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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 00:57 Stanlot wrote: What's the sentry guardian shield fix about? Apparently it wasn't working against those units.
Would also help quite a bit against collos in PvP if GS wasn't doing anything against them...
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BF hellions will still 2 shot probes and drones... but not SCVs
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On August 26 2011 01:00 tnud wrote:Show nested quote +On August 26 2011 00:58 WArped wrote:On August 26 2011 00:55 s3rp wrote:On August 26 2011 00:44 Sqq wrote: 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 The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration.. Yes, you can. With Blink most easily but even without it. I seen it multiple times. The trick is you don't do it once you see the infestor come, you have to do it before as in predict when the infestor is going to show up. The thing is, zergs do not select infestors to cast fungal with and often do not check if it is in range. They click fungal at the spot and there is a delay from that moment and the moment infestor with enough mana comes to range and casts it.
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On August 26 2011 00:44 harhar! wrote:Show nested quote +On August 26 2011 00:33 Pengu wrote: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). You based your entire theory of roach hydra taking over the world from one guy who is better than you beating you.
Roach Hydra results in Terran being up in bases because Zerg cannot do a thing to deny it. Tanks. Marines in large numbers cannot be beaten by any non aoe unit in the game, and destroy roach/hydra with medivac support. Equal supplies of marines and roach/hydra would be a funny thing to watch. Roaches and hydras just overkill way too much to be considered good dps units. They can't defeat mass stalkers I don't see how they can defeat marines. Tanks. Also, how do you deal with drops? They are so slow. Also, tanks.
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On August 26 2011 00:45 harhar! 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. 2.5 seconds is the difference between 10 more drones dead and 10 drones at red hp.
More often than not even if Hellion/Drop is scouted or the base is well defended, Hellions with their mobility can still break though and get to the worker line with little problems. Its kinda crazy how they can come out with a huge advantage with reckless play. Running blindly into a defended base should require more risk on the attackers side. If you can't manage that extra 2.5 seconds somehow, maybe you should consider not attacking at all and saving yourself some hellions.
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On August 26 2011 01:03 NewtofDoom wrote:BF hellions will still 2 shot probes and drones... but not SCVs  19+19 is how much? is it enough to 2 shot 40 hp probe/drone?
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On August 25 2011 10:18 iamke55 wrote: The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
lol genius solution! I'm sad that there's no 1/1/1 nerf though. Not sure if serious...
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On August 26 2011 01:05 -Archangel- wrote:Show nested quote +On August 26 2011 01:00 tnud wrote:On August 26 2011 00:58 WArped wrote:On August 26 2011 00:55 s3rp wrote:On August 26 2011 00:44 Sqq wrote: 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 The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration.. Yes, you can. With Blink most easily but even without it. I seen it multiple times. The trick is you don't do it once you see the infestor come, you have to do it before as in predict when the infestor is going to show up. The thing is, zergs do not select infestors to cast fungal with and often do not check if it is in range. They click fungal at the spot and there is a delay from that moment and the moment infestor with enough mana comes to range and casts it. Is that called dodge? That's called evasion before it happens, like emp.
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On August 26 2011 01:05 -Archangel- wrote:Show nested quote +On August 26 2011 01:00 tnud wrote:On August 26 2011 00:58 WArped wrote:On August 26 2011 00:55 s3rp wrote:On August 26 2011 00:44 Sqq wrote: 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 The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration.. Yes, you can. With Blink most easily but even without it. I seen it multiple times. The trick is you don't do it once you see the infestor come, you have to do it before as in predict when the infestor is going to show up. The thing is, zergs do not select infestors to cast fungal with and often do not check if it is in range. They click fungal at the spot and there is a delay from that moment and the moment infestor with enough mana comes to range and casts it. This is prediction, not dodging. Fungal is not dodgeable, just as feedback for example is not.
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Interesting patch. A hydra buff would have made this patch golden but alas.
Overseer change means that they balanced contaminate according to its gas cost. Since the gas cost is halved, you would get double the contaminates if you still spend 100 gas on overseers. To prevent cheap massing of overseers to get too strong, they nerfed the contaminate cost preemtively. Not sure if that's a good thing, contaminate is not a powerful spell at all with only slight usefulness in ZvZ..
Fungal change will make zerglings better in ZvZ I guess. And massing Ultras should go faster (especially when defending they build way too slow).
This patch may make me play some more sc2 again (was bored with it, also due to the new maps).
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On August 26 2011 01:06 labbe wrote:Show nested quote +On August 25 2011 10:18 iamke55 wrote: The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
lol genius solution! I'm sad that there's no 1/1/1 nerf though. Not sure if serious... It is serious.
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On August 26 2011 01:00 tnud wrote:Show nested quote +On August 26 2011 00:58 WArped wrote:On August 26 2011 00:55 s3rp wrote:On August 26 2011 00:44 Sqq wrote: 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 The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration..
