cost decreased from 50/100 to 50/50.
+ Contaminate energy cost increased from 75 to 125.
Given the cost buff, energy cost change was neccessary. 3 overseers for only 150/150 would shut down an enemy hatch in ZvZ. Overseer builds would be too strong. 125 energy cost makes this less viable. Maybe it only needs to be 100 energy though? We'll see
Even 125 is low. 100 would barely be an increase. 50 minerals isn't a lot, the problem was always the gas. You can mass twice as many as you could in the past, why would you make contaminate only 33% more energy? Then it would be able to do things like shut down zerg hatcheries forever. well, it will take more time to get to the first wave of contamination, maybe by that time you can get hydras in ZvZ, plus if you make twice as much OS then you did before you waste twice as much minerals as you did before to get kind of the same results: usually 4 OSs would cost 200/400 now they will cost 400/400 to get twice as much will in the end of the day worth about the same contaminate as 4 old OSs with 150 energy. so to your point I think making it cost 150 energy will make it perfect.
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IMO the reason for the overseer change was to give a bit of a scouting buff. But they had to increase time on contaminate otherwise it would have opened up a huge timing for a contaminate roach push. Overall these notes seem to give a lot of new options while still not merging a unit into the ground.
I also love the seeker missle change. I feel like a Terran could counter mass mutas with a few ravens now. It's something we haven't seen. As well as some mother ship play now that they move so quickly!
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On August 26 2011 00:21 PnCcC wrote: Sigh, I wonder if Blizzard realises the impact of nerfing Hellions.
TvT, TvZ and TvP mech style play will be considerably weaker now, and probably not even viable. This reduces the options for terrans so much, and puts us back 6 months in how the game evolved. Guess we will go back to mass marines and siege tanks......
this BFH nerf doesn't affect the number of shots it takes to kill a zergling. tvz is more or less unaffected. just better for our workers. completely called for
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On August 26 2011 00:34 labbe wrote: Wow, do they seriously think people will pay 150/150 for a +5 damage vs light? If they nerf blue flame upgrade they should at least make it much cheaper.
I'm hoping hellions will suck so much they're going to seriously think about bringing spider mines back.
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On August 26 2011 00:31 harhar! wrote:Show nested quote +On August 26 2011 00:21 sleepingdog wrote:On August 26 2011 00:19 harhar! wrote: btw. roach-hydra is imba in zvt. ppl just dont know it yet but its true. imba in that is loses against pretty much every conceivable combo of terran no it does not. just wait and see, its going to be the standart in zvt, at least for a while. Wait what? Both roaches and hydras get roflstomped by siege tanks, and roaches get severely outclassed by marauders as well. Hydras get raped by EVERYTHING T has that doesn't fly.
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On August 26 2011 00:30 Micket wrote: Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies.
This.
Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond.
I can't believe people are angry about 2.5 seconds.
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On August 25 2011 10:14 awu25 wrote: When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed. Well, you've gotta give it to them, they're leaving themselves room for future improvement. What about the gas?!
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On August 26 2011 00:37 mousepad wrote:Show nested quote +On August 26 2011 00:30 Micket wrote: Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies. This. Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond. I can't believe people are angry about 2.5 seconds.
Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now.
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On August 26 2011 00:39 Perfi wrote:Show nested quote +On August 25 2011 10:14 awu25 wrote: When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed. Well, you've gotta give it to them, they're leaving themselves room for future improvement. What about the gas?! I think this change was almost entirely for spectators. Players know if their cancel/salvage happened because they're eyeing their resources all the time but often it's hard to tell for spectators if they cancelled/salvaged in time. Will be nice knowing for sure.
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Nice, buttf***ed terran even more  Im dont with this game lol.
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why barracks timing +5 dont understand??
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On August 26 2011 00:33 Pengu wrote:Show nested quote +On August 26 2011 00:31 harhar! wrote:On August 26 2011 00:21 sleepingdog wrote:On August 26 2011 00:19 harhar! wrote: btw. roach-hydra is imba in zvt. ppl just dont know it yet but its true. imba in that is loses against pretty much every conceivable combo of terran no it does not. just wait and see, its going to be the standart in zvt, at least for a while. :S Based on what >? Marine marauder crushes it ? Add in tanks it gets crushed more, add in medics even more.
who goes mmm in tvz? and no it does not get crushed by tanks, thats the point. i met a GM guy in a tourney once, who crushed me with this strat after i was already ahead quite a bit. i asked him about this strat and he told me, that he beats terrans like tlo, strelok and so on and ahas a zvt winrate of 90%. and i found that believable.
(though there also were some infestors/blings mixed in, thats to keep in mind).
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On August 26 2011 00:42 Yaotzin wrote:Show nested quote +On August 26 2011 00:39 Perfi wrote:On August 25 2011 10:14 awu25 wrote: When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed. Well, you've gotta give it to them, they're leaving themselves room for future improvement. What about the gas?! I think this change was almost entirely for spectators. Players know if their cancel/salvage happened because they're eyeing their resources all the time but often it's hard to tell for spectators if they cancelled/salvaged in time. Will be nice knowing for sure. It's also for the opponents, so you know if your opponent cancelled their Nexus, or you killed it.
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On August 26 2011 00:40 Skank wrote:Show nested quote +On August 26 2011 00:37 mousepad wrote:On August 26 2011 00:30 Micket wrote: Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies. This. Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond. I can't believe people are angry about 2.5 seconds. Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now.
20 Damage to Light would still 2 shot drones (40 hp). 19 makes more sense . Cost might needed to be tweaked, though, I agree.
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Just me who feels the HSM is way to strong now ? It can kill so much shit. 2 ravens 2 HSMs and a lot of units will just evaporate
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