Indeed you can. You have to predict where they're going to fungal, and move away/spread. Just like everyone did against storm in BW.
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On August 26 2011 00:47 RedMosquito wrote: overall this patch is buffing zerg heavily. yes they nerfed fungal growth but i did the math and its basically nerfed only six damage. six damage! thats like one marine shot. barely anything imo.
rax nerf means zerg can hatch first on any map now (they could already do it on most maps anyway).
not sure about the overseer change but it seems to be a slight buff.
blink nerf helps zerg obviously. it also helps terran. there were some blink stalker all ins using an obs that i remember hitting surprisingly fast and may be slightly too strong.
protoss was not helped enough imo especially in pvz.
I like how you did the math, 36-30=6 good job buddy 
NOt but really i dont get why is the barrack takes 5 sec more to construct.
As a protoss i think is blink take 30 sec more, PVP will come back to 4gate more than the 3gate blink opener
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On August 26 2011 01:06 Yaotzin wrote:Show nested quote +On August 26 2011 01:05 -Archangel- wrote:On August 26 2011 01:00 tnud wrote:On August 26 2011 00:58 WArped wrote:On August 26 2011 00:55 s3rp wrote:On August 26 2011 00:44 Sqq wrote: 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 The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration.. Yes, you can. With Blink most easily but even without it. I seen it multiple times. The trick is you don't do it once you see the infestor come, you have to do it before as in predict when the infestor is going to show up. The thing is, zergs do not select infestors to cast fungal with and often do not check if it is in range. They click fungal at the spot and there is a delay from that moment and the moment infestor with enough mana comes to range and casts it. This is prediction, not dodging. Fungal is not dodgeable, just as feedback for example is not. Feedback is not dodgeable because once HT gets into range he always hits that unit. Fungal hits the spot where those units might not still be. That is a dodge.
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On August 26 2011 00:56 NuKedUFirst wrote:Show nested quote +On August 25 2011 10:18 iamke55 wrote: The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
lol genius solution! I'm sad that there's no 1/1/1 nerf though. Are you serious? lol. Well good thing I'm switching to P.
No idea why developers make changes in graphics, spell and sound effects to make things look and sound pretty but actually makes gameplay worse. Arbiters had the same ability in BW, weren't restricted to 1 and didn't have this problem. Now there's lag?
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On August 26 2011 00:44 Sqq wrote: 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 The HSM might be faster but the range is still low. Not to mention the slow speed of the raven itself. I think it will be worth testing to see the effectiveness of the speed increase.
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All Terrans hate this patch. I wish the raven would be buffed a little bit more than just a faster seeker missile. I would of been happy with the energy being reduced down to 75 and do 75 damage instead of 100. All other races have an awesome spell caster(Infestor, HT) that do insane damage. If Raven seeker missle was 75 energy it would balance the spell casters out a bit. Ghost just arent cutting it anymore.
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On August 26 2011 01:08 -Archangel- wrote:Show nested quote +On August 26 2011 01:06 Yaotzin wrote:On August 26 2011 01:05 -Archangel- wrote:On August 26 2011 01:00 tnud wrote:On August 26 2011 00:58 WArped wrote:On August 26 2011 00:55 s3rp wrote:On August 26 2011 00:44 Sqq wrote: 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 The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration.. Yes, you can. With Blink most easily but even without it. I seen it multiple times. The trick is you don't do it once you see the infestor come, you have to do it before as in predict when the infestor is going to show up. The thing is, zergs do not select infestors to cast fungal with and often do not check if it is in range. They click fungal at the spot and there is a delay from that moment and the moment infestor with enough mana comes to range and casts it. This is prediction, not dodging. Fungal is not dodgeable, just as feedback for example is not. Feedback is not dodgeable because once HT gets into range he always hits that unit. Fungal hits the spot where those units might not still be. That is a dodge. You have a curious definition of dodgeable. Seeker missile is dodgeable, fungal is instant cast and undodgeable. Moving before they cast it because their infestor is stuck in the back is not dodging, it's prediction - realising you're about to get fungalled and moving/spreading.
You can't dodge something that happens the instant you cast it, which fungal does.
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On August 26 2011 01:10 The_Sanjuro wrote: All Terrans hate this patch. I wish the raven would be buffed a little bit more than just a faster seeker missile. I would of been happy with the energy being reduced down to 75 and do 75 damage instead of 100. All other races have an awesome spell caster(Infestor, HT) that do insane damage. If Raven seeker missle was 75 energy it would balance the spell casters out a bit. Ghost just arent cutting it anymore. Yes, you are completely right. Maybe you should tell that to all the Terrans that were owning Puzzle yesterdays on his stream with those Ghosts are not awesome...
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On August 26 2011 01:06 -Archangel- wrote:Show nested quote +On August 26 2011 01:03 NewtofDoom wrote:BF hellions will still 2 shot probes and drones... but not SCVs  19+19 is how much? is it enough to 2 shot 40 hp probe/drone? 16 + 5 = 21...
